#311
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ProjectileType Straight Life 4.0 Speed 125.0 DirectionChangeChance 0.1 LightColor SlateBlue LightIntensity 30.0 |
#312
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Last edited by Bluddy : 11-10-2011 at 04:53 PM. |
#313
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Version 0.63 is ready.
This version includes a whole bunch of balance fixes. Monster HP, monster stats, I even tweaked armor and the armor formula. I've only just begun modifying monsters and their strengths/weaknesses, and I decided to take a break and get some balancing done. I also fixed a bunch of bugs which will probably be fixed in the next patch. As an example of some cool ideas with monsters, see if you can find the new versions of Temporal Flux I've added. Normally, if you're not a ranged char, temporal flux has no impact on you. The new possibilities for temporal flux make it such that some will be a slow motion area for everyone, others will speed everything up. I want to make destroying each machine more interesting too. I was thinking the temporal flux machine will slow you (but only you) down more and more as you get closer to it. The darkness machine will cause you to be surrounded by pitch darkness as you approach it, etc. That's for the next versions though. EDIT: One last balance tweak I want to mention is the density of monsters. I think it's a bit too high in DC, and now that I've learned how to modify it, I'll try to tweak it to reduce it. Just to compare, the monster density in DC is 2x what it is in DoP's open areas, and 1.3x DoP's dungeons. That's ok for the most part, in the enclosed dungeon spaces -- the walls prevent mobs from crowding in on you. But many dungeons have wide open areas. That's when you get an insane number of monsters. In this version is the first attempt to improve that. Last edited by Bluddy : 11-11-2011 at 12:00 AM. |
#314
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I have some ideas how to improve monsters enhancements like MinorFireResistance , MinorColdResistance, Stone skin etc to work in whole game, for example MinorFireResistance,
first add resistance > StatChangeResistanceFire 50, then add % > StatMultResistanceFire 0.25 instead to only add 100% resistance i dont try it now and dont know if used in your mod, i just have idea and another for items enhancements which use spell cast chance like ice storm , the numbers is some 0.07 % but it cast it too often, i like it more rare to be, i know how to adjust it but i dont know how well that work cuz on 0.03 % still cast it often agree with that there should be more differences on each monster type |
#315
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Additionally, you pretty much control your attacks. You just start a stream of attacks whenever you want, controlling the rate of procs. With armor, you're the passive actor. If a mob hits you, you'll get a certain rate of hits. When you're ganged up on by mobs, the rate will increase significantly, causing your procs to occur faster. From a gameplay perspective, this is ideal -- the proc 'comes to the rescue' when you need it. I think the percentage on weapons should probably be adjusted by weapon speed. Absent that, it needs to be lowered significantly. Thanks for bringing it to my attention. Last edited by Bluddy : 11-11-2011 at 09:00 AM. |
#316
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some questions about modding which i have no luck to found the answer and i hope to someone tell me
OBJECTS in game, doors, totem, obelisk, etc, how to adjust they stats, imunites to fire, cold, poison, base health for each individual ? can be resistant to physical damage ? how to make entrances (stairs) to next level allways visible on minimap ? like the gold vain archetypes , i cant found archetype for blot or what the hell this it and some other creatures, how to easy find them by name ? |
#317
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Objects such as doors and obelisks are specified in objects.gdb. To make doors flammable, there's a hazardWood in hazards.gdb that is attached to every door. I don't think there's a way to make them resist elemental damage. Regarding gold veins, I don't know how they appear on the map right away. That might be hard-wired into the quest for them. Totems, however, are monsters. You'll find them in monsters.gdb and they can have any resistance you want. The way to search archetypes best is to first look in /Loc/English/global.trn for the name of the monster, then get the internal monster name, then look in archetypes.gdb. Not all monsters need this though. |
#318
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I have a question however, would it be at all possible in the future of course, to implement the sleight of hand experience gain for the trickster class or does shadow have to do that? I think that would not only be cool, but it would also make for some new and interesting class combos as fighting would be secondary. Aside from that, keep up the good work |
#319
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BTW this would only work so long as XP is shared in multiplayer (which is the default setting), as there's no way to tell which player should get the XP. EDIT: Actually this wouldn't work, as any monster killing the target mob would cause XP gain. We'd need more hardcoded stuff to make this work. On a different note, I had an idea that, if it works out, could advance balancing quite a bit. My thought was to use extra hidden skill trees to reduce the bonuses for the default (non-hybrid) classes like rogue and warrior. The basic rule would be that different bonuses would be kept, but bonuses that are tripled (like strength multipliers x3 for the warrior) would max out at x2. If this works, the implications would be really good, because one of the hardest things in balancing the classes is getting a bonus that's good for 3 classes (default classes), ok for 2 classes (hybrid with 2 of the same bonus) and also works for 1 class. This change would mean that effectively, I only have to worry about 1 and 2 classes' worth of bonuses. Last edited by Bluddy : 11-12-2011 at 08:10 PM. |
#320
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Version 0.64 is ready.
It's basically the realization of the idea I had in the last post. The warrior now has 2 damage boosts rather than 3, and the wizard also has 2 mana boosts instead of 3. I also worked on mana generation for the mage classes. There were a couple of bugs that I fixed, such as the healer missing a skill that caused points to be shifted when switching back to vanilla, or the expansion classes not having the same bonuses as other classes. |
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