[Workshop Mode] Loot Quest - Long-term PvE RPG with Save Codes [v5.1.2]

A while ago, Drakorle had told me about the idea to save progress in custom Overwatch game modes with a password system. I loved this idea, but decided not to add it to my ‘World of Overwatch’ game mode since that mode, in the end, wasn’t designed around a slower, MMORPG-like progress system anymore.
I have however made a new RPG mode now that allows players to save progress with a password system and includes another mechanic that I couldn’t implement in World of Overwatch anymore: individual player loot.

Disclaimer: This game mode uses random reward mechanics and is quite time-consuming. Don’t feel pressured into playing it and don’t spend more time playing it than you really want to. If at any point, you don’t enjoy playing it, stop and do something else :slight_smile:

Loot Quest – the Eternal Hunt (by Delwion#2667)

Map Share Code (v5.1.2) Default Enemy Levels
Eichenwalde (+Halloween) 86N95 1-12
Blizzard World (+Winter) AHJ4W 3-15
Numbani H0ZKK 6-18
Dorado EHVSK 9-21
Paris RWGW2 12-24
Havana PFP96 15-27
Junkertown CF0KJ 18-30
Hollywood (+Halloween) 9DN8R 21-33
Hanamura (+Winter) C6BFX 24-36
Rialto TVQKB 27-39
Route 66 TVJPS 30-42
Volskaya Industries AE7V6 33-45
Watchpoint: Gibraltar D3DGZ 36-48
Horizon Lunar Colony NAXQH 39-51
King’s Row (+Winter) 8FXAS 42-54
Temple of Anubis NNME3 45-57
Forgotten Tower AY615 Default level 15; +10% EXP; +10% enemy damage; +50% drop chance for runes and lucky charms; fixed champion spawn rate.
Arcane Sanctuary 52AV1 Default level 15; +10% EXP; +10% enemy damage; +50% drop chance for runes and lucky charms; fixed champion spawn rate.
Lower Kurast VVN0Q Default level 30; +25% EXP; +25% enemy damage and healing dealt; +100% drop chance for runes and lucky charms; fixed champion spawn rate.
Travincal 8YNYJ Default level 30; +25% EXP; +25% enemy damage and healing dealt; +100% drop chance for runes and lucky charms; fixed champion spawn rate.
City of the Damned 23WPN Default level 45; +25% EXP; +25% enemy damage; +100% drop chance for runes and lucky charms; fixed champion spawn rate.
Bloody Foothills 02VE1 Default level 45; +25% EXP; +25% enemy damage and max health; +100% drop chance for runes and lucky charms; fixed champion spawn rate.
Arreat Summit QQTH6 Level 30 boss encounter that awards a lot of EXP; level 15-45 required to enter.
The Secret Place ??? Default level 60
Chaos Sanctuary 5XQB9 Elite map: Level 60+; good equipment and playing in a group recommended.
Worldstone Keep BCVSN Elite map: Level 60+; good equipment and playing in a group recommended.
  • Find other players for your region and platform on the Loot Quest Discord server: discord.gg/mdydY4z
  • Choose the map you wish to play on and use the corresponding share code.
  • The host can change enemy levels by pressing Interact and Ultimate + Interact while standing inside the yellow station in the spawn room.

Changelog 5.1.2
Changelog 5.1.1
Changelog 5.0.9
Changelog 5.0.8
Changelog 5.0.7
Changelog 5.0.6
Changelog 5.0.5
Changelog 5.0.3
Changelog 5.0.2
Changelog 5.0.1
Changelog 5.0
Older Changelogs

Table of Contents

  1. Introduction
  2. Setup - Lobby
  3. Gameplay - Beginner’s Guide
  4. Controls
  5. User Interface
  6. Equippable Items and Item Power Level
  7. Player Level / EXP
  8. Enemies
  9. Runes and Lucky Charms
  10. EXP / Drop Penalty
  11. The Spawn Room Stations
  12. Special Abilities
  13. Super Novices
  14. Detailed Info / Formulae
  15. FAQ
  16. Known Issues

Hunt enemies for a chance to obtain epic loot and save your progress with the help of a 40-digit save code! Press Crouch to pick up loot or use a station in the spawn room. Interact to sell the item in your inventory item. Acknowledge to equip the selected item in your inventory. Need Healing to use a town portal spell.

1. Introduction

In this long-term, slow progress PvE RPG mode, players can obtain loot from defeating enemies, get stronger by equipping powerful items and by working on increasing their level over the course of several matches. Most progress can be saved in the form of a 40-digit save code (press print screen to save the code as an image when it’s on screen) that can then be entered later or in another match to load the saved state.

