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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Re: Altered Game Mechanics

Post by Joel » Tue Feb 25, 2003 5:07 pm

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.
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Re: Altered Game Mechanics

Post by Brother Laz » Tue Feb 25, 2003 5:31 pm

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. ;)
Last edited by Brother Laz on Tue Feb 25, 2003 5:35 pm, edited 1 time in total.
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Re: Altered Game Mechanics

Post by Joel » Tue Feb 25, 2003 5:44 pm

well, he's here but well, ... he's busy ;)
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Re: Altered Game Mechanics

Post by Joel » Wed Feb 26, 2003 1:04 pm

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 ??
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Re: Altered Game Mechanics

Post by Mathiu Silverburg » Wed Feb 26, 2003 1:18 pm

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?

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Re: Altered Game Mechanics

Post by Joel » Wed Feb 26, 2003 1:21 pm

[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.
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Re: Altered Game Mechanics

Post by Xcolibri » Wed Feb 26, 2003 2:40 pm

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.

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Re: Altered Game Mechanics

Post by Joel » Wed Feb 26, 2003 3:30 pm

hehe don't worry :) just brainstorming some stuffs.
Anyway, all trap, potions and others stuff that can hit you doesn't do it
strongly :)
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Re: Altered Game Mechanics

Post by ChaoticDeath » Wed Feb 26, 2003 4:07 pm

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

Post by Mathiu Silverburg » Wed Feb 26, 2003 4:48 pm

There isn't going to be assassin in Cabal Wars...

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Re: Altered Game Mechanics

Post by Brother Laz » Wed Feb 26, 2003 5:58 pm

[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.
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Re: Altered Game Mechanics

Post by Mathiu Silverburg » Wed Feb 26, 2003 6:05 pm

If the merits of the item are gonna be big enough... who knows...

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Re: Altered Game Mechanics

Post by Vendanna » Wed Mar 12, 2003 12:24 pm

[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 :(
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Re: Altered Game Mechanics

Post by Androrc, the Orc » Sat Apr 05, 2003 8:36 pm

[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.
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Re: Altered Game Mechanics

Post by ChaoticDeath » Sat Apr 05, 2003 8:53 pm

nope. it effects tha player.
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Re: Altered Game Mechanics

Post by Alkalund » Sun Apr 06, 2003 3:46 am

[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.

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Re: Altered Game Mechanics

Post by vivi_mate » Sat Jan 24, 2004 3:01 am

[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??
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