User Tag List

Results 1 to 23 of 23

Thread: Disco Stu's Mod

  1. #1
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default Disco Stu's Mod

    Most don't even really know out that mod, nor was it really worth anything. And I pretty much dropped it over 10 years ago. However, I have decided to start working on version 2.0...at the very least for my own enjoyment. My goal isn't to redesign the game, since I really don't want to mod locations and scripts and others have done it much better. My goal is to take what is in the existing game and make it better.

    This is basically revamping classes, races, skills and items to make more sense and better use of them. I also like conformity, so, I am doing my best to have a standard and stick to it. Right now I'll post a brief description of what I am planning on changing and if anyone cares, they can certainly reply with advice/criticism.

    Races:
    Wizardry has given us the idea that 45s are "average" in the game, however, only Speed averaged exactly 45. Thus, I have spent time readjusting base level stats for each race to average exactly 45 for each stat across all playable races. This, for the most part has caused a bump in many race's stats, and, with humans being the prime example, they now have 45 50 50 45 45 45 45 as base stats. Close to average, but really, humans are slightly smarter and more pious than the average race.

    I also have adjusted resistance mods quite a bit, making mental resistance mostly Intelligence/5 and Divine resistance Piety/5 as well as some others. I didn't touch their abilities as it is something that makes certain classes unique. I have tried to offset them better though.

    Classes:
    One major drawback is that I am, as of right now, unable to adjust experience needed per level (thus I am stuck with the base 4 types). However, I have tried to create structure among each group for balancing purposes.

    Specialists- 1000 XP per level
    260 base stats required. 60 points in their main stat, 55 in their secondary stat, 45 in their tertiary stat and 25s in the rest. Example: Fighter needs STR: 60, VIT: 55, DEX:45 REST:25

    Caster Specialist- 1200 XP per level
    285 base stats required. 60 in primary, 55 in secondary, 50 and then 45. Example: Priest needs 60 in Piety, 55 in Vitality, 50 in Intelligence and 45 in Strength.

    Hybrid- 1400 XP per level
    310 base stats required. I went a little different here as I turned the valkyrie into a bishop light. No requirement is over 55, but they all add up to 310.

    Elites- 1600 XP per level
    335 base stats required. Different for both bishop and ninja, though I removed the Ninja's casting ability.

    On a class by class level (all classes were given 4 professional skills):
    Fighter: HP: 10 per level. Primary:Close Combat Professional:Ranged Combat, Sword, Axe, Dagger (yes martial a
    Rogue: HP: 7.5 per level. Primary: Dagger (did debate stealth). Professional:Locks & Traps, Dual Weapons, Pickpocket, Stealth. Gave scouting ability
    Gadgeteer: HP: 5.5 per level. Primary: Modern Weapon. Professional: Ranged Combat, Engineering, Locks & Traps, Shield (no swords, yes axes and maces)
    Bard: HP: 5 per level. Primary: Communication. Professional: Music, Mythology, Artifacts, Throwing & Sling
    Priest: HP: 6 per level. Primary: Divinity. Professional: Mace & Flail, Shield, Communication, Divine Magic
    Alchemist: HP: 4 per level. Primary: Alchemy. Professional: Mythology, Throwing & Sling, Air Magic, Artifacts. (gave locks and traps ability)
    Psionic: HP: 3.5 per level. Primary: Psionics Professional: Communication, Mythology, Mental Magic, Mace & Flail. (Gave Mace & Flail, critical strike and scouting. Whips will be their specialty)
    Mage: HP: 3 per level. Primary: Wizardry. Professional: Fire Magic, Water Magic, Air Magic, Staff & Wand. (Gave dual wielding...for daggers)
    Lord: HP: 9.5 per level. Primary: Shield. Professional: Mace & Flail, Sword, Close Combat, Communication. (no polearm) -3 magic offset
    Valkyrie: 8 HP per level. Primary: Mythology Professional: Close Combat, Polearm, Mace & Flail, Shield (can now use all 4 magic abilities, see below)
    Ranger: 8.5 HP per level. Primary: Ranged Combat: Professional: Scouting, Bow, Mythology, Modern Weapon
    Samurai: 9 HP per level. Primary: Dual Weapons. Professional: Close Combat, Sword, Dagger, Critical Strike. (no shield)
    Monk: 7 hp per level. Primary: Martial Arts. Professional: Close Combat, Critical Strike, Staff & Wand, Stealth. (no mace and fail, nunchuck redefined to staff).
    Ninja: 6.5 HP perlevel. Primary: Critical Strike. Professional: Staff & Wand, Martial Arts, Throwing & Sling, Stealth. (gave scouting and removed maces and alchemy)
    Bishop: 4.5 HP perlevel. Primary: Artifacts Professional: Alchemy, Wizardry, Divinity, Psionics. (given polearm) see below

