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BCNM's what works and what does not

Posted: Thu Aug 30, 2012 9:28 am
by link
BCNM not implemented
Scripted but need to be tested
BCNM don't work (reason)
BCNM 100% works

Notes
1-Many drop rates missing on ffxiclopedia
2-We cannot yet see multiple battle choices for the same orb


Ghelsba Outpost
BCNM: Wings of Fury
BCNM: Petrifying Pair
BCNM: Toadal Recall - No Loot, Will not show on battle list yet
Mission: Save the Children
DRG flg: The Holy Crest
Fellow: Mirror, Mirror


Waughroon Shrine
BCNM: Crustacean Conundrum
BCNM: Birds of a Feather
BCNM: Grove Guardians
BCNM: Royal Jelly
BCNM: The Worm's Turn
BCNM: The Final Bout
BCNM: 3, 2, 1...
BCNM: Up in Arms
BCNM: Grimshell Shocktroopers
KSNM: Copycat
KSNM: Operation Desert Swarm
KSNM: Prehistoric Pigeons (Loot is estimated)
KSNM: The Hills Are Alive
Mission: Journey Abroad
Mission: The Three Kingdoms
Mission: On My Way
SAMAF3:A Thief in Norg!?
Limit: Shattering Stars (Beastmaster)
Limit: Shattering Stars (Red Mage)
Limit: Shattering Stars (Thief)
Limit: Beyond Infinity

Horlais Peak
BCNM: Shooting Fish
BCNM: Carapace Combatants
BCNM: Dropping Like Flies
BCNM: Under Observation
BCNM: Tails of Woe
BCNM: Eye of the Tiger
BCNM: Hostile Herbivores
BCNM: Shots in the Dark
BCNM: Dismemberment Brigade
KSNM: Horns of War
KSNM: Contaminated Colosseum
KSNM: Double Dragonian
BCNM: Today's Horoscope
Mission: The Emissary
Mission: The Three Kingdoms
Mission: The Secret Weapon
Limit: Shattering Stars (Black Mage)
Limit: Shattering Stars (Ranger)
Limit: Shattering Stars (Warrior)
Limit: Beyond Infinity

Balga's Dais
BCNM: Charming Trio
BCNM: Creeping Doom
BCNM: Harem Scarem
BCNM: Royal Succession
BCNM: Steamed Sprouts
BCNM: Rapid Raptors
BCNM: Treasure and Tribulations
BCNM: Wild Wild Whiskers
BCNM: Divine Punishers
KSNM: Moa Constrictors
KSNM: Royale Ramble
KSNM: Seasons Greetings
KSNM: Early Bird Catches the Wyrm
Mission: Journey Abroad
Mission: The Emissary
Mission: Saintly Invitation
Limit: Shattering Stars (Monk)
Limit: Shattering Stars (Summoner)
Limit: Shattering Stars (White Mage)
Limit: Beyond Infinity

Qu'Bia Arena
BCNM: Die by the Sword
BCNM: Let Sleeping Dogs Die
BCNM: Undying Promise
BCNM: Factory Rejects
BCNM: An Awful Autopsy
BCNM: Idol Thoughts
BCNM: Celery
BCNM: Brothers D'Aurphe
BCNM: Demolition Squad
KSNM: Come Into My Parlor
KSNM: E-vase-ive Action
KSNM: Infernal Swarm
Mission: Darkness Rising
Mission: The Ruins of Fei'Yin
Mission: The Final Seal
Mission: The Heir to the Light
Mission: Those Who Lurk in Shadows (III)
Limit: Shattering Stars (Bard)
Limit: Shattering Stars (Dark Knight)
Limit: Shattering Stars (Paladin)
Limit: A Furious Finale (Dancer)
Limit: Beyond Infinity
Fellow: Mirror Images
Fellow: Clash of the Comrades

Talacca Cove
ISNM: Call to Arms
ISNM: Compliments to the Chef
Mission: Legacy of the Lost
PUPAF3: Puppetmaster Blues
Limit: Breaking the Bonds of Fate (Corsair)

Navukgo Execution Chamber
ISNM: Tough Nut to Crack
ISNM: Happy Caster
Mission: Shield of Diplomacy
BLUAF2: Omens
Limit: Achieving True Power (Puppetmaster)

Jade Sepulcher
ISNM: Making a Mockery
ISNM: Shadows of the Mind
Mission: Puppet in Peril
Quest: Moment of Truth
Limit: The Beast Within (Blue Mage)

Spire of Dem
ENM: You Are What You Eat
Mission: Ancient Flames Beckon

Spire of Holla
ENM: Simulant
Mission: Ancient Flames Beckon

Spire of Mea
ENM: Playing Host
Mission: Ancient Flames Beckon

Spire of Vahzl
ENM: Pulling the Plug
Mission: Desires of Emptiness

Monarch Linn
ENM: Bad Seed
ENM: Fire in the Sky
ENM: Beloved of the Atlantes
ENM: Bugard in the Clouds
Mission: Ancient Vows
Mission: The Savage
Quest: Uninvited Guests

The Shrouded Maw
ENM: Test Your Mite
Mission: Darkness Named
Avatar: Waking Dreams

Mine Shaft #2716
ENM: Bionic Bug
ENM: Automaton Assault
ENM: Pulling the Strings
Mission: A Century of Hardship
Quest: Return to the Depths

Boneyard Gully
ENM: Like the Wind
ENM: Sheep in Antlion's Clothing
ENM: Shell We Dance?
ENM: Totentanz
Mission: Head Wind
Quest: Tango with a Tracker
Quest: Requiem of Sin