More features
  • Enemies may drop an equippable item or gold when defeated.
  • Players can sell items for gold, or they can try to upgrade them to the next highest rank for a certain price.
  • Players can purchase random items of green or better quality in the spawn room .
  • Players can purchase boss summon stones which allow them to summon bosses that have a better chance than regular enemies of dropping good equipment when defeated and award a lot of experience (EXP).
  • Playing in a team is rewarded with an EXP bonus, but it’s possible to play solo.

2. Setup - Lobby

  • Team 2: 1-6 human players

3. Gameplay - Beginner’s Guide

Beginner's Guide

(If you are a new player, it is recommended you start on the map Eichenwalde or have the host set the enemy levels to 1-12 on any other map.)

  • Defeat enemies for EXP and a chance to obtain loot (visible as spheres on the ground).
  • Press Crouch to pick up loot.
  • Hold Interact for 1 second to respawn when you die.
  • The further away you go from your spawn room, the higher level your enemies will be.
  • If you pick up an equippable item, it’s placed in your inventory (HUD text on the right side).
  • You can equip the item in your inventory with Acknowledge when you are out of combat (you haven’t taken or dealt damage for 3 seconds) and are at full health.
  • You can sell the item in your inventory for gold by pressing Interact.
  • You can carry up to five items in your inventory.
  • Press Melee to go to the next item in your inventory.
  • Your equipped item is displayed in the HUD text on the left side.
  • The number next to an item’s hero icon is its power level. Power level is an indicator of how powerful and rare an item is. Everyone begins the game for the first time as a Tracer with power level 5.
  • Better items will have more default abilities unlocked, can have better base stat bonuses (damage dealt, damage received, max health, move speed, and projectile speed), may have special abilities and a purely cosmetic visual effect.
  • A higher player level (obtained from earning EXP, displayed as a small number following a player’s name in the HUD text on the left side) slightly increases your base stats and your Magic Find % (chance to find rare items).
  • If you want to save your progress (equipped item including all its stats, gold, player level, EXP %, number of boss summon stones; inventory cannot be saved), use the green station in the spawn room with Crouch and press Print Screen to take a screenshot so you have an image of the code that appears on screen (or take a picture of it with your camera).
  • You can only get one code every 60 seconds and your progress is saved at the state it was in when you obtained the code (any changes after that are not saved anymore in the same code).
  • To load a save state, use the white station in the spawn room with Crouch (this will stop your character from moving) and enter your save code (see Controls below on how to enter a code).
  • The other stations in the spawn room are not very important at the very start of the game. You can read up on what each of them does in the list below).

4. Controls

4.1. General commands:

Button Alternative Method
Pick up item/gold Crouch
Use the primary function of a station in the spawn room Crouch
Use the Reroll function of the red station Crouch while holding Reload
Respawn (when dead) Hold Interact for 1 second
Go to next item in inventory Melee
Equip selected inventory item Communicate: Acknowledge while at full health and out of combat¹
Sell selected inventory item for gold Interact Any Emote or Voice Line while holding Crouch
Toggle between default/alternative selling method Interact while standing inside the white station in the spawn room
Teleport to spawn room Communicate: Need healing while outside of the spawn room and out of combat¹
Show cost of Gamble, Imbue, and Reroll services Communicate: Thanks Communicate: Need healing while inside the spawn room
Use a boss summon stone² Communicate: Group Up while outside of the spawn room
Show stats of equipped item Communicate: Ultimate Status
Use the Teleport special ability³ Communicate: Hello Reload + Interact
Increase enemy levels [host only] Interact while standing inside the yellow station in the spawn room
Reduce enemy levels [host only] Interact while holding Ultimate inside the yellow station in the spawn room
¹ Players are out of combat when they haven’t taken or dealt any damage for 3 seconds (their health will start to regenerate until they enter combat again).
² Only one player can have a boss summon stone active at the same time. Cannot be used when there is already an active boss in the game.
³ The player needs to have an item with that special ability equipped.

4.2. When entering a code (Load Save State station):

Button Alternative Button
Increase current digit Interact
Lower current digit Melee Interact while holding Ultimate
Go to next digit / confirm code (at digit 40) Crouch Ability 2
Go to previous digit Ability 1
Cancel enter code mode Secondary Fire
Load item only¹ Crouch at digit 40 while holding Reload Ability 2 at digit 40 while holding Reload
Reset code² Secondary Fire while holding Reload
¹ Items cost gold to load ( cost = item power value / 8 ) and are added to the player’s inventory (empty inventory slot required). Items from a save state with a higher level than the current player level cannot be loaded (exception: level 60+ players can load an item from any level 60+ save state). Item loading is disabled when a player carries any rank 5 (white) item and is not level 60 or higher. Rank 5 items that are not Super Novice items cannot be loaded.
² Resets the code to all zeros. The game will remember all numbers entered until a player successfully loads a save state, obtains an item in any other way, or uses this command.