    To offset the multiple spell realms of the bishop and valkyrie, I am making it so that they cannot learn spells from spell books. You can change classes to learn all the spells, but that obviously gimps the character a bit. I think this is a good tradeoff. If I could make the Valk a 1600 exp character I would, but I can't. I also removed alchemy from ninja so he can focus on his skills and now there are just 4 hybrids with individual spell realms.

    I am also going to adjust most starting equipment.

    Skills: Changed many of the driving attributes for skills. Axes and maces now depend on strength and vitality while Bow and modern weapon depend on dex and senses. Other changes that I am not listing.

    Weapons:
    I am creating weapon "lists". Each weapon type will have requirements to use a specific weapon that is stronger than the last. Thus, there is now a hierarchy for swords and axes, and you can't use the higher level sword unless you have a high enough skill (pretty similar to how magic works). Also, changed all 2 handed weapons to have extended range (mostly for swords and axes) and redefined all one handed weapons that are lighter than 7 lbs to be able to be used in the off hand. Weapon stats will be modified to better associate ranking with the weapon's actual usefulness. Now we don't have a ton of useless weapons that we ignore or sell. Most weapons will be useful for a time until you are skilled enough for the next weapon.

    Armor:
    Readjusting who can use what armor. Valk is going to be dropped from the higher end and the strongest armor will likely be lord only (as he is not going to be a defensive specialist). Other classes will find more armor available and things will be defined better.

    Spells:
    Some spells may change in power or level (maybe, still working on it). Obvious change is that bishops and valkyries cannot use spell books. Was debating making hybrids not using them as well, but that may gimp their casting too much. Another option is to allow everyone to use level 1 books, but anything above that is for pure only. Or, lastly, make it so that all up to level 1 for all, level 3 for hybrids and only pure casters above level 3.

    That is my plan and should definitely make the game feel different despite being the same. Any advice or suggestions is welcome...or even a don't bother, nobody will play it might dissuade me and force me to spend more time with my kids.

  2. #2
    Newbie DoddTheSlayer's Avatar
    Join Date
    May 2012
    Posts
    112
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Default

    On its own id doesn't sound too appealing, but if it turns out to be more balanced then it may get used as a base for other mods.
    The community has been spoiled in recent years with the power of the CF editor, and so these changes alone may not be enough for a complete mod in itself.

  3. #3
    Creator of Reforged Mod 1.1 Qusari's Avatar
    Join Date
    Apr 2012
    Location
    Switzerland
    Posts
    320
    Likes (Given)
    2
    Likes (Received)
    0
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)

    Default

    Welcome on board .... and of course we know your v 1.0 mod ---although I never played it

    I am sure you will discover the true power of the CF and start to expand your mod more and more
    Find all Wiz 8 mods exclusively on this site:
    http://www.zimlab.com/wizardry/wiz8mods.htm

  4. #4
    the master townltu's Avatar
    Join Date
    Apr 2012
    Posts
    833
    Likes (Given)
    6
    Likes (Received)
    2
    Mentioned
    12 Post(s)
    Tagged
    1 Thread(s)

    Default

    sounds interesting, where can i dld it? :D

    perhaps you even wish to add some new stuff sooner or later,
    in case check:
    https://www.dropbox.com/s/hbrergsuvr..._resources.rar
    https://www.dropbox.com/s/j7np5ei2m0...ces_update.rar
    contain some additions for the classic wiz8 monsters and a new one.