Bearclaw Pinnacle
ENM: Brothers
ENM: Follow the White Rabbit
ENM: Holy Cow
ENM: When Hell Freezes Over
Mission: Flames for the Dead

LaLoff Amphitheater
Mission: Divine might - All working but missing end custscene
Mission: Ark Angels


will update as i go, please sticky this and let me know if i miss any that do work to retail standards

Re: BCNM's what works and what does not

Posted: Sun Oct 07, 2012 4:23 pm
by link
Turns out quite a few drop rates are missing from ffxiclopedia :(

Re: BCNM's what works and what does not

Posted: Sun Oct 07, 2012 5:14 pm
by Metalfiiish
That and it's not possible to implement Mob special tp moves. This is due to how monster tp moves are worked currently. As-is when you add a mob tp move it is linked to monsters only by family. This means if you add a special tp move for an NM lizard then ANY lizard will use that move. Once this gets resolve we can start making these BCNM's more difficult and like the retail bcnm system.

Re: BCNM's what works and what does not

Posted: Sun Oct 07, 2012 9:01 pm
by PrBlahBlahtson
Re: tp moves

Thought about this a bit after our posts in General Chat for the "to do" list, but it seems mob action pools are going to need some overall revision. Some mobs get conditional access to moves, there are some families that have TP moves only in Aht Urghan zones, or only NMs, or only certain NMs, Orc Dragoons get Jump, dynamis mobs... It will either involve creating a ton of families, or a completely new system. That's not even getting into the conditional TP moves, such as wyrms having grounded/flight moves, or avatars using astral flow pacts only once per instance, etc.

The whole system will need an overhaul. Might make sense to pin it to magic, since that's going to be just as "custom." It's crossed my mind to do all of this via LUA, something like addAction() and delAction(), but then it becomes harder to manage mobs in general. Maybe have all "Sheep" draw from the sheep pool, and disable/enable moves via LUA on a case-by-case basis? All bats draw from a bat/bats pool, and then Colo-colo gets something like onSpawn addAction(BLACK_MAGIC_DRAIN)?

Edit:
Thought of another fun tangle that's going to have to be sorted out. The "Humanoid" family means that Kam'lanaut is snapping off Asuran Fists at the moment. Good times. Maat's going to need every job's JA, but different ones depending on the BCNM. The Ark Angels might get dragged in. Eald'narche. If the Hero/Heroine BCNMs are ever done, those will all be involved. TP moves, families, linking behavior... that system needs some serious TLC. Either that, or that table's going to need a lot of new rows.

Re: BCNM's what works and what does not

Posted: Tue Oct 09, 2012 2:05 am
by Nubbsolo
I thought "mission: save the children" (san 'doria 2-3) worked fine?

Re: BCNM's what works and what does not

Posted: Tue Oct 09, 2012 5:05 am
by link
Thanks for the input. Many of the missions do, this list to help us know which orb trade bcnm's need to be scripted.

I've read people are still having problems with the mission 2-3?? cant remember the number (the dragon & seeker) bcnm, so left all the mission/quest bcnm's blank for the time being.

Re: BCNM's what works and what does not

Posted: Wed Oct 10, 2012 5:11 pm
by Nubbsolo
San'd oria mission 2-3 "the journey abroad" worked fine for me just completed it. But i think all the 2-3s share a similar bug if you visit the consuls in the wrong order. Which it should give you different quests depending on the path you choose.. with san d'oria's 2-3 you have to go to windurst first then bastok to complete it or you break the mission entirely from what i know of, but im also quite a few revisions behind

*Edit and by "worked fine" i mean i was able to complete it sorry for the bland description there..

Re: BCNM's what works and what does not

Posted: Wed Oct 10, 2012 8:50 pm
by Flunklesnarkin
yah, i completed all the 2-3 missions fine. The problem I think they are referring to is the fight itself isn't capped.

Re: BCNM's what works and what does not

Posted: Thu Oct 11, 2012 12:12 am
by Metalfiiish
BCNM restrictions are not in use yet. It's on the dev list but not implemented yet.

Re: BCNM's what works and what does not

Posted: Thu Oct 18, 2012 1:13 am
by Flunklesnarkin
You guys are always hard at work adding stuff and I thank you for your efforts.


If you guys are taking requests on a bcnm to work on next, could you please do one of the bcnm's that drops the spell erase.


One of the level 30 ones would be cool.

A few the level 30 bcnm's that drop the spell are:

Birds of a Feather >> Waughroon Shrine >> 3 man limit

Creeping Doom >> Balga's Dais >> 3 Man limit

Dropping Like Flies >> Horlais Peak >> 6 man limit

Grove Guardians >> Waughroon Shrine >> 6 man limit

Harem Scarem >> Balga's Dais >> 6 man limit

Petrifying Pair >> Ghelsba Outpost >> 3 man limit

Toadal Recall >> Ghelsba Outpost >> 6 man limit


If any of those could be scripted it would be cool. It would just be nice to have a way to obtain the spell erase on the classic server.

Thanks again !!


oh, and I ran through the wings of fury bcnm a few times today, worked just fine.


edit, i see a couple of the bcnm's that drop erase are "complete" but haven't had loot added because there isn't sufficient drop rate information to be found.

The only realistic way to finish all the bcnm's would be to best guess some of the drop rates. I'd suggest following a format with drop groupings similar to other more documented bcnm's.

If you would like help coming up with some drop rate groupings for the various bcnm's I could go through them all and make some suggestions.