NEO Impossible Bosses is a party-based boss rush MOBA whereby you pick a combination of heroes to take down the IMPOSSIBLE BOSSES! Inspired by the Warcraft 3 mod "Impossible Bosses" by Psyris, each boss is a unique challenge and has their own signature abilities.
Now for some informative screenshots with captions!
X heroes versus 1 boss on his home turf
Count Winkus unleashes his ultimate, Lightning destruction! Our heroes have to activate their shields to not take damage.
Part of the hub area, where you buy items and do other stuff..
Too many heroes to control? Pause and issue new orders when things get tough, or share the burden of controlling multiple heroes by playing with others online.
Some development history.. Hi, I've been working on this game for about 2+ years now, and it's currently in closed beta. I've always been inspired by Blizzard's rts games and it's community-made derivatives; Psyris's warcraft 3 map "Impossible Bosses" heavily inspired me to make an improved, more 'friendly' version of the original, since it had it's limitations in requiring a band of experienced players online to even complete the game.
Gameplay stuff - Why not derive from some action, twitch based, David-vs-Goliath boss game like SOTC, TitanSouls, DarkSouls? Simply put, I want a different style. I find raid organization and raid bosses in MMOs to be far more interesting in concept to me than controlling a single guy vs bosses. And, in doing so I avoid requiring the player to have twitch, split second reactions usually found in such single character games, something that I find people appreciate as they grow older. - Controls? Similar to what you have in RTS/MOBA games. Smartcast is available. Pause and issue commands if you feel like it.
Anyway, thanks for taking the time to read this first post! I'll be updating the thread as time goes on. Also, spread the word and go wishlist the game on steam!
On November 03 2017 02:37 tobai wrote: Looks very interesting, will it run on Linux?
Sorry, but no it can't. The game is pretty much programmed by only me, and I don't have time to add another platform to the mix other than windows. You'll have to try using WINE.
Been some time since I posted, but here's the changelog for NEO Impossible Bosses build 0.03 that I forgot to post. If you want a close beta key, sign up for the mailing list and contact me on Discord.
Major Changes - Boss Hitpoint Balancing rework! Bosses now scale better based on party composition and items. - Replay mode: You now select units in replay mode instead of following units - Replay mode: Now reports player hero usage
Hero Changes - Guardian: Sonic Clap damage changed to 220 from 250 Warrior Spirit damage buff changed to 20 from 25 - Paladin: Righteous Fury damage buff changed to 22 from 15 - Ranger: Venom shot impact damage changed to 160 from 120 Rapid fire cooldown changed to 10 seconds from 14 Rapid fire percentage damage change to 75% from 70% - Priestess: Holy nova damage changed to 250 from 200 Holy nova cooldown changed to 10 seconds from 12 - Fire mage: Energy burn changed to 30 bonus spell damage from 40 Fireball impact damage changed to 180 from 200 Meteor impact damage change to 800 from 800 Meteor damage type is now fixed to fire type
Fixes - Fixed replay desync issues regarding ability enabled updates - Fixed some multiplayer issues regarding mis-aligned saves - Fixed guildhall button not showing up in multiplayer
Future roadmap: - Reworks on the Necromancer/Demon bosses.
Again, note that with each new build, the leaderboards will be reset and you will be able to upload scores for the bosses again.
Article: Finding a system for Hitpoint Balancing with many gameplay variables involved
How do you do boss balancing in a game where you have a high number of variables?
I came across this problem while working on my game NEO Impossible Bosses, an RTS-MOBA that pits a party of heroes controllable by player(s) against bosses in a boss rush. Each boss needs to feel like an MMO raid boss, which means large health pools and having players do enough damage. In making a game like that, there are many concerns in which we have to account for in our balancing act of making the bosses feel fair enough.
For more context, here's some information on the number of variables that go in:
- Each hero class has up to 6 abilities that do damage.
- You can make a party of 6 heroes, with duplicate hero classes
- Each hero can have up to 6 items. Some of the items contribute to the hero's damage output.
- 3 difficulties for each boss.