    some portraits:
    https://www.dropbox.com/s/ig3ag588jb2ntjp/portraits.rar

    if you are interested(or become it later) in any of the new monsters that appear in reforged,
    i can offer you the largely revamped versions for the 1.2 update, incl 3-4 brandnew ones,
    furthermore NPC speechsets incl scripts for a tough/funny male PC,
    a male PC incl portrait who likes to say: Qapla`! ;)
    and soon also the adjusted set of a mercanary from JA2, namely Ivan Dolvich :D

  5. #5
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Quote Originally Posted by DoddTheSlayer View Post
    On its own id doesn't sound too appealing, but if it turns out to be more balanced then it may get used as a base for other mods.
    The community has been spoiled in recent years with the power of the CF editor, and so these changes alone may not be enough for a complete mod in itself.
    I hear you, and I am not doing something that someone else couldn't do given time. Maybe it is presumptuous of me (or anyone really) to think I am doing it "right" and that sir-tech did it wrong. However, it is tough to breathe new life into an old game as many have shown. The one thing I do like is making old new again. That is why I am not trying to create new as your mod or reforged has done, but rather adjust to feel new. Then again, if I enjoy it...does it matter?

  6. #6
    Newbie DoddTheSlayer's Avatar
    Join Date
    May 2012
    Posts
    112
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Default

    Quote Originally Posted by wolpak View Post
    Maybe it is presumptuous of me (or anyone really) to think I am doing it "right" and that sir-tech did it wrong.
    Not presumptuous at all. Most are aware that Sirtech did not finish the game, and Brenda Romero/Brathwaite said herself that she was still adding stuff right up till release with more to do.

    BTW. Did you do anything about the huge profits that can be made from Alchemy in your mod. We have a thread on that going just now.

  7. #7
    Wafer-thin mint sir? Creosote's Avatar
    Join Date
    Apr 2012
    Location
    Southern England
    Posts
    68
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Its great that you are working on a mod, thank you.

    An individual's mod must be their vision on how either the vanilla game could be bettered, or how that original game code could be used as the baseis for something new and different. If your mod is confined to tweaking the vanilla game then all well and good. But I must add that the tweaks need enough guts and substance to them so that it is apparent there is a real difference, else it will seem just like the original game but very slightly different, and after all these years is very slightly different of appeal to those who still play the game? Do your tweaking but also chuck in some stuff of extra substance, even if its controversial, or unsure, so as to give the old hackneyed players of Wiz8 something to get their teeth into.

  8. #8
    Newbie
    Join Date
    Apr 2012
    Location
    Adelaide
    Posts
    265
    Likes (Given)
    0
    Likes (Received)
    6
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)

    Default

    Quote Originally Posted by wolpak View Post
    One major drawback is that I am, as of right now, unable to adjust experience needed per level (thus I am stuck with the base 4 types). However, I have tried to create structure among each group for balancing purposes.
    If somebody pointed me to the xp data in the W8 exe file, I could expose it for modification. Unfortunately I don't have much time these days to try locating it myself.

  9. #9
    Newbie DoddTheSlayer's Avatar
    Join Date
    May 2012
    Posts
    112
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Default

    How do we examine data in the exe file ? Is it not likely that experience needed for leveling would be hard-coded ?

  10. #10
    Newbie
    Join Date
    Apr 2012
    Location
    Adelaide
    Posts
    265
    Likes (Given)
    0
    Likes (Received)
    6
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)

    Default

    Quote Originally Posted by DoddTheSlayer View Post
    How do we examine data in the exe file ? Is it not likely that experience needed for leveling would be hard-coded ?
    It is hard-coded.
    townltu found it and now I know where it is.

  11. #11
    Creator of Reforged Mod 1.1 Qusari's Avatar
    Join Date
    Apr 2012
    Location
    Switzerland
    Posts
    320
    Likes (Given)
    2
    Likes (Received)
    0
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)

    Default



    townltu you old rascal (umtriebig wie immer )
    Find all Wiz 8 mods exclusively on this site:
    http://www.zimlab.com/wizardry/wiz8mods.htm

  12. #12
    Newbie Nomad's Avatar
    Join Date
    Apr 2012
    Posts
    41
    Likes (Given)
    1
    Likes (Received)
    1
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Default

    Stu, I played your original mod many years ago, found it on Lanas site. It was interesting and it looks like the added features of the CF will allow you to really redo the game. I will be waiting for the grand release.

