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Thread: Reclassified Mod

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    Default Reclassified Mod

    I am starting a new thread because of the direction I am taking my mod, and because of the inactivity on the board, I figured the more new threads the better. I have renamed the mod Reclassification as it focuses on reclassifying the classes (and to a lesser extent races, items and spells). A lot of this will be copied over from the other thread, but with significant changes.

    Classes:
    Overall, each class has less requirements as base stats for races have dropped. This allows you to still put stats where you want, but you won't be able to max 1 stat as quickly as before. HP have been made tiered at whole numbers.
    Specialists (135 stat requirement):
    Fighter: All about the attacks, cheap XP class, not much alteration. Loses the KO ability (see later)
    Rogue: Primary Skill: Skulduggery (wait, wut?, yeah you heard it, see below)
    Monk: Has been moved to Specialist group. Psionics has been removed (see below) and now they have the ability to KO enemies and have the Mental Immunity ability. Pretty much RFS-81 as a base class and lesser XP requirement.
    Bard: No real change
    Gadgeteer: Primary Skill: Guns & Bows (see below)

    Specialist Casters (150 stat requirement):
    Priest: Big HP increase, larger variety of armors. Can cast from Divinity and Enchantment (see below)
    Alchemist: Small HP increase. Stealth. More potions to mix.
    Mage: No real change. Can cast from Wizardry and Enchantment (see below)

    Hybrids (230 stat requirement):
    Lord: Shield as primary skill. Given Stam regen and Dispel Undead. Magic learned offset is now -2 (he can learn spells starting at level 3) Can cast from Divinity and Enchantment (see below)
    Ranger: Dual Wield and Axe now secondary skills. Magic learned offset is now -2 (he can learn spells starting at level 3). More potions to mix.
    Samurai: Magic learned offset is now -2 (he can learn spells starting at level 3) Can cast from Wizardry and Enchantment (see below)

    Elite (245 stat requirement):
    Ninja: Alchemy has been removed. Given the rogue ability to backstab with thrusting weapons (adds in more variety as now the ninja can be extremely effective with MA, Staves, Swords/Daggers and thrown). Skulduggery (see below)
    Valkyrie: Primary sKill polearm. Can cast spells from Wizardry, Divinity and Alchemy. Armor capabilities significantly lessened and available weapons lessened to compensate for additional magic. Magic learned offset is now -3 (she can learn spells starting at level 4)
    Bishop: Primary Skill Artifacts. Can cast spells from Divine, Wizardry and Alchemy. Can use axes. Magic learned offset is now -1 (he can learn spells starting at level 2)
    Enchanter: Primary Skill: Enchantment. Can cast spells from Divine, Wizardry and Enchantment.

    Skills: (assume skills remain the same unless noted below)
    Bow: Changes to Guns & Bows (though guns represents all modern weapons, you get text clipping if you put in too many words)
    Modern Weapon: Changes to Skulduggery.
    Skulduggery: Thief and Ninja skill. Allows those classes to use Bag of Tricks. Bag of Tricks can be purchased from stores. When a character with high enough Skulduggery combines one of 12 gems (see below) with a Bag of Tricks, a special item only the Thief or Ninja can use becomes available. It can be used like any other item, but with just 1 charge.
    Psionics: Changes to Enchantment.
    Enchantment: Is a new magic school that houses all enchanting spells (ones that affect the party). It is available to all Wizardry and Divinity users. In addition, it will allow characters to enchant weapons and armors with gems (see below) to enhance their abilities.
    Artifacts: Now Artifacts & Gemology. Allows characters to cut stones and combine them into more potent gems.

    Spells:
    Many spells have been reclassified. Psionics no longer exists and has been replaced with Enchantment. Many damaging spells have been given a boost. Probably too many changes to be listed here.

    Races:
    Overall, base statistics have been lowered for each race and balanced so that everyone gets 350 points in character creation (290 from race and 60 bonus points). I never liked how every race started at a base 25% resistance to each sphere. Sadly, going below 0 causes wraparound, thus giving 100% resistance, so, I have lowered the base resistance for everyone to 10% and then gave each race + or - from there, ie- Felpurrs have 0% in water and Fairies have 25% in mental. Abilities have pretty much remained the same with slight adjustment to resistances based on if their abilities are good or bad.

