Altered Game Mechanics
Re: Altered Game Mechanics
Well, the two alternatives are nice, i've succed into limit the suffix pool to be around 580 (with duplications) and prefix around 370 ... I have some more room just in case .
For the Rare naming things, IF i can restrict them to let's say 4 afffixes and let them get named like a magic item (Lizardskull Brilliant Cap of Protection +2), it could do the trick easier.
For the Rare naming things, IF i can restrict them to let's say 4 afffixes and let them get named like a magic item (Lizardskull Brilliant Cap of Protection +2), it could do the trick easier.
"How much suffering, mortal, does it take before you lose your grace?"
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- Brother Laz
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Re: Altered Game Mechanics
Seems like 1023 isn't correct... I've got 1210 w/o problems. But there is definitely a problem somewhere in the 1300-1500 region, and I've had to clean up my magicsuffix.txt because of it; or maybe it's the sum of magicprefix, magicsuffix and automagic that cannot go above 2048... that might be it.
Where is that programmer when you need it.
Where is that programmer when you need it.
Last edited by Brother Laz on Tue Feb 25, 2003 5:35 pm, edited 1 time in total.
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
Median XL released!
Flesyht sa ruobhgien yht etah.
y dont u play the game the way its supposta be played? -SlothNathan
Re: Altered Game Mechanics
well, he's here but well, ... he's busy
"How much suffering, mortal, does it take before you lose your grace?"
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Re: Altered Game Mechanics
well, maybe the return of the rares so !!
Called them 'Ancestral Items', they are relics from BEFORE the
Cataclysm. They are obviously more powerful than the current magic items but can get cursed as well.
No duplication of affixes but the 'ancestral' can spawn with several pref/suff and so here we have our 'lizardskull brilliant cap of Wizardry +3'
For their name, let's go antiques with 'Negrum Cranium', 'Ex Nihilo' etc ...
What do you think of this ??
Called them 'Ancestral Items', they are relics from BEFORE the
Cataclysm. They are obviously more powerful than the current magic items but can get cursed as well.
No duplication of affixes but the 'ancestral' can spawn with several pref/suff and so here we have our 'lizardskull brilliant cap of Wizardry +3'
For their name, let's go antiques with 'Negrum Cranium', 'Ex Nihilo' etc ...
What do you think of this ??
"How much suffering, mortal, does it take before you lose your grace?"
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- Mathiu Silverburg
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Re: Altered Game Mechanics
I think it's good idea, but I have one question about the curses - how would they affect your char? reducing stats or sth else? If something else would you see that item is cursed in its desc or you'll have to notice it?
- Mathiu Silverburg
- Mathiu Silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
Re: Altered Game Mechanics
[quote="Mathiu Silverburg";p="72358"]I think it's good idea, but I have one question about the curses - how would they affect your char? reducing stats or sth else? If something else would you see that item is cursed in its desc or you'll have to notice it?
[/quote]
well for the curses ....
I'll try some trick I've in mind (blanking out affix string description etc ...)
and see how it's coming out.
If the test isn't good, I'll revert back to a no rare environnement.
[/quote]
well for the curses ....
I'll try some trick I've in mind (blanking out affix string description etc ...)
and see how it's coming out.
If the test isn't good, I'll revert back to a no rare environnement.
"How much suffering, mortal, does it take before you lose your grace?"
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- Xcolibri
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Re: Altered Game Mechanics
Yes, rares are in again! Maybe even get them spell charges?
Antique names are great, too, latin fits very well!
But I'm against hidden curses. See, it's already hard enough as it is now. Self-triggered traps, bad potions, etc.
Don't overdo it. Maybe let the trap that you trigger yourself only do 1/4th of the damage.
Many mods are hard enough without penalties. Some are great and spicy, many are just...too many 8)
And think about hardcore as well.
Antique names are great, too, latin fits very well!
But I'm against hidden curses. See, it's already hard enough as it is now. Self-triggered traps, bad potions, etc.
Don't overdo it. Maybe let the trap that you trigger yourself only do 1/4th of the damage.
Many mods are hard enough without penalties. Some are great and spicy, many are just...too many 8)
And think about hardcore as well.
Re: Altered Game Mechanics
hehe don't worry just brainstorming some stuffs.
Anyway, all trap, potions and others stuff that can hit you doesn't do it
strongly
Anyway, all trap, potions and others stuff that can hit you doesn't do it
strongly
"How much suffering, mortal, does it take before you lose your grace?"
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- ChaoticDeath
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Re: Altered Game Mechanics
is it possible to make a trap trigger such as Neverwinter Nights? I know Joel has gotten some things from NWN to work, but could you use the traps such as spikes coming from the floor (oh wait. that is already in the arcane sanctuary). yea, so make locked chests, and make it so the assassin doesnt get hit by most traps, and that if you try to open the chest, it is locked by sends spikes up through the floor. . Just wondering if this is possible.
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Re: Altered Game Mechanics
There isn't going to be assassin in Cabal Wars...
- Mathiu Silverburg
- Mathiu Silverburg
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Re: Altered Game Mechanics
[quote="Joel";p="72345"]well, maybe the return of the rares so !!
Called them 'Ancestral Items', they are relics from BEFORE the
Cataclysm. They are obviously more powerful than the current magic items but can get cursed as well.[/quote]
One hint: DO reduce the chance of cursed properties to spawn on rares. I found out the hard way that even when just one in six affixes in magicaffix.txt is a cursed one, it totally ruins rare items. No one wants a cursed item.
Called them 'Ancestral Items', they are relics from BEFORE the
Cataclysm. They are obviously more powerful than the current magic items but can get cursed as well.[/quote]
One hint: DO reduce the chance of cursed properties to spawn on rares. I found out the hard way that even when just one in six affixes in magicaffix.txt is a cursed one, it totally ruins rare items. No one wants a cursed item.
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
Median XL released!
Flesyht sa ruobhgien yht etah.
y dont u play the game the way its supposta be played? -SlothNathan
- Mathiu Silverburg
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Re: Altered Game Mechanics
If the merits of the item are gonna be big enough... who knows...
- Mathiu Silverburg
- Mathiu Silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
Re: Altered Game Mechanics
[quote=Brother Laz";p="72455"]
One hint: DO reduce the chance of cursed properties to spawn on rares. I found out the hard way that even when just one in six affixes in magicaffix.txt is a cursed one, it totally ruins rare items. No one wants a cursed item.[/quote]
it depends of the curse, in the Xyrax mod by Nefarius people don't ditch a item with -x light radius also some of the mods really worth the penalty
but yes, most people usually throw to the floor the rares with the curse "5% enhanced damage" on his cool rare top end weapons
One hint: DO reduce the chance of cursed properties to spawn on rares. I found out the hard way that even when just one in six affixes in magicaffix.txt is a cursed one, it totally ruins rare items. No one wants a cursed item.[/quote]
it depends of the curse, in the Xyrax mod by Nefarius people don't ditch a item with -x light radius also some of the mods really worth the penalty
but yes, most people usually throw to the floor the rares with the curse "5% enhanced damage" on his cool rare top end weapons
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Re: Altered Game Mechanics
[quote=Vendanna";p="76984"]
it depends of the curse, in the Xyrax mod by Nefarius people don't ditch a item with -x light radius also some of the mods really worth the penalty [/quote]
Is -x light radius bad? I thought light radius activated the monsters, so less light radius=less monsters attacking you at a time.
it depends of the curse, in the Xyrax mod by Nefarius people don't ditch a item with -x light radius also some of the mods really worth the penalty [/quote]
Is -x light radius bad? I thought light radius activated the monsters, so less light radius=less monsters attacking you at a time.
Aahh, fresh meat!
- ChaoticDeath
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Re: Altered Game Mechanics
nope. it effects tha player.
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Re: Altered Game Mechanics
[quote=Androrc, the Orc";p="84844"]Is -x light radius bad? I thought light radius activated the monsters, so less light radius=less monsters attacking you at a time.[/quote]
That was the case in Diablo 1. In those times, having too much light radius could be a problem. But now in Diablo 2, each monster has its own light radius; your light radius affects only yourself in D2.
That was the case in Diablo 1. In those times, having too much light radius could be a problem. But now in Diablo 2, each monster has its own light radius; your light radius affects only yourself in D2.
Re: Altered Game Mechanics
[quote=Brother Laz";p="70481"]Just so you know, D2 flips out at 1023 affixes.[/quote]
Standard Diablo II expansion has about 1100+ affixes, what do u mean... by it flips out at 1023 affixes??
Standard Diablo II expansion has about 1100+ affixes, what do u mean... by it flips out at 1023 affixes??
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