  13. #13
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    I have the plan for weapons worked out. For anyone who wants to throw their 2 cents in, please feel free. Basically, I have broken down the main 9 weapon types even further down. I'll describe below. Many changes make sense to the classical sense of the class, but others were done to add variety (like gadgeteers not using swords, Valkyries not using one handed weapons and Lords not using two handed weapons).

    Axe 1H (P/S)
    Fighter
    Lord
    Ranger
    Gadgeteer

    Axe 2H (P)
    Fighter
    Valkyrie
    Ranger

    Bows (including short and long varieties)
    Figher
    Valkyrie
    Ranger
    Rogue
    Bard

    Great Bows
    Fighter
    Ranger

    Crossbows
    Fighter
    Valkyrie
    Ranger
    Rogue
    Bard
    Alchemist

    Daggers (P/S)
    Fighter
    Ranger
    Samurai
    Ninja
    Rogue
    Gadgeteer
    Bard
    Alchemist
    Psionic
    Mage

    Whips (Mace & Flail)
    Fighter
    Lord
    Priest
    Bishop
    Psionic

    Mace & Flails (P/S)
    Fighter
    Lord
    Gadgeteer
    Priest
    Bishop

    Modern Weapons (not including Omniguns)
    Fighter
    Lord
    Ranger
    Rogue
    Gadgeteer
    Priest
    Bishop

    Polearms (2H)
    Fighter
    Valkyrie
    Ranger
    Ninja
    Monk

    Martial Arts staves (2H)
    Samurai
    Ninja
    Monk

    Pious Staves (2H)
    Lord
    Priest
    Bishop

    Other Staves (2H)
    All

    Staves (1H, P/S)
    Mixed

    Swords (1H, P)
    Fighter
    Lord
    Ranger
    Samurai

    Short Swords (1H, P/S)
    Fighter
    Lord
    Ranger
    Samurai
    Rogue
    Bard

    Katanas (1H, P/S)
    Samurai
    Ninja

    Rapiers (1H) (all come with a -50 to shield)
    Fighter
    Ranger
    Rogue
    Bard

    Swords (2H)
    Fighter
    Valkyrie
    Ranger

    Slings
    All

    Thrown
    Mixed

  14. #14
    Newbie DoddTheSlayer's Avatar
    Join Date
    May 2012
    Posts
    112
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Default

    Wolpak you have a private message here.

  15. #15
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    I don't know what you are referring to, but I don't here...mostly because I have no friends. Sniff

  16. #16
    the master townltu's Avatar
    Join Date
    Apr 2012
    Posts
    833
    Likes (Given)
    6
    Likes (Received)
    2
    Mentioned
    12 Post(s)
    Tagged
    1 Thread(s)

    Default

    if you did not receive the message from Dodd,
    it could be that private messages are deactivated in your accounts settings, dont remember whether it is on or off by default.

  17. #17
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Mine is set to on. At this point, since everyone knows he set me a private message, is it really that private any more?

  18. #18
    the master townltu's Avatar
    Join Date
    Apr 2012
    Posts
    833
    Likes (Given)
    6
    Likes (Received)
    2
    Mentioned
    12 Post(s)
    Tagged
    1 Thread(s)

    Default

    well, i dont think it has ever been private

    the guy who would be forced to check this posting if i had some appropriate keywords added could confirm this,
    but i left them out because i dont think his employment contract would allow that

  19. #19
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Adding to the updates, I have modified spellbooks and spells a bit.

    The plan is that all spellbooks 1-2-3 are available to all classes that can cast that spell. Spell books 4-6 (6th only has one spell) can be learned by the 4 full casters. If you want to cast a 4-7 spell as a hybrid or bishop, then you either have to save, or class switch.

    In addition, I have "balanced" the number of spells for each class, shared spells and moved spells around for each level.

    Mages and Priests had 37 total spells and Alchemist and Psionic had 36. Also, Mages had 2 more "unique spells" (spells that ONLY they could cast) and other classes had less.

    Now, all casters get 38 spells in their spell and each has 15 unique spells.

