Some news... finally !
Moderator: Xaphan
Some news... finally !
Hey everyone !
It has been a long time since I posted anything here, I know. Real life, all of that...
But I never totally forgoted the mod, and was thinking on what I could do to improve it from time to time. Sure, I diden't work on it very much, but I made some experiments and learned many things. That said, time was the issue, as modding take lot of time.
If I come back to you today, that is because I should have more free time again. Well, not as much as I had back in the days, but enough to work on the mod again at a faster pace.
As I said, I had time to think what I want to do with the mod, so here is some of the things I have in mind :
Improved skill trees
The idea : Increasing the number of skills per mastery from 10 to 15.
Reason : The current skill tree you can see in the beta of version 6.00 is nice, but I found out that there is a little not enough skills for the player to chose. As of now, there is 4 skills per element, on of wich is usually a summon, so in reality, only like 3 skills. This feel very low. Increasing the number of skills will allow me to add 2 more skills per element, and 1 utility skill, for a total of 6 skill per element, and 3 utility skills for each mastery.
Class mechanics
The idea : Make each class feel more unique by adding specifics mechanics to each of thems.
Reason : Class mechanics is something that can make you play each class very differently from each other. As an exemple, I've added Attunements to the sorceress : She can now attune to a specific element (Fire, cold, lightning and earth), increasing damage caused by this element and it's resistance to the same element. The best part, however, is that I can also make some skills act differently if you are attuned to their element. Oh ,and specialities and/or items (class specific ones mostly) could also impact class mechanics.
Healing skills
The idea : Getting rid of potions or limiting their amount, while making the game more challenging.
Reason : Health potions can be a pain to manage, and clutter inventory. Also, just spaming thems to stay allive remove a lot of the challenge. With health skills, each class will be even more unique, and each skill can be personnalised. Once again, as an exemple, the sorceress healing skill would heal her for 75% of her life over 10 seconds (just like old potions did), but, based on your attunement, you get a bonus for the duration of the heal : On fire attunement, your skills deal 25% more damage, on cold attunement, your heal yourself 100% life instead of 75%, on lightning attunement, you move 50% faster, and on earth attunement, your defense increase by 100%. Each healing skill has a cooldown (30 seconds for the sorceress), meaning you can't just spam thems and must use them intelligently. Some items, or even specialities can improve your healing skills, including reducing the cooldown.
Movement skills
The idea : Move movement skills out of skill trees.
Reason : Each class currently have a skill dedicated to movement, such as the teleport for the sorceress, but that force the player to put a point in the mastery related to it and most playerswill only put 1 skill point in the skill for the functionnality. Instead of all that, each class will start with it's movement skill natively. Thoses skills will no longer deal damage but will be different for each class, once again making them more unique. The sorceress movement skill teleport here to the choosed location, and then increase all her elemental resistance for a short time.
Real specialisations
The idea : Make specialisations really affect how you play the class.
Reason : As of now, specialisations are mostly passives skills. While, the way they work will not change this, making thems more impactfull on how you play your character is what I want them to do. To do this, specialisations will be more a subclass of your character. The idea is that you could choose between 2 subclasses, each one giving you a set of passive skills changing the way you play. Once again, with the sorceress you could choose between the Stormcaller specialisation, wich focus on using multiple elements at a time in a complementary way, or the Archimagus specialisation that focus on powerfull single element magic.
Here an exemple of 2 specialities (One for the Stormcaller, the other for the Archimagus) :
- Each time you use a spell, gain X% damage increase to all elements other that the one of that spell for a short time.
- When you attune to an element, the damage bonus to that element is increased by X%, but the damage of others elements is reduced by X%.
That's it for now. Please understand that all of this is only ideas, and may or may not be implemented, but feel free to talk about it here.
I'll come back to you with more news once I'm more advanced in the devellopement of the mod
It has been a long time since I posted anything here, I know. Real life, all of that...
But I never totally forgoted the mod, and was thinking on what I could do to improve it from time to time. Sure, I diden't work on it very much, but I made some experiments and learned many things. That said, time was the issue, as modding take lot of time.
If I come back to you today, that is because I should have more free time again. Well, not as much as I had back in the days, but enough to work on the mod again at a faster pace.
As I said, I had time to think what I want to do with the mod, so here is some of the things I have in mind :
Improved skill trees
The idea : Increasing the number of skills per mastery from 10 to 15.
Reason : The current skill tree you can see in the beta of version 6.00 is nice, but I found out that there is a little not enough skills for the player to chose. As of now, there is 4 skills per element, on of wich is usually a summon, so in reality, only like 3 skills. This feel very low. Increasing the number of skills will allow me to add 2 more skills per element, and 1 utility skill, for a total of 6 skill per element, and 3 utility skills for each mastery.
Class mechanics
The idea : Make each class feel more unique by adding specifics mechanics to each of thems.