5. User Interface

  • LEFT HUD TEXT: Shows the player’s current EXP bonus and Magic Find % (chance to find rare items), the hero and the power level of the equipped item of each player in team 2 as well as their player level (small number that follows after each player’s name) and their EXP progress towards the next level as a percentage number.

  • RIGHT HUD TEXT: Shows the amount of gold and boss summon stones you carry as well as the hero and power level of the the selected item in your inventory.

  • CENTRAL HUD TEXT: Shows the current block of 4 digits when you enter a 40-digit save code and the index of the digit (1-40) you can currently modify by pressing the Interact and Reload buttons.

6. Equippable Items and Item Power Level

Players always start the game as a Tracer with power level 5. They can turn into other heroes and get better stats and abilities by equipping items that are dropped from defeated enemies or can be obtained by using the Gamble and Imbue / Reroll stations in the spawn room.

Players can only have one item equipped at a time (HUD text on the left) and can carry up to five additional items in their inventory (HUD text on the right side of the screen).

Items come in 5 different ranks (lower number = better rank):

  • Rank 5 (White): No default abilities unlocked, stats between 0 and 30, no special abilities (power level 5-20).
  • Rank 4 (Green): 1 default ability unlocked, stats between 10 and 35, no special abilities (power level 30-80).
  • Rank 3 (Blue): 2 default abilities unlocked, stats between 20 and 40, 0-1 special abilities (power level 130-246).
  • Rank 2 (Purple): 3 default abilities unlocked, stats between 30 and 45, 1-2 special abilities, very low chance to have a visual effect (power level 653-1162).
  • Rank 1 (Orange): All default abilities unlocked, stats between 40 and 50, 2-3 special abilities, chance to have a visual effect (power level 3315-5002).

All numbers given here are for level 60 items. See section 10 below for detailed information on how stat bonuses and special ability levels are scaled down for lower levels.

All equippable items have a power level that is visible as a number next to the item’s hero icon. Other players can see the power level of a player’s equipped item. The power level is an indicator of the item’s overall power and rarity, and it also determines the amount of gold a player will obtain when selling the item ( gold value = item power / 8 ).

7. Player Level / EXP

Enemies award EXP based on their level when defeated. There is a 10% bonus for each player after the first that contributed to defeating an enemy (for example, when three players contributed to defeating an enemy, each of them will get an EXP bonus of +20%).

Player level has an impact on character stats, drop chances, item upgrade success chance, and slightly increases the chance to obtain a higher rank item when using the Gamble station.

With every level gained, more EXP are required to reach the next one. It will take some time and dedication to reach a high level.

8. Enemies

Enemies have a level between 1 and 60 that is determined by the map and by the hunting area a player is located in. The further away from the spawn room players go, the higher will be the level of the enemies they encounter.

There are 3 types of enemies: regular enemies, champions, and bosses.

  • Champions will occasionally spawn at random and are quite a bit stronger than regular enemies of the same level. They have slightly better chances to drop high quality items, grant twice as much gold, and award 4 times as much EXP as regular enemies when defeated.
  • Bosses can only appear after a player has used a boss summon stone. They are guaranteed to drop an equippable item of rank 4 (green) or better when defeated and grant 25 times as much EXP as regular enemies.
  • After defeated a boss, the Magic Find value (chance to find rare items) of all players who contributed will be increased for 5 minutes.

9. Runes and Lucky Charms

Regular enemies and champions will rarely drop a rune (aqua sphere) or a lucky charm (lime green sphere).

  • Runes will permanently increase one base stat bonus of the player’s equipped item when picked up.
  • Lucky Charms, when picked up, will temporarily increase the player’s Magic Find value (which affects the player’s chance to obtain rare items as drops or when using the Gamble station.)

The drop chance of runes and lucky charms is not affected by the player’s Magic Find value. Champions have a better chance to drop a rune or lucky charm, compared to aregular enemies.

10. EXP / Drop Penalty

When players kill enemies whose level is too far above or below their own (7 or more levels difference), they will suffer a penalty to the amount of EXP they gain and to their chance to obtain a (rare) drop.