    Added spells for classes:
    Psionic: X-Ray and Blinding Flash
    Mage: Paralyze
    Priest: Enchant Blade
    Alchemist: Might to Magic and Armor Melt

    Also, the following spells were moved:
    Level 1:
    Identify Item
    Detect Secrets
    Razor Cloak

    Level 2:
    Knock Knock
    Cure Poison

    Level 3:
    Armormelt

    To compensate the harder spell learning for hybrids, they start to learn spells at level 4 instead of level 5. Bishops do not change as, most often, they were an easy replacement for 2 or more spell casters.

    I am not going to change spell functionality much...at least not yet, but I will bump up spell power of higher end damage spells. Not so much that you can steamroll, but enough to make you maybe want to cast them every now and then.
    Last edited by wolpak; 07-20-2013 at 09:13 AM.

  20. #20
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    I also want to reiterate that I understand that other modders have much more complicated mods that are outside my capabilities (well, for now). That isn't what my goal is. I envision their mods as adding sexy new rims, some underglow, and a hydrolic system to a car to upgrade it. Mine is more focused on adding a fully integrated computer system, a tow hitch and halogen lights to make the car function better, but still look stock.

  21. #21
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Looks like the first post may be too old to edit, so here is my recent update:

    After some time I decided to come back to this. Doesn't look like anyone is around, but whatevs, I am really just doing it for myself and if anyone else is interested, I'll make it available.

    So, I decided to really shake up the classes. I love the fact that there are 15 classes, but the problem is that they are too tied to generic stereotypes. Unfortunately, there isn't too much that can be done to change that, but I have tied to make changes that allow for somewhat different styles. One major change is the removal of the Psionic Spell School. All the spells have been merged into the other 3 schools. See below.

    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.

    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: Very strong, cheap XP class, not much alteration. Loses the KO ability (see later)
    Rogue: Dagger has been made as primary skill and given Thrown Auto-Penetrate
    Monk: Has been moved to Specialist group. Psionics has been removed 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: No real change

    Specialist Casters (150 stat requirement):
    Priest: Big HP increase, larger variety of armors.
    Alchemist: Small HP increase. Stealth.
    Mage: No real change

    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)
    Ranger: Dual Wield and Axe now secondary skills. Magic learned offset is now -2 (he can learn spells starting at level 3)
    Samurai: Magic learned offset is now -2 (he can learn spells starting at level 3)

    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). Also given the ability to Search
    Valkyrie: Primary still polearm. Can cast spells from Wizardry and Alchemy. Armor capabilities significantly lessened and available weapons lessened to compensate for additional magic. Magic learned offset is now -1 (he can learn spells starting at level 2)
    Bishop: Primary Mace and Flail. Can cast spells from Divine and Alchemy. Can use axes. Magic learned offset is now -1 (he can learn spells starting at level 2)
    Psionics: Primary Staff and Wand. Can cast spells from Divine and Wizardry. Searches all the time.

    This reduces the ridiculous pool of magic a Bishop would have at end game compared to single casters (though the elites will still be much more). However, they now cast at 1 level behind in addition to the experience difference. I was debating moving Bards and Gadgeteers to Hybrids, but I'll see after a few test runs.

    Spells: They have been revamped quite a bit. Rebalancing the spell schools to incorporate psionics has ended up with 48 spells in each school, Wizardry and Divinity have 28 unique spells while alchemy has 23 (which is offset by the fact that alchemy has benefits outside of casting that there other two schools do not have. Damaging spells have been given a boost, especially the higher level ones (though need more testing). Some spells have been moved around in levels. All of us with there was a way to modify beneficial spells. I can't believe how much is hard coded.

    Weapons: They are going to follow suit as I had designed before where you will require a skill level to use the next tier weapon up. This will require some weapon movement and additional weapons added. They are grouped by weapon type and then most weapons have sub-types.

    Crafting: The good thing is that you can have all classes put points into engineering. The bad thing is that it appears that only gadgeteers can skill up in engineering. I was hoping that merging items increased engineering, but it doesn't. So, I have implemented a mixed version of the two.

