Altered Game Mechanics

Information and teasers from the upcoming mod, Cabal Wars - Aeons Tide. NOTICE: This project has been scrapped in lieu of the Shadow Empires mod.
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Xcolibri
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Re: Altered Game Mechanics

Post by Xcolibri » Fri Feb 07, 2003 4:16 pm

Brother Laz" wrote:
Joel" wrote:
Xcolibri" wrote: Is that one additional point for each level-up or only once?
Don't tell us that it's a one time bonus as it would be ridiculosly low, also a starting vitality of 5 would be as good as one of 25.
obviously it's at each level up !!!
Joel, just put that into your sig, cuz it's the third person asking the same question. :)
Tihi, actually I asked twice...once for the skill points earlier and one time now...
And I will ask a third time if I'm not sure about it :mrgreen:

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 07, 2003 4:18 pm

Just to summarize :

1. Stats & Skills : Are we allright with this one. I mean did the system Ok and will ONLY need value tweaking and NO MORE formula changes ?

2. Combat : no comment have been made. So can I presume it's OK ?

3. Affixes : Same question ?
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Re: Altered Game Mechanics

Post by Xcolibri » Fri Feb 07, 2003 5:38 pm

for 2) and 3) I would say, it's okay. i can't really comment about the combat, we'll have to see if/how that works. Sounds promising at least :)

For stats & skills. Now which version are we talking about now? What I suggested last? What you wrote and edited in the first post? This is important to know for choosing, you know ;)

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 07, 2003 5:43 pm

Well I talked about your last addition sorry ;)
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Re: Altered Game Mechanics

Post by Xcolibri » Fri Feb 07, 2003 9:42 pm

Then I would say, everything is allright 8)

In fact, we will only see that later in actual gameplay. But I'd be for
'Go go, Joel' ;)

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Re: Altered Game Mechanics

Post by Brother Laz » Mon Feb 10, 2003 10:24 am

[quote="Joel";p="65142"][quote="Brother Laz";p="65135"]
Joel wrote:-> Sword of Sharpness +3
Wow! How the f...? Is this code editing?[/quote]

No, just seek for MagicFormat key in your string.tbl and swap the positon of the various %0 %1 %2. ;)[/quote]

*hangs a poster of Joel near his bed*
[quote="Brother Laz";p="65135"]
Screen turns upside down, summons pink elephants? :) Interesting idea, considered that for a while too for D2:BLACK (Tome of Down Mortal -> -20 HP permanently) but thought it was cheap... if you can make it work on a timer, that's yet another reason to play this mod. :)
"I see ancestors ... pink ancestors ????"

Yep, if you want i can teach you how to do this the 'interesting' way ;)
Well the antidote , the thawing and stamina potion are now fruits and mushroom. 4 or 5 of them are good, the others are well bad ....
(like give you a permannt -1 regen-hp till you exit game etc ..., bring you to 1HP AND 1MP)[/quote]

So these effects work until you leave the game... can they also be on a timer? (damn, wrong potion... save & exit) If so, then I'm very interested in how you did it. :)
Last edited by Brother Laz on Mon Feb 10, 2003 10:26 am, edited 1 time in total.
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y dont u play the game the way its supposta be played? -SlothNathan

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Re: Altered Game Mechanics

Post by Joel » Mon Feb 10, 2003 10:48 am

I have not try to set these on a timer but well, I'll go and look at some shrine code and found how to do it :)

The way I use is a lazy stuff, I've compiled a new DLL that handle all the code I want. And I write this code DIRECTLY in C++. More more easier than asm thingy :)
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Re: Altered Game Mechanics

Post by Brother Laz » Tue Feb 11, 2003 10:38 pm

Wait, wait. So you are using shrine code?

Do you perchance happen to know if the exp shrine effect has an itemstatcost ID? Or alternatively if it is possible to make an 'experience potion'?
19.may.2007 | Adun Tori Laz.
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y dont u play the game the way its supposta be played? -SlothNathan

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Re: Altered Game Mechanics

Post by Joel » Tue Feb 11, 2003 11:03 pm

Almost, I think it use a 'State' flag that tell the game to use a special bonus to Xp.
So the experience potion is very very feasable.

Just let me a day or two to take my mark and le'ts go !

BTW did my explanation of how to reduce player LR at startup worked ?.
tried again but without success!!
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Re: Altered Game Mechanics

Post by Brother Laz » Wed Feb 12, 2003 9:24 am

[quote="Joel";p="66546"]Just let me a day or two to take my mark and le'ts go ![/quote]

And that means? ;) (btw: this is only the second time in many months that I don't understand your franglais so don't worry about it too much. :) )
BTW did my explanation of how to reduce player LR at startup worked ?.
tried again but without success!!
I actually don't know, cuz I haven't tested it yet. ;) According to Z it worked for him tho...
19.may.2007 | Adun Tori Laz.
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Flesyht sa ruobhgien yht etah.


y dont u play the game the way its supposta be played? -SlothNathan

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 14, 2003 9:13 am

Just a tought on the stat/skill system.
A thing was forgotten :

>>> the STR/DEX requirements for equipements. Will a pure ENERGY Shalafi stuck with low level equipement because she' stuck at 10 STR ? Same goes for DEX.

So Maybe it'll be time to add a bit more of Stats points per level or slightly increase the frequency of 'Stats bonus' items (both via magical affix and right-clickable elixir ...)

As a sidenote, I've uploaded a the description of the final three subclass for Shaalfi, Chaos and Invader, just go to my site in the Features page->Player Classes.