Special cases/exceptions:

  • Level 60 enemies will always give full rewards to level 54+ players.
  • The bosses on the Arreat Summit boss encounter map will always give full rewards to players who can enter (level 15-45).

11. The Spawn Room Stations

Color Station Function
Light Shafts (Green + Purple) Teleporter There are two teleporters in the spawn room that can be used to directly travel to a hunting area: The green teleporter leads to the map’s second hunting zone (of five) and the purple one to the fourth hunting zone.
White Load Save State Allows players to enter a 40-digit save code to load a previous save state (or load an item from another save state for gold).
Green Get Save Code Receive a save code for your current progress (items in your inventory cannot be saved). You need to keep an image of your code, so take a screenshot (by pressing Print Screen on PC) while the code is on screen or take a picture of it with your camera. After using this station, you cannot use it again for 60 seconds.
Yellow Buy Boss Summon Stone Players can buy boss summon stones here for 65 gold a piece. Only one boss summon stone can be active at a time. Players can carry a maximum of 9 boss summon stones. Boss summon stones cannot be used in the spawn room and it may take a while until a boss appears (the summoner needs to be outside of the spawn room). Bosses will always appear near the player that used the boss summon stone.
Blue Gamble For 30 gold + 2.5 gold per player level, players can obtain a random equippable item of at least green quality (rank 4) from this station, when they have room in their inventory.¹
Red Imbue Will upgrade a your equipped item to the next highest rank (the hero stays the same but everything else is rerolled and scaled according to your level).²
Red Reroll (hold Reload when you press Crouch) Will randomly rearrange the unlocked default abilities, the base stat bonuses, and the special abilities of your equipped item. The number of special ability slots remains unchanged, but the type of the abilities can change. Visual effects cannot be gained or lost, and remain unchanged.³
¹ The chance to obtain a higher rank item is the same it would be if a champion had dropped an item of at least green quality. A higher Magic Find value will increase the chance to obtain a higher rank item (temporary bonuses apply). Items obtained from gambling are scaled according to the player’s level (best possible stats at player level 60+).
² Rank 1 (orange) items cannot be upgraded to a higher rank, but can be refined instead which will increase a random base stat or ability rank of the item by 1. Base stats cannot be upgraded beyond 50 nor beyond the player’s level. The max rank for each ability slot is 10. However, items can have the same ability up to three times, putting the final maximum rank of an ability at 30. Refining an item costs 500 gold per use. Items can be refined indefinitely until all stats have reached their maximum values.
³ For example: A purple item with Secondaty Fire, Ability 1, and Ability 2 unlocked, with the base stats 15/20/23/17/25, and the special abilities Crit rank 2 and Teleport rank 3 could be rerolled with Ability 1, Ability 2, and Ultimate unlocked, with the base stats 25/15/23/20/17, and the special ability Root rank 5 (Root was rolled twice in this case and the ability ranks from both slots were added together). Items with no bonuses at all /such as the starter Tracer) cannot be rerolled. The cost to reroll an item are based on its rank and the player level.

12. Special Abilities

All players will start to slowly regenerate health when not taking or dealing any damage for 3 seconds. Higher rank items will grant faster regeneration.
Rank 3 or better items have a chance to grant one or more special abilities to the player:

  1. Crit: Deals bonus damage to an enemy on hit (cooldown: 2 seconds).
  2. Burning: Deals damage over time to an enemy for 2 seconds (cooldown: 2 seconds).
  3. Lifesteal: Heals the player when damaging an enemy (cooldown: 2 seconds).
  4. Ult Charge: Grants extra ultimate charge on hit (cooldown: 2 seconds).
  5. Root: Slows an enemy down for a small amount of time (cooldown: 2 seconds).
  6. Teleport: The player can teleport over a certain distance in the direction they are facing by pressing Communicate: Hello (cooldown: 5 seconds or less, depending on ability rank).

13. Super Novices

Since version 5.0.5 of Loot Quest, players can turn into Super Novice characters by reaching level 60 with a rank 5 (white) item (this will only work with white items obtained in Loot Quest version 5.0.5 or newer; it does work with the starter Tracer if the player started playing in version 5.0.5 or newer).

Super Novice characters can use all default abilities of their hero and have very strong base stat bonuses, but they cannot have any special abilities. They also benefit from the following exclusive bonus effects:

  • +200% damage dealt
  • +50% max health
  • +50% healing dealt
  • a visual effect that keeps changing in color and shape

14. Detailed Info / Formulae

Default enemy levels for all released maps
Map Default enemy levels
Eichenwalde 1*-12
Blizzard World 3-15
Numbani 6-18
Dorado 9-21
Paris 12-24
Havana 15-27
Junkertown 18-30
Hollywood 21-33
Hanamura 24-36
Rialto 27-39
Route 66 30-42
Volskaya Industries 33-45
Watchpoint: Gibraltar 36-48
Horizon Lunar Colony 39-51
King’s Row 42-54
Temple of Anubis 45-57
??? 60
Arrea Summit 30 (fixed)
Travincal (soon) 30

* Level 1 enemies, in calculations, are treated as level 0 enemies.

Default enemy EXP values
Enemy Level EXP
1 1
3 2.1
6 3.3
9 4.6
12 6
15 7.5
18 9.1
21 10.8
24 12.6
27 14.5
30 16.5
33 18.6
36 20.8
39 23.1
42 25.5
45 28
48 30.6
51 33.3
54 36.1
57 39
60 42
Item scaling based on level
Enemy Level (Drops) / Player Level (Imbue + Gamble) Item Scaling Multiplier
0 0.4
1 0.41
2 0.42
3 0.43
4 0.44
5 0.45
6 0.46
7 0.47
8 0.48
9 0.49
10 0.5
11 0.51
12 0.52
13 0.53
14 0.54
15 0.55
16 0.56
17 0.57
18 0.58
19 0.59
20 0.6
21 0.61
22 0.62
23 0.63
24 0.64
25 0.65
26 0.66
27 0.67
28 0.68
29 0.69
30 0.7
31 0.71
32 0.72
33 0.73
34 0.74
35 0.75
36 0.76
37 0.77
38 0.78
39 0.79
40 0.8
41 0.81
42 0.82
43 0.83
44 0.84
45 0.85
46 0.86
47 0.87
48 0.88
49 0.89
50 0.9
51 0.91
52 0.92
53 0.93
54 0.94
55 0.95
56 0.96
57 0.97
58 0.98
59 0.99
60+ 1
Rolled item value ranges
Item Rank Loot Color (Sphere) Number of unlocked default abilities* Base stat bonus values** Number of special abilities Level of special abilities** Chance for visual effect
5 White 0 0-30 - - -
4 Green 1 10-35 - - -
3 Blue 2 20-40 0-1 1-4 -
2 Purple 3 30-45 1-2 4-7 10%
1 Orange 4 40-50 2-3 7-10 50%

* Primary fire is always unlocked; other abilities that can be unlocked on items are: secondary fire, ability 1, ability 2, and ultimate ability.
** These values are multiplied with the item scaling multiplier (results are rounded up to the next integer).

Item power level calculation

Item power level = item rank multiplier * ( sum of all base stat bonus points * 20 + number of unlocked default abilities [primary fire doesn’t count] * 500 + sum of all special ability ranks * 80 + 599 [if the item has a visual effect] ) + 5 [if the item is rank 5]

Item rank Item rank multiplier Highest possible item power value (lv 60+ item)
5 0.01 35
4 0.025 100
3 0.05 266
2 0.15 1158
1 0.5 5000
  • For Super Novice items, item power is calculated in a different way.
  • Higher power values are possible under special circumstances, for example when a cosmetic effect is added to an item that normally could’t have one (when the player defeats the Ancients).

Special ability values

  • All abilities except Teleport (cooldown in seconds) = 2
  • Crit: Deals damage based on max health of enemy (damage is reduced for champions and bosses and like all player damage decreases with the number of players in the game). Every rank after rank 1 increases the ability’s damage by 28.57%.
  • Burning: Deals damage over time based on max health of enemy (damage is reduced for champions and bosses and like all player damage decreases with the number of players in the game). Every rank after rank 1 increases the ability’s damage by 16.67%.
  • Burning (duration in seconds) = 2
  • Lifesteal (amount healed) = ( 0.068 + 0.034 * ability rank ) * ( 80 + player level + equipped item’s health stat )
  • Ult Charge (gained ultimate charge percent) = 5 + ability rank * 2
  • Root (slow duration in seconds) = 0.3 + ability rank * 0.14
  • Root (speed while slowed) = default speed * 0.25
  • Teleport (teleportation distance) = 10 + ability rank * 1.5
  • Teleport (cooldown in seconds) = 5 - ability rank * 0.1
  • Teleport (healed amount) = ( 0.5 + 0.06 * ability rank ) * ( 80 + player level + equipped item’s health stat )

Hunting Guide 1: EXP and drop chance multipliers for all levels
Hunting Guide 2: Highest EXP per enemy and highest EXP per enemy with 100% drop chance multiplier, for every player level

15. FAQ

  • What can be saved?
    Your level, progress towards the next level, gold, number of boss summon stones, and your equipped item with all its stats.

  • What cannot be saved?
    The items in your inventory.

  • Will I get more EXP for playing with other players?
    Yes, for each player after the first that contributed to defeating an enemy, the enemy will award 10% more EXP to all players who contributed.

  • Will I get better loot and/or more gold for playing with other players?
    The drop rates and amounts of gold dropped per enemy are not affected by the number of players in the game, but you will likely defeat more enemies in the same amount of time.

  • How does the difficulty scale with more players?
    Enemies will take less damage for each additional player in the game and more enemies will spawn.

  • What is the maximum level for players?
    The theoretical maximum level is 99, but a more realistic long-term goal would be level 60. Even reaching level 10 can take a while. Progress gets slower with every level.

  • What is the maximum number of equippable items/gold/boss summon stones a player can carry?
    A player can carry up to 5 equippable items in their inventory, 9999 gold, and 9 boss summon stones.

  • Is there a way to improve drop rates?
    A player’s Magic Find value will increase with every level they earn. A higher value improves the player’s chance to obtain rare items from defeated enemies or from using the blue Gamble station in the spawn room. Champions have a slightly better chance and bosses a much better chance to drop a rare item, compared to regular enemies. Players can also obtain temporary Magic Find bonuses by defeating a boss or by picking up a Lucky Charm (rare drop). Magic Find will not increase your chance to find a Rune or a Lucky Charm (static drop rates).
  • Why are the drop rates so low?
    The game mode was designed with a slower, more long-term, MMORPG-like progress system in mind.
  • Can you add feature x to Loot Quest?
    The script of Loot Quest uses 19,9xx of 20,000 allowed elements right now so there is no room for more features (if larger scripts were possible I could put the coordinates of all regulatr maps in a single script again and could possibly add things like a quest system; there may be technical reasons why scripts can’t be any larger so I’m not sure if there’s any hope that the script size limit will ever be increased in the future).

  • Will I get Overwatch account experience (for lootboxes) from playing this game mode?

  • Why are the save codes so long? Can you make them any shorter? Can you change it so inventory items can be saved?
    In the current system, 36 digits are used to save 36 values and 4 digits are reserved for code validation. Saving the stats of up to five inventory items would push the script well over the script size limit and would render the save codes 170 digits long. Any change to this system would also require me to completely remake the game from scratch, at which point I’d rather start an entirely new project. So there won’t be any changes to the save code system, sorry :slight_smile:

16. Known Issues

  • Mercy loses ultimate charge when dealing damage to enemies (this happens in any workshop mode when Mercy’s damage dealt value is less than 100%).
  • When a player is taking damage from an enemy damage over time effect (such as Widowmaker’s Venom Mine or Ashe’s Dynamite) and the dummy AI that is supposed to be the attacker in the effect leaves the game (is destroyed), then the damage over time effect will deal an extreme amount of damage for the remainder of its duration.
  • The Ana dummy bot will nanoboost herself (I’ve not been able to reproduce this issue in test scripts, no matter what I tried, even when I created and destroyed hundreds of dummies and made the Ana bots spin around with a high turn rate, they would all either not use Nanoboost at all or use it correctly on an ally; yet, this bug appears in two separate workshop modes of mine; it could possibly be related to Ana’s force throttle in direction movement [I did not test that thoroughly in the test scripts] or to scripts being too complex/too many actions being run at the same time).

Final Remarks:

It took me a lot of time to create this mode from scratch, get it to run somewhat stable, keep it updated, and get it to run stable again after every major update, so I hope some people can find some enjoyment in playing it (if not, then there’s plenty of great workshop modes by other creators :slight_smile: ). Thanks for playing :slight_smile:


This mode is a ton of fun (as is World of Overwatch :grin:). Thanks for taking time to try and sort out the server crash issues. Your work isn’t going unnoticed or unappreciated!


Hey Delwion Your doing amazing work and I love your game mode.
It’s a shame that is crashes often :slightly_frowning_face:
I dont know if this helps but ive noticed that it crashes when changing Characters in my item slot maybe cause it needs to load lots of info on the character?

anyway im loving it & i hope you keep it up :grinning:

Thanks for all the positive feedback and for playing the game mode :slight_smile:

I will do some tests in the next few days (hopefully) with the new server load values to see if I can identify specific parts of the script that are very problematic.