    Let's say your fighter has Engineering and you start off with 5 points in it and add 3 each level up.
    1 5
    2 8
    3 11
    4 14
    5 17
    6 20
    7 23
    8 26
    9 29
    10 32
    11 35
    12 38
    13 41
    14 44
    15 47
    16 50
    17 53
    18 56
    19 59
    20 62
    21 65
    22 68
    23 71
    24 74
    25 77
    26 80
    27 83
    28 86
    29 89
    30 92
    31 95
    32 98
    33 101

    By level 33, you have maxed engineering (most parties max out between 20-25 or so). Antone will sell a variety of crafting hammers that increases engineering by a certain amount and will require a certain level of engineering to equip. For example, you buy the first hammer at level 6 and it requires Engineering of 15 to use and increases engineering by 10. Now, while this hammer is equipped, your engineering will be at 25 and you will be able to craft/upgrade a variety of items/armor. The next hammer may require engineering of 25 and adds 15 to it. So on and so forth. This hasn't been implemented yet and I will need to create the recipes whatnot. But all classes will have the ability to engineer. I am debating putting other requirements such as intelligence or senses or dexterity to mimic the ability gain.

    I'll likely put in other little tweaks like spawn rates and number for some areas. Will take any suggestions for those who want to make an old game slightly new.

  22. #22
    Newbie
    Join Date
    Jul 2013
    Posts
    16
    Likes (Given)
    0
    Likes (Received)
    5
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    After some playing around and some deep thinking, I am working on implementing a fully fleshed out enchantment modification. This will actually mimic Diablo's socketting method, but for the sake of simplicity and functionality, it will be enchantment here. It will also allow there to be synergy between multiple skills. Here is how it will work.

    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.

    Depending on the engineering level, a character with an uncut gem will be able to turn it into 1-5 rough cut gems. It will look something like this:
    Engineering: 20 = 1-2
    Engineering: 40 = 1-3
    Engineering: 60 = 2-3
    Engineering: 80 = 2-4
    Engineering: 100 = 2-5

    Once you have rough cut gems, you can engineer them into a higher level gem.
    1 Brilliant = 2 rough cut
    1 Marquis = 3 Brilliant
    1 Radiant = 3 Marquis

    At this point, you can use them as ammunition, or give them to a qualified Divinity or Wizardry caster. I am still working on the basics, but my plan is to have Wizardry enchant weapons/shields and Divinity Enchant equipment.

    For weapons, it will be simply, you can enchant a weapon where your Wizardry is equal or greater than the skill requirement for that weapon. So, if I want to enchant the Disruptor Mace, and the skill level requirement is Mace & Flail: 35, then I would need a Wizardry of 35 to enchant for the Brilliant Enchantment. Once a piece of equipment has been enchanted, it cannot be unenchanted, but it can be more powerfully enchanted with the original enchantment.

    In weapons gems will roughly do the following:
    Ruby-1 +1 Max Dam
    Ruby-2 +1 Min Dam
    Ruby-3 +2 Dam
    Emerald-1 +1 TH
    Emerald-2 +2 TH
    Emerald-3 +3 TH
    Topaz-1 +1 Drain Stam
    Topaz-2 +1 Drain Spell
    Topaz-3 +1 Drain HP
    Diamond-1 +3 Skill
    Diamond-2 +6 Skill
    Diamond-3 +10 Skill

    For Topaz, those abilities will be cumulative. So, once I enchant a weapon with a certain type of gem, I will only be able to continue to enchant with a higher version of that gem. In addition, higher versions will require a larger difference between my Wizardry and the skill requirement. So, a Samurai will be able to enchant a low level weapon with a Radiant gem, but only a mage would be able to enchant the Light Sword with a Radiant gem.

    Each gem will have similar effects in equipment mostly as follows:
    Ruby: +2, +4, +6 Str
    Topaz: +2, +4, +6 Int
    Emerald: +2, +4, +6 Dex
    Diamond: +2, +4, +6 Vitality

    Still working on the process for Divinity to unlock better equipment enchantments. Should make for an interesting hunt and craft experience.

  23. #23
    Newbie Nomad's Avatar
    Join Date
    Apr 2012
    Posts
    41
    Likes (Given)
    1
    Likes (Received)
    1
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Default

    There are a few people that stop in now and then.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •