[DISCONTINUED] Old Cabal Wars Mod v1.01 Thread

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

- A wizard looking guy
4
27%
- A weird demon like creature
2
13%
- A Fallen Knight
6
40%
- Leave it as it , it's cool anyhow !
2
13%
- other stuff ?
1
7%
 
Total votes: 15

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MikeTheGreat
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Post by MikeTheGreat » Mon Jun 17, 2002 7:20 pm

What I would like to see in a Knight or Guardian would be definitely auras (poison aura, static field aura by - I believe Apoc or Brother Laz - , an aura that gives life/mana like battle orders, an aura that damages the enemy with wind or earth, or a skill that brings an angelic advocate to your side.) or other skills like absorb skills or other elemental types of attacks.
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Post by Joel » Tue Jun 18, 2002 7:15 am

Could be good, i was thinking about the guardian as a demon or undead hunter. Using special weapon to bestow them and crafting skills to have 10 fold skills to deals with undead ...

Anyhow, it could be an idea ...
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Post by Joel » Tue Jun 18, 2002 12:39 pm

more screenies :

- The aura of charon, a modified redemption aura for the death Stalker Chaos :
http://www.iceman.maxcom.nl/Joel/images ... charon.jpg

- The Doom Serpent Skill :
http://www.iceman.maxcom.nl/Joel/images/doomserpent.jpg

- The Toxic Spores Skills :
http://www.iceman.maxcom.nl/Joel/images/toxicspores.jpg
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Post by Alkalund » Wed Jun 19, 2002 12:14 am

About the aura of charon skill, are those flying skeletons a part of the aura overlay?? :?:

If so, then they should be more to the right I think :)

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Post by MikeTheGreat » Wed Jun 19, 2002 2:09 am

Nice skill graphics, Joel! Please let me know when the beta testing starts, because I will be very interested in testing this mod!
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Post by Joel » Wed Jun 19, 2002 7:13 am

@Alkalund : no the skeleton replace the aura's effect. Remember when you use redemption , the corpse turn into a spary of red stuff, i replace it with the spinning skeleton of Nilhatak death.

@Mike and others : AFAIK, i'll release a closed beta when at least 3 or 4 out of 7 class will be functional and when every little glitches ( names or gfx) will be fix. Thereafter i'll bring in all the new gameplay stuff ( like my long awaited to work Heroic Weapon recipes )
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l'important c'est le stock d'alcool

Post by Pape » Wed Jun 19, 2002 10:29 am

the most important thing in all your life must be the alcool stock, even if u don t like it !!!
:twisted: ISIMA POWER :twisted:

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Post by Joel » Wed Jun 19, 2002 10:46 am

cheers schoolmate ;)

Look how you introduce ourselves to unknow n people ... tse tse tse.

everybody will start thinking we both ae veteran drinker ...

O:-) ** Joel howls its faith saber to cut down the off-topic madness here ** O:-)
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Post by Joel » Wed Jun 19, 2002 12:43 pm

lets'go again with :

- The power Word of Kill : inasne amount of magic & physical damage onto a single target ( obviously weaker on boss ;) )

http://www.iceman.maxcom.nl/Joel/images ... ofkill.jpg

- A first try of Cage of Bones :

http://www.iceman.maxcom.nl/Joel/images/boneprison.jpg

pff, got 25 sets so far, harder than finding unik name ...

The invader skill tree has been revamped a bit to make room for some Lionheart and Knight skills.

The Guardian is now a holy hunter dedicated to hunt down demons and undeads, help in his duty by Angelic Forces that grants him power like Archangel's Armor, Trump and Turn Undead.
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Post by mrelfire » Sun Jun 23, 2002 11:11 am

I have taken a look at your site and found huge interesting new ideas/gameplay that you introduce into your game.
Do you see any problems to produce some plugins based on your game to share with the community ?

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Post by Joel » Mon Jun 24, 2002 8:37 am

So some news :

1. Using some PT angel gfx, i've turned my guardian into Angelic Fighter that can use Angels and Thrones ashelps in his fights.

2. The Chaos/Summoner no longer summon skeleton/skeleton mage but Succubus and Incubus ( thanx to Incandescence plugins)

3. Experimenting with the seq/seq param of skills give good result ... some screenies soon.

4. The 7 first sets are off ! Check out the :

The Angelic Finery.
The Demonic Implements.
The Bone Alliance.
The Ice Queen Apparat.
The Ankegh Armor Suit.
The Golden Dawn.
The Zodiac Weaponry.

I was thinking about doing sets that are strongly based on sub-classes and mercenaries and only a few generic sets ( low level ones in fact )

5. Next i'll give a serious try to Paul's tools ( a bit ) and rework some regions (towns in particular and boss locations too )
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Post by mrelfire » Mon Jun 24, 2002 4:05 pm

this idea :
"2. The Chaos/Summoner no longer summon skeleton/skeleton mage but Succubus and Incubus ( thanx to Incandescence plugins) "
is very good.
Can you share this plugins with us ?

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Post by MikeTheGreat » Mon Jun 24, 2002 9:54 pm

Joel, are you still at 60% progress in your mod? you've had that in your sig for quite a while, and I was just wondering.
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Post by Joel » Tue Jun 25, 2002 7:24 am

@mrelfire : maybe

@mike : yep i'm working hard in real life so i've got some delay, i try to polish some gfx stuff and so i need to do offset.

Here si the Great equation of Modding :

polish = gfx = offset = time = hassle ;)

I think that as soon as the last gfx stuff i want to do will be done, and when the Invader skill tree is OK i could send a closed beta to make some stability test.
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Post by Joel » Tue Jun 25, 2002 10:15 am

So a point on progress and beta sign-up :

1. Some dll stuffs forced me to rethink some skills so i'm late on some skill tree ( almost finish spell caster ones, trouble with fighter)

2. I've finally balanced the item drops, rare/unik rates and prices.
Gold is now a verry valuable currency. Vendors sells elite/exceptionnal only in higher difficulty. Thaks to <idunnowho> post the econ-mod on the keep, i' ve use it as reference for my modification. NO MORE HOLY RING OF CRAP in lvl 80 ...

3. Wondering about lvl : i ask you so : do i keep a lvl 100 based xp system or did i push up to 150 or higher ??

4. Some Chaos/Summoner skills have changed : the skeletal warrior is out and replaced by The Tombstone Guardian (as before ). The Skeletal Mage are now Succubus from Diablo 1.

5. The Dark Embrace Skill of the Invader/Son of Cain is out, replaced by Conjures Ghouls. The Impregante stuff is too hazardous and tedious to work well.

6. Sets are being customized :

- 5 Normal Generic Sets.
- 5 Improved Generic Sets.
- 5 Enhanced Generic Sets.

- 9 Shalafi Sets (N/I/E).
- 9 Chaos Sets (N/I/E).
- 9 Invader Sets (N/I/E).
- 9 Knight Sets (N/I/E).
- 9 Battlerager Sets (N/I/E).
- 9 Hunter Sets (N/I/E).
- 9 Lionheart Sets (N/I/E).

- 7 "Special" Sets. ( ah ah surprise)
---------------------------

Total : 85 Sets so far
Ready to Roll : 12

7. Unique Items : 20 so far after cleaning up the older and crappy ones.
Next post,i'll launcha trivia, the 5 best answers will have their name into an unique.

8. Monsters : Not started yet apart gfx conversion.

9. Level Editing : Start remodeling stuff like town, boss lairs, fixed stuff.
Maze are REALLY Bigger ( 10mn to get out the Secret Crypt - former mausoleum)

10. Runes and gems : Done. Maybe some new gems will appear as gems/reagents. Runewords are set but properties undifend yet.

11. GUI : on the road, i'm fighting against panel bars and HP/MP bubbles. I'll start soon Level Message.

Yo Mike i hope it fixes the deal

BETA TESTING :

The beta test will be closed for a month or two. In July/August, i'll be off line for 2 weeks so i'll try to send a beta with at least 2 classes dones and items finished to 10 people for earmy debugging. The date is not set again but the registration is STARTING RIGHT NOW !

Mail me , be polite don't caps-post i'll reply to you :)

Happy days folks.
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Post by Alkalund » Tue Jun 25, 2002 6:21 pm

Joel" wrote:3. Wondering about lvl : i ask you so : do i keep a lvl 100 based xp system or did i push up to 150 or higher ??
I think a lvl 100 system is better.
Joel" wrote: 6. Sets are being customized :

- 5 Normal Generic Sets.
- 5 Improved Generic Sets.
- 5 Enhanced Generic Sets.

- 9 Shalafi Sets (N/I/E).
- 9 Chaos Sets (N/I/E).
- 9 Invader Sets (N/I/E).
- 9 Knight Sets (N/I/E).
- 9 Battlerager Sets (N/I/E).
- 9 Hunter Sets (N/I/E).
- 9 Lionheart Sets (N/I/E).

- 7 "Special" Sets. ( ah ah surprise)
Wow, that's a lot of sets 8-O

Looking great Joel, and by the way what econ-mod you were talking about, I don't remember this one...

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Post by Joel » Fri Jun 28, 2002 10:00 am

yehpp hard's work done.

I finally finished dll edition of the Chaos skills.

So beware of the Weaken curses that now reduces drastically poison res EVEN on immune monster( that's no longer immune afetrwards) and increase the length of poison ...

Beware also the Spirit from Below summon that spawn Magic casting succubi from Hell ( in fact from D1 hell :beer: )

The invader takes a roll with his brand new shadow form and vampiric appearance both taken from planescape torment ... His little Shadow Lifeform is taking good too.

Slings and sarbacans weapons are in and are very potent in the hands of Shalafi/Abjurator ...

For the trivia, i only got 5 answers till now, i wonder if the questions aren't oo hard ...

Whatsoever, i repeat
THE BETA SIGN UP IS STARTED !!

I already 3 submissions, there's place for 7 ot 12 other beta testeors, with motivation, spare times and good skills on d2 playing ...

Come on it's open :)
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Post by Joel » Fri Jun 28, 2002 12:35 pm

Two little screenies

The Spirit from Below summon with our beloved D1 succubi :
http://www.iceman.maxcom.nl/Joel/images/necrospirit.jpg

The Toxic Shroud : a poison version of Chill Armor :
http://www.iceman.maxcom.nl/Joel/images/necroshroud.jpg

Aware or not, i'm facing some difficulties right now, i've started compiling all the data about what i changed in order to make a website more structurated. But I DO LACK of some wab design skills. So if someone could elnd me a hand by working with me on this it'll be nice ;)
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Post by mylzthetyphoon » Fri Jun 28, 2002 1:34 pm

ack uber cool poison armor thing! good job :mrgreen:
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Post by enq » Fri Jun 28, 2002 11:17 pm

But I DO LACK of some wab design skills. So if someone could elnd me a hand by working with me on this it'll be nice
I can help here - maybe not with the content input but the design yes :)
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Post by mrelfire » Sat Jun 29, 2002 8:43 am

I can be one of your beta tester if you want (but please take into account that I have a french version of LOD1.09, so ...) :D

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Post by SiLenTx » Sat Jun 29, 2002 6:11 pm

I want to beta test your mod but what's the mod size as of now?? *wondering*

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Post by BrotherDog » Sun Jun 30, 2002 8:48 am

What format is this mod in? Mpq :) ? Or direct :( ?

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Post by Joel » Mon Jul 01, 2002 7:34 am

wow what a feed back...

OK, let's start :

@enq : i will greatly appreciate your help, PM me or mail me for upcoming details

@Others :

The mod is currently in -direct -txt format for developpement purposes but will end up in mpq format.

Right now the mod is 89 Mb large but could be cut down in two or three independent parts ( mostly because of the 50 Mb of wav for intro and sfx )
So, the download will be a direct txt version that people will low bandwith could handle in several parts.

For mrelfire, the mod is designed to work with ANY langage, by forcing the game to play on english. For non english people i'll send a link for the english d2speech and d2xtalk files to get on correct sounds.

For SilentX, mail me to confirm your beta sign up.


-----------------------------------

What stuff will be in the first beta ?

eh eh quite a question, i'm working with a complex incremental system of folder to preserves versions and prevent crashes due to HD failure.So, all the changes done so far are almost in but some stuff i've done will not occurs in the first one but will be posted when they due. So expect some dl in the two first week of the beta.

So currently the beta called CW-Beta 1.0 wiil contain :

- A complete necromancer rebuild.
- Brand new items gfx and stats.
- A FEW new uniques and sets.
- Some monster conversion (with gfx and stats ..)
- A global *2/*3 on others monsters stats.
- New gems and runes, SOME runewords ...

It's a bit few but i prefer launching some frequent beta than a bit chunk of stuffs that is hard to debug.

Your beta-tester work will be to :

-test the currently reworked necromancer skills and behavior (sorry that limits the scope )
- Track out gfx glitches ( items colors, monsters offset etc ...)
- Find out if the BRAND NEW monsters are balancd enough.
- Make some MP tests.

If everything in my current affair go well, the Reworked Sorceress will be surely in too, so people will have two character classes to test.

Hope it's clearier now .
Thanks All and stay tuned ;)
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Post by Joel » Tue Jul 02, 2002 9:35 am

OK just fiddling up with some ideas ...

1. i've turned the third Knight varint t the angelic undead/demon hunter. But must i give him some generic skills also or must i really go into the theme ...

2. There is the working list of Act Boss replacement :

Act I : Andariel is now 'Avatar of Loth'. No gfx changes cause Andy is cool anyhow.

Act II : Duriel is now the two 'Hunter primelords'. YES YOU READ WELL there is TWO (2) bosses in the former duriel lair's. hang on, they skills have been reworked two ;)

Act III : Mephsito is (i hope) the 'Corrupted Protector', a dark chaotic knight that kick @$$ !!

Act IV : Diablo is now 'Hezron, Leader of the Demon Tribes'. Fear its Acid Blast, power Word of Kill, Death Touch and Static Shock ( a static field like attack !! )

Act V : Baal is now 'Drakenraal', the now corrupted Guardian avatar. it lies in the Mount Doom Heart, waiting for crushing the Gem Portal and unleash evil power onto Midgaard ...

i'm working hard on these to give them correct GFX and skills.

OK for beta there's ONE place left before i close the sign up. So hurry up ...

Regards .
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