And for course, there are things that you want players to feel with regards to each boss. If the boss is meant to be a tank capable of taking tons of damage from the player, he needs a hit point increase.
Fun fact: Your healer can take on bosses solo if he/she wears high armor/damage gear suited for other classes
While it seems like there are countless concerns, I'm confident that we can boil it down to a few manageable variables. Here are my attempts at finding such a system.
Mistake #1
When I started, the way I balanced the boss's hitpoints was a straight linear hitpoint increase per party member based on hero class, and with a base amount of hitpoints. While this seemed initially okay, this method fizzled out when I had a player clear the bosses with a single priest with items..
This formula for calculating the boss's hitpoints is:
[Boss Hp = Base hp + (X hp per party member, based on hero class)]
Mistake #2
So for the rework I defined this problem for me to solve:
- Find a base hit point amount for a boss that accounts for each party member dps, assuming that heroes have unlimited resources.
Seems easy. For each specific hero, find a number for normal attack dps, and per-ability dps, and sum them up together!
This formula assumes that all that damage is done within a second. However, some heroes like the Fire Mage have channeling times in which they do not attack at all while channeling their ability, therefore negating the amount of damage dealt. It seems impossible, wrong even, to determine the potential dps of a hero this way.
A breakthrough
So I had to go back to the drawing board. I looked at the hub area, and realized that I had a target dummy unit that was put in for testing reasons. Maybe I could use that! And there was also another thing I was able to draw from my experiences playing and researching on MMORPGs. A while back, a player by the name of Kripparian (that hearthstone superstar) posted videos on certain techniques that he uses to compare between abilities. He also has other videos detailing DPS rotations, a common concept in MMO raiding.
What he did was to find the most optimal set of abilities that would get you the best Damage per Second(DPS) over a certain length of time, via video recording/comparisons. Using this concept, I now simply need to find an optimal rotation per length of time. This length of time is currently set to 15 seconds (which also happens to be the longest duration of hero self-buff abilities), and from this onwards I'll change it to Damage per 15 seconds(dp15s). Through this technique, I solve the problem of that huge mass of independent variables.
Using the Guardian's Warrior Spirit ability as a visual guide, I try to find out how much damage I can do with my Firemage in that amount of time.
Controllable variables
Now that I have a solid dp15s number, I can adjust it accordingly to my needs. Of course, first of all I need to be able to adjust for the fact that in the heat of boss battles, there just isn't enough time and opportunity to execute that optimal dp15s cycle. So I'll need to multiply it by a value less than 1. We'll call this variable 'Suboptimal'.
Boss hp = Sum of [(optimal dp15s * Suboptimal) of heroes]
If I require the boss to feel 'tanky' and be able to take a ton of damage, I can introduce a DP15S_Cycles variable and multiply the above formula.
Boss hp = (Sum of [(optimal dp15s * Suboptimal) of heroes]) * DP15S_Cycles
I now need to account for the itemization bonuses and buffs. The current items can grant you a passive damage boost, an attack speed boost, and an ability damage boost. We'll need to apply a bit of mathematical rigor to get us an accurate gain of dp15s from these bonuses. We'll also need a sequence of ability usage and normal attacks during the 15 second window for our calculations so we can calculate the item bonuses correctly. Then we'll introduce a variable ItemDPSFactor.
Boss hp = (Sum of [((optimal dp15s + item_dp15s * ItemDPSFactor) * Suboptimal) of heroes]) * DP15S_Cycles
This sums up to 3 variables, Suboptimal, DP15S_Cycles and ItemDPSFactor that I can control to tweak the boss's hit points. For each difficulty, I can tweak these values differently β for example I can have the 'Suboptimal' values be lower for the easier difficulties to compensate for less player experience with his hero, since he/she hasn't figured out how to get good dps out of his hero.
Unaccounted variables
There are still some variables still unaccounted for: - Attack speed: There are suggestions that you can multiply the number of normal attacks by the percentage attack speed increase in the optimal dp15s sequence, but that is still likely to be inaccurate, due to the fact that normal attacks are done in between ability usage and in vastly different timing windows β I would have to enumerate all these timing windows and that's a ton of work. - Survivability attributes (eg. Healing, Damage reduction): These are variables that keep other heroes alive so that they are able to do more DP15s cycles. If I use a heal on an icemage, he can deal (for example) another DP15s cycle, If I use it on a tank, the entire party gets to live 1 more dp15s cycle due to taunting mechanics. Furthermore the boss's hitpoints are meant to be static throughout the encounter and most estimates would likely be inaccurate. If I account for this variable, I'll have to increase the DP15s cycle value whenever there's a healer hero.
That being said, it's okay to have slight bits of inaccurancy if you know that it doesn't contribute too much.
So that's all I have for this mathematically charged problem. It's intriguing to me that time has become the basis of the system that is able to boil down the high number of variables into only a few. I might have to increase the window of time from 15 seconds so I can get a more accurate gauge, but the same concepts still apply β I'm able to have a system that can account for difficulty, encounter length, party size and items.
Update #16: Changelog 0.04 to 0.06, Normal mode is more or less done!
Merry Christmas/Happy New Year! I've been busy pushing out things for release, haven't had time to write, so let's catch up on the things we've missed.
Closed Beta build 0.04 changelog Changes: - Can no longer reattempt successful encounters in ironman mode - Taunting targets now works better - Hero selection UI now shows abilities - Reworked Balazar the Necromancer encounter, added 3 new abilities, Necrotic Mist, Summon Obelisk and Mist Shifting. - Reworked Ji'loch the Imprisoned encounter, added 2 new abilities, Summon Flame Pillar and Diabolic Sweep, and reworked how binding works. - The Great Oak Mother encounter: Added ability 'Nightzone'
Fixes: - Fixed command queueing via shift-rightclick while using Ranger's Rapidfire ability - Fixed replay desyncs and various bugs related to selecting units while the major selected unit dies. - Fixed replay desync issues.
Thoughts: The ironman mode change is a no-brainer; I can't let people farm the same bosses continously for gear. I also tuned some of the encounters. In particular, Balazar's encounter now feels more dynamic when he disappears and reappears behind you.
The Nightzone ability is an expanding black circle of death
Closed Beta build 0.05 changelog Major Changes - Boss damage rework. Bosses now deal more damage overall. - Boss scripting sequences adjusted. - Armor to damage reduction tweaked. - Mana pools tweaked and increased for all heroes.
Priestess Hallowed Heal now takes 2 seconds channeling time, with 1 second cooldown. Hallowed Heal now heals 1000 from 700. Healing Spirit now heals 750 from 500. Holy Nova now heals 800 from 600.
Boss: Ji'loch the Imprisoned - Demonic Eruption ability now reworked. - Fear Bomb ability now summons multiple fear bombs.
Boss: Twin Frost Elementals - Blizzard now spawns 2 blizzards that move around the arena.
Bugfixes: - Paladin: Fixed Protection Link armor gain. - Fixed units being unable to follow commands after being stunned while casting an ability. - Fixed Victory Text - Fixed buying item crash - Fixed Count Winkus script crash - Fixed status effect stack restoration (Frostbite)
Item Changes - Mana associated items have mana restored/maximum mana amounts increased - Steel Cover: Health changed to 400 from 1000 - Grand Helm: Health changed to 200 from 400. - Holy Cross: Heal Bonus increased to 100 from 75. - Fairy Charm: Item bonus now reduces 1 second channel time from Hallowed Heal. Heal Bonus increased to 120 from 80. Item is now unique. - Totemic Mask: Health changed to 500 from 800. Armor decreased to 5 from 6. - Vindicator's Seal: Damage changed to 20 from 25. Removed ability damage, removed health regeneration. Attack speed set to +0.75 percent. - Order's Sigil: Health change to 300 from 700, Health Regen set to +25, Armor set to +3, Attack Speed set to +0.75 percent.
Thoughts: So I missed on one crucial analysis to the game mechanics, and that is the damage that bosses can dish out. Forcing units to run from time to time, it's what makes things feel hard; the alternative would be a tank and spank. Big thanks to the data provided to me by my beta testers. The other big change is the heroes' mana pools. To ensure that the boss encounters can last a little longer without players feeling that they're being hard-blocked due to the lack of mana used for damage and healing, I also had to tune those numbers.
Tuning boss damage, healing and mana A bit of thought went into this. I pretty much treated boss damage as the variable that dictates tension(how fast a hero's hp is reduced to 0) and how long the fight can last. Healing needs to feel like a losing game so players need to resort to running tactics eventually. Mana, for dps classes, needs to dictate the number of dp15s cycles the hero can do.
Reworked pattern for demonic eruption - it's no longer just random
Closed Beta build 0.06 changelog Gameplay Changes: - Boss hitpoint balancing now accounts for attack speed. - Gold reduction from pausing too much, up to -200 gold. - Windblessed arrows health bonus set to 200 from 500. - Camera limit tweaks - DBM's Flame Charge ability now pushes enemy units. - The Great Spirit Oak Mother's mass entangling roots ability now has a minor visual rework. - Ji'loch the Imprisoned Demonic Eruption ability now follows a different pattern. - New names for bosses!
Other Changes: - Simplified Chinese is now available. - Fixed crash when transitioning between replays - Replays now record text and have a point-of-view system to look from the player's perspective. - Some audio and visual updates. - Fixed text input from IME keyboards. - Many minor text changes.
Thoughts: Mainly a audiovisuals update plus simplified chinese translation. Given that Steam's audience is now 60% simplified chinese, it's something that you cannot ignore. Those 7 days spent translating 800+ phrases into simplified chinese seems to be paying off - I got a boost in wishlists once I released the store page in simplified chinese.
That spike!
The future So right now my current priorities are to focus on producing a good trailer, and do some more marketing. Hard difficulty is also on the list, but there's the guild bank that I haven't done yet that will have to wait for later. I'll leave you with a video on the Twin Frost Elementals encounter. Thanks Clan IBCE for helping with the beta test!
Update #17-18: Changelog 0.07 and 0.08 update! Hard mode and banks are up!
Here's the changelog for NEO Impossible Bosses build 0.07.
Changes: - Hard mode is up and out! All 10 Bosses now have various tweaks to their encounters in hard mode! Examples: Count Winkus Hard mode - Now has a Magic Clone twist to it. Spirit Oak Mother Hard mode - Now applies a -50% movement debuff at the start of the encounter.
- Ironman mode now has their own leaderboards. In addition, they now keep track of the number of clears the players have made. - Can no longer attack allies via attack hotkey. - Fixed/changed some localization text. - Windblessed Arrows damage bonus set to 25 from 35 - Windblessed Arrows attackspeed bonus set to 7.5 from 15 percent. - Some minor story tuning
Here's the changelog for NEO Impossible Bosses build 0.08.
Changes: - The Bank Storage is now available in the hub! Store your items by dropping items onto the bank! Also, when you change your party, items on removed heroes go straight to your bank. - Cruelty damage set to 30 from 40 - Cruelty ability damage set to 80 from 60. - Cruelty attack speed bonus set to 12.5 percent from 25 percent - Crown of Ice ability damage set to 70 from 60 - Totemic Mask damage set to 30 from 20. - Demonic Earring ability damage set to 75 from 65 - Meteor Magnet ability damage set to 60 from 50 - Order Sigil damage set to 30 from 25. - Updated some ingame text.
Ability damage has been buffed across the board since it didn't feel like they were doing enough damage. Also, some of the Damage buffs are done to account for the melee classes. Release is very close now, the rough date being around February 2018. Stay tuned for a new post announcing the release!
I'll leave you with some gifs
Flame Charge now pushes heroes away!
One of the shots that I'm going to use in my trailer
So after 3+ years, NEO Impossible Bosses is finally RELEASED! I'd like to thank all those who helped out with testing and giving feedback. Have fun everyone!