:)
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Re: Altered Game Mechanics

Post by Xcolibri » Fri Feb 14, 2003 10:16 am

Well, I wouldn't mind if a pure ENR Shalafi only has bad equipment.
You have to decide yourself when you build a char: More skills vs. better equipment.

I would not increase the stat boni, and if, only slightly.

It would be a better idea to let -req spawn on items and give Shalafi only items lower reqs anyway.

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 14, 2003 10:25 am

I was planning to make 'buyoancy' recipes to lighten gears
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Re: Altered Game Mechanics

Post by Xcolibri » Fri Feb 14, 2003 3:13 pm

Oh yes, that's a good way to help solving the issue!

I've also read the new parts on your page: You truly know how to get people curious and eager to play 8)

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Re: Altered Game Mechanics

Post by Mathiu Silverburg » Fri Feb 14, 2003 4:49 pm

Agreed.

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 14, 2003 4:54 pm

Still four to go and the cabal presentation are done.
What I plan to do, "website wise" is to link the subcabal names in the cabal page to the actual description of the subcabal skills with screenshots & skills trees.

Well, just tested out the current game system and it works wuite nice.
Now I've to find a correct ratio and lvl for the affix that will spawn the follwoing boni :

+x to STR/DEX/ENR/VIT and +x to All Attributes.

I think I could let the various "Stat Tattooes" to have a lvl 60 requirments and be quite rare. Maybe enabling a recipes or two to craft those ?
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Re: Altered Game Mechanics

Post by Aedeon » Fri Feb 14, 2003 5:36 pm

damn, after reading those now I cant decide who to play as, they all look so cool now
confidant . . . cocky . . . lazy . . . dead

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Re: Altered Game Mechanics

Post by Mathiu Silverburg » Fri Feb 14, 2003 7:27 pm

It seems this mod is gonna take me a lot of time, to see each of the cabals in action... I agree it's going to be a problem, who to choose first

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 14, 2003 7:31 pm

Each cabals .... & maybe each SUB cabals :grin:
That's waht i call replayability ;)
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Re: Altered Game Mechanics

Post by Mathiu Silverburg » Fri Feb 14, 2003 10:49 pm

Heh, of course I meant generally :)

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 21, 2003 11:37 am

New question :

I've started combining my various suffixes with the +X suffix to allow EVEN more variability to the affixes pool.

Well, what I don't know is how to combine all of them.
Here's an example.

The +X suffix stats are :

Code: Select all

Affix lvl   Mod1                    Mod2
+1    10    att    0    10    10    dmg-mag    0    10    10
+2    18    att    0    20    20    dmg-mag    0    20    20
+3    22    att    0    30    30    dmg-mag    0    30    30
+4    28    att    0    40    40    dmg-mag    0    40    40
+5    38    att    0    50    50    dmg-mag    0    50    50
+6    49    att    0    60    60    dmg-mag    0    60    60
+7    58    att    0    70    70    dmg-mag    0    70    70
+8    64    att    0    80    80    dmg-mag    0    80    80
+9    72    att    0    90    90    dmg-mag    0    90    90
+10   80    att    0    100   100   dmg-mag    0    100   100
The "of the Flames" suffix stats are :

Code: Select all

Affix Lvl         Mod1            Mod2
1     fire-min    0    1    3                
10    fire-min    0    3    6                
18    fire-min    0    6    9                
22    fire-min    0    9    12    fire-max 0    12    15
28    fire-min    0    12   15    fire-max 0    15    18
38    fire-min    0    15   18    fire-max 0    18    21
49    dmg-fire    0    18   21    light    0    1    1
58    dmg-fire    0    21   24    light    0    2    2
64    dmg-fire    0    24   27    light    0    3    3
72    dmg-fire    0    27   30    light    0    4    4
You see how the affix level overlapped each other.
It has been designed to grant good affix spawning at any level.

Now how can I combine the two to make the various "of Flames +X" affixes ?
Should I duplicate all the combination (making 10*10 = 100 duplicated affix !!!) or should I restrict the cross-swpaning ? Like not allowing a "of Flames +10" with a small 'of Flames" values ?

Any idea are welcome, it's driving me Mad :OI:
Last edited by Joel on Fri Feb 21, 2003 8:06 pm, edited 1 time in total.
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Re: Altered Game Mechanics

Post by Brother Laz » Fri Feb 21, 2003 1:25 pm

Just so you know, D2 flips out at 1023 affixes. I tried too. :mrgreen:

And are you sure you want to keep the dmg-fire ones? They allow for no variability, you'll always get Adds 27-30 Fire Damage for example.
19.may.2007 | Adun Tori Laz.
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y dont u play the game the way its supposta be played? -SlothNathan

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Re: Altered Game Mechanics

Post by Joel » Fri Feb 21, 2003 1:32 pm

oops forgot that,w ell i think that will turn in fire-min, fire-max.

Thanks for the limit nbr ;)

But well, what kind of combination can I use ?
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Re: Altered Game Mechanics

Post by Aedeon » Fri Feb 21, 2003 5:20 pm

I'd have it spawn within two or three levels of it self ( i.e. the +27-30 fire can only spawn with +9 or +10), so that it's less work but still some variety, and you don't end up with a nice weapon with one crappy stat
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Re: Altered Game Mechanics

Post by Brother Laz » Mon Feb 24, 2003 9:23 am

Would it not be possible to change rares to use the magic item naming convention somehow?

Because no matter how much you limit the affixes that can spawn together, you're bound to end up above 1024. They will then still spawn correctly, but have the same name - the name of the 1023rd affix.
19.may.2007 | Adun Tori Laz.
Median XL released!
Flesyht sa ruobhgien yht etah.


y dont u play the game the way its supposta be played? -SlothNathan

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