In the games I hosted, Loot Quest crashed for a variety of reason, sometimes at what seemed like random moments when nothing special was happening (not a lot of loot on the ground, no enemies, no player taking any complex action). But I’ve seen a few rules that triggered crashes more often. Among them is the moment when a player wants to display a code, when a boss dies (even though there is just one extra event compared to when a normal enemy dies which is really simple), when players repeadetly equip high level items. Hopefully, I can identify some problems and find a way to avoid them.

Edit: In an unrelated side note: I’ve posted a smaller, simple and easy PvE mode yesterday in my Various Smaller Projects thread yesterday: Robot Strike Volskaya (it’s very different from Loot Quest though but I thought I’d mention it here in case anyone wants to try it :)).

Your MOD is the reason I got on this forum for the first time, absolutely amazing. I really love the mod. I would like to add a couple things after playing about 6 hours yesterday.

Are there a min number of players for enemies to spawn in? Often it would just be me and one other while we waited for a third to join and mobs would only spawn then.

Boss scrolls sometimes don’t spawn bosses, yes I know it can take a while, but we waited a very long time :slight_smile:

I’m still not sure how to view the stats of a char, is there an interface for that?

I doubt this but I’m asking anyways, any way to shorten the code…? xD I get it if not but it’s a pain to enter 40-50 times a night until crashes are done.

Thank you so much for working on this, the community really loves it.

I’m glad you like the mode :slight_smile:

The maximum number of enemies that can spawn is equal to the number of players in team 2 that are outside of the spawn room. The game will rotate through all players in team 2 to decide near which player the next enemy will spawn (so the first enemy will spawn near the player in slot 0, the one after that near the player in slot 1, etc.).

When you use a boss summon item, the next enemy that will spawn based on your position will be a boss. So it can take a while.

Regular enemies despawn after 20 seconds of inactivity, leaders after 40 seconds, bosses after a minute.

There are global cooldowns that stop all enemy spawn events for a bit when something complex happens, for example when a player joins the game or presses ultimate status to display a code (that was one of the many things I tried to reduce the risk of crashes) .

It’s possible that there are some issues with respawn. I fixed one problem in the latest version (try to use that one if you didn’t before). But there may be other issues. I haven’t done a ton of testing on the latest version, needed a break from working on this game mode. If respawn feels slow it’s partially due to cooldowns (global and enemy-specific) that I introduced in an attempt to reduce the risk of crashes.

There is unfortunately no way to see your stats (except by looking at the inspector as a host if you know which variable stands for what). I had planned on adding that feature but gave up on it quickly when the game started crashing.

I don’t know of any way to shorten the code without saving less values. The equipped item actually has 19 values that need to be saved, at least 7 of them are double digit, then there’s the money (4 digits), level, boss items, XP progress towards the next level (4 digits). If there are clever algorithms to make the code shorter, then I have to say that I unfortunately don’t know how to do that. I could make the items more generic (right now they have 5 separate stats for damage dealt, damage received, max health, move speed, projectile speed and I could just use one stat instead, but that would mean a lot of work without any guarantee that it helps with crashes and make a previous codes invalid).

I know that it’s really annoying to enter such a long code. I was worried about that when I was planning the game mode on paper already (I was worried that it would be too annoying for people to enter a long code once every 60 minutes - or more often - I thought if someone would join 10 minutes before the match is over, they would simply skip the round and wait for the next one :)). Now, the crashes have made this code entering problem way worse (plus it really takes away from the enjoyment when you need to constantly fear that you’ll lose your progress) which is why I tried so many things to stop the crashes from happening.

Hopefully, I can find a way to make the game mode more stable with the new server load values in the next few days/weeks. And if not, I might remake the game mode completely in a simpler version, since I really like the loot and save mechanics myself (when I started playing other game modes I kept pressing crouch in the hopes to pick up some loot, haha) :slight_smile: Hopefully, I can find a way to fix it :slight_smile:

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Thanks for clearing so much up!

Enemy not spawning, I think I figured that one out based on what you said. Me and the other person testing were players 5/6 so I think that’s why it was skipping. Today they were spawning just fine when I was the only player, but the top one instead.

I agree that shortening the code wouldn’t be worth it, especially when it would make current codes not work. Honestly entering once an hour or so isn’t bad, once the crashing issue is solved I think it will be fine.

I honestly don’t know where to find your most up to date version, I just saved the settings off a game I joined, so if you can point me that way I would appreciate it!