    Items:
    All weapons and shields have been given a skill requirement to wield. Thus, if you cannot surpass the requirement, you must wait til you skill up enough to do so.

    Gems:
    There will be 4 types of uncut gems floating around Dominus. Monsters will drop them and they will be found in chests. On a very basic level, they will be ammunition for slings akin to rocks. There will be two items associated with these rocks: a jeweler's kit and a rock hammer. The jeweler's kit will be needed to turn uncut gems into regular gems, or upgrade gems into more brilliant versions. The rock hammer will be used by non-gadgeteers to be able to perform these functions at a high level. You will need a basic level in engineering to a) cut a gem and b) upgrade each gem. There will be four different gems (Ruby, Diamond, Emerald and Topaz) and four levels to each gem, (Rough, Brilliant, Marquis and Radiant). Each upgrade in gem increases it's damage as ammunition.

    The four types of gems:
    Ruby - Tend to focus more on enhancing strength and damage
    Emerald - Tend to focus more on enhancing dexterity and accuracy
    Diamond - Tend to focus more on enhancing intelligence and skill
    Sapphire - Tend to focus more on curses and balancing payoff to detriment

    The three levels are Brilliant, Marquis and Radiant.

    For example- Bloodlust: Has already been enchanted by some other crazy wizard with a Radiant Sapphire, giving it a +1 attack, high initiative and high AC, but at a detriment of -10 Divine and Mental.

    Enchantment level will determine when an item can be enchanted. For weapons and shields, Enchantment will need to be equal or greater than the skill requirement for the weapon or shield. A minimum of 25 will be required for an item to be enchanted. Armor will be enchanted based on a tiered system. Starting at Enchantment 25 and increasing every 5 points, another piece of armor can be enchanted. Once all armor has been cycled through, it starts again but with a higher level gem. Only Enchanters can end up enchanting all armor and weapons with the highest level enchantments (since they will be able to achieve 125).

    I am always open for suggestions or input for anyone interested in the process here.

  2. #2
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    Default

    A little update...still working on it.

    The main focus now is handling the Enchanter's ability to enchant items as well as use the usefulness of Skulduggery. Right now, I am working on how the Bag of Tricks will be used.

    The following items can be attained from the bag:
    Assassin's Blade - Instant Death
    Dagger Trap - Dagger Scatter
    Dart Trap - Poison Darts
    Void Trap - Anti-Magic
    Sand Trap - Blinding Flash
    Mesmerizing Trap - Hypnotic Lure

    I am debating on adding more for outside of combat, like to cast Divine Trap and whatnot. Of course, they overlap with many gadgeteer gadgets. The plan is you can combine a gem with the bag of tricks to get a specific item out of it. Each gem will result in a different item (though I have 12 possible gems, so I may need to come up with 12 tricks). Or, you could use the bag by itself, but it comes at a price, as a random item comes out. I will likely add in a few monty hall items to be pulled out that gems cannot get that have little or no real use. It will be an interesting mechanic added to the game. Skulduggery increases either by adding points or by using the items.

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    Another update, and thanks to lua scripting I have been able to implement stances for the Ranger.

    The Ranger starts out with a "Ranger Charm". When the Ranger uses it for the first time, it puts him into his Ranged Stance, which is +25 Ranged Combat (the Ranger no longer has Ranged Combat as his primary skill). When used again, it puts him into his Dual Wielding stance, which then removes the +25 Ranged Combat and gives +25 Dual Wielding.

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    Default

    More updates, check here if interested.

    https://www.gog.com/forum/wizardry_s..._mod_wip/page1

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    Looks like you are implementing some cool features.
    How did you manage to make the Ranger stances?

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    Well, a bit of a "hack". An item that on use, sets the stats. So, since you really cannot change any UI capabilities, the only thing you can do is use the on use and cancel. Basically, lua changes the stats and swaps identical looking items.

    Is this the max of what can be scripted, or could you still implement cool stuff?

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    Quote Originally Posted by mad god View Post
    this sounds great! I am so happy to hear someone is tinkering around with Wizardry.

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    If I can coax madgod to do more stuff with the editor it'll be even better...

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