Update.: We found that rank 1 enemies always crash the server

Thanks for the info, I will look into these issues (the rotation problem was definitely an oversight/bad design by me, I should have used a filtered array of all players in team 2 and then go by rotating index, not just go by player slot without checking if the slot is actually occupied; I will fix that in the next version) when I start working on Loot Quest again (maybe tomorrow/later today/in the next few days; not sure yet). The most recent version I published is always in this thread. When I work on the game mode I usually update it at least once per day :slight_smile:

Edit: Rank 1 enemies aren’t any different from the other ranks. So not sure what could be the problem there. If you still see the enemy rank as an in-world text above the enemy’s head however that is a pretty old version of the game mode. The latest version might be a bit better for the crashes and have some of the respawn problems fixed.

Ok found something that consistently breaks the server. when you get a red hero and try to save it crashes. you can sometimes use the hero without crash, but as soon as you try and save it goes down.

edit: We found a way around it: Once you trade to the new red hero, sell the old one right away. then wait at lest 2 minutes before you save

edit 2: Found that is only with the most recent version. as soon ias I went back to the old one the issue is gone.

edit 3: on and off bug in old one, consistent in new one.

Thanks. It might have something to do with the permanent visual effect that red items can offer or the higher number of default abilities that are unlocked. I already redid all of the actions related to the visual effects about half a week ago (in one version the effect was created/destroyed when the player equipped a new item, in the other, the effect was there permanently and was just made visible/invisible; unfortunately neither version seemed to have any impact on the number of crashes for me).

I’ve started some very early testing with server load values and got some ideas of things that might help reduce server load without compromising the game mode too much, but this will take a while. If I get a more stable version of the game mode I will post it here :slight_smile:

i start the game and no bots ever come out, can someone help me.


Just to be sure, you are placing the 6 bots in team 1 and yourself in team 2?

If so, the bots won’t spawn until you leave the spawn room. If you leave the spawn room, a bot should soon spawn near your position (± 20 meters away from you in both the x and the z axis).

There will never be more bots to fight than players in team 2 that are outside of the spawn room.

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I tried to start the mode up with the recommended bots but the ranks aren’t working properly. The level 1 bots are just as easy as level 5. The bosses are working but do almost no damage. Did I mess something up in the set-up or is it a bug?

That is a bug sorry T_T I never tested this version in higher level areas. All enemies are the lowest rank in the code I posted. I will post a new code in a bit where this is fixed (+ lots of other small bugfixes).

Edit: Thanks for reporting this :slight_smile:

(Bosses deal 50% more damage compared to regular enemies of the same rank; and leaders 25% more.)

Yes plz send help, I’m stuck and my controls for spawn room aren’t doing anything

thanks for the help. i did notice that almost every time i try to save a red character that has dropped from a bot that is crashes.

Same for me. I got a rank 1 soldier 76 (suprisingly from a rank 5) i ran into spawn to save. when i tried saving, it crashed due too excessive workshop script load. same thing happened to another person in the game a bit later, with a rank 1 genji.

I had a crash similar to this last night. I have a save with a red-tier (~4400) hero and when I went to save after about 20 minutes it would crash out. I was the only one in the game the entire time and hadn’t done anything other than kill mobs (including a few bosses), pick up gold and a few items, sell items, port back to spawn, and level once (11 -> 12, if it matters).

Thanks for the feedback. I have noticed in my testing as well that the two events that cause crashes the most often still are displaying a save code and equipping an item. The longer a match has lasted, the more likely these actions will cause a crash. However, other actions such as selling items to the NPC store or even just using the town portal ability can also trigger the crashes if a game has been running for a certain amount of time. At this point, I don’t think adding more wait actions to the equip item or show code commands would really help (there is like one wait action for every 5 actions that are relatively simple calculations already).

I will make another attempt to reduce the risk of crashes starting today/in the next few days, this time by removing the player selling and buying stations, by reducing the number of teleporters in the spawn room, and most importantly by redoing the item stats system so it does not use vectors anymore. I will also try to optimize equipping an item by avoiding the creation of temporary values (the stats of the equipped item are currently copied to a temporary player variable). I may also reduce the inventory size from 10 to 5 and reduce the maximum number of drops on the ground again. Hopefully, one of these things will help a bit with the crashes.

Edit: One more thing I forgot to mention: Surprisingly, the number of players in team 2 seems to have no big impact on how often/soon the game crashes. One way to explain this could be that each individual player has a limit on how many resources the variables of that player can take. Another explanation would be that a big problem takes place in events of team 1, but that seems unlikely: I have used all the actions that happen to team 1 in other game modes before without problems. And one more thing: Both the equip item action and the show code action keep the server peak load below 100 in the first few minutes of the game, so I don’t think they alone can be responsible for the crashes.

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