Reason : Class mechanics is something that can make you play each class very differently from each other. As an exemple, I've added Attunements to the sorceress : She can now attune to a specific element (Fire, cold, lightning and earth), increasing damage caused by this element and it's resistance to the same element. The best part, however, is that I can also make some skills act differently if you are attuned to their element. Oh ,and specialities and/or items (class specific ones mostly) could also impact class mechanics.
Healing skills
The idea : Getting rid of potions or limiting their amount, while making the game more challenging.
Reason : Health potions can be a pain to manage, and clutter inventory. Also, just spaming thems to stay allive remove a lot of the challenge. With health skills, each class will be even more unique, and each skill can be personnalised. Once again, as an exemple, the sorceress healing skill would heal her for 75% of her life over 10 seconds (just like old potions did), but, based on your attunement, you get a bonus for the duration of the heal : On fire attunement, your skills deal 25% more damage, on cold attunement, your heal yourself 100% life instead of 75%, on lightning attunement, you move 50% faster, and on earth attunement, your defense increase by 100%. Each healing skill has a cooldown (30 seconds for the sorceress), meaning you can't just spam thems and must use them intelligently. Some items, or even specialities can improve your healing skills, including reducing the cooldown.
Movement skills
The idea : Move movement skills out of skill trees.
Reason : Each class currently have a skill dedicated to movement, such as the teleport for the sorceress, but that force the player to put a point in the mastery related to it and most playerswill only put 1 skill point in the skill for the functionnality. Instead of all that, each class will start with it's movement skill natively. Thoses skills will no longer deal damage but will be different for each class, once again making them more unique. The sorceress movement skill teleport here to the choosed location, and then increase all her elemental resistance for a short time.
Real specialisations
The idea : Make specialisations really affect how you play the class.
Reason : As of now, specialisations are mostly passives skills. While, the way they work will not change this, making thems more impactfull on how you play your character is what I want them to do. To do this, specialisations will be more a subclass of your character. The idea is that you could choose between 2 subclasses, each one giving you a set of passive skills changing the way you play. Once again, with the sorceress you could choose between the Stormcaller specialisation, wich focus on using multiple elements at a time in a complementary way, or the Archimagus specialisation that focus on powerfull single element magic.
Here an exemple of 2 specialities (One for the Stormcaller, the other for the Archimagus) :
- Each time you use a spell, gain X% damage increase to all elements other that the one of that spell for a short time.
- When you attune to an element, the damage bonus to that element is increased by X%, but the damage of others elements is reduced by X%.
That's it for now. Please understand that all of this is only ideas, and may or may not be implemented, but feel free to talk about it here.
I'll come back to you with more news once I'm more advanced in the devellopement of the mod
- devurandom
- Angel
- Posts: 897
- Joined: Sat Mar 07, 2015 9:07 pm
Re: Some news... finally !
Good to see you back. Its been quiet on this site lately.
Assembly Reference | 1.13d Code Edits | UVLoD | BaseMod Plugin
Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..
Fiat paper money is the most elaborate and well devised form of slavery the world has ever seen..
Re: Some news... finally !
You have very inspiring ideas, Xaphan, I am sure the result will surpass the beta of 6.00. The d2 engine is even too cluttered for the "el grande" project you go for, so I wish you find a way to achieve the gameplay you seek with less troubles in the way.
Cheers!
-fawahar
Cheers!
-fawahar
As I look into the cave
The fog doth fill my eyes
Inside lies the answer
A cause for my demise
The fog doth fill my eyes
Inside lies the answer
A cause for my demise
Re: Some news... finally !
The d2 engine is more flexible that what one may think of by first look. It's all about formulaes. That said, I've hit more than once it's limits. Well, I just have to deal with it, it can produce some nice results as it is nonetheless.
-
- Paladin
- Posts: 104
- Joined: Thu Oct 16, 2014 8:25 pm
Re: Some news... finally !
The king is back.
Please,make a paetron page or something to support you!
If you can work on it just 1 more hour I would pay when I can trust me,just give us the possibility to do it.
Please,make a paetron page or something to support you!
If you can work on it just 1 more hour I would pay when I can trust me,just give us the possibility to do it.
Re: Some news... finally !
welcome back, get into discord
Re: Some news... finally !
Glad to have you back Xaph! Cheers
-
- Posts: 90
- Joined: Mon Sep 23, 2013 10:04 am
- Location: China
Re: Some news... finally !
nice to see you again. life sucks
Translator for Simplified Chinese.
Discord: cai_miao#0861
Translated BTH by onyx, HU by Soulmancer (until 2.x),
LRdO (approved) by Xaphan and Median XL: Sigma by the MXL community.
D2MFC & D2FTM, Modern Font Customize solution for Diablo II
Future project:
- Set of Font with FULL Latin, CHI, JAP and RUS character support. To much time needed.
- BFE by TrueMage - to Simplified Chinese from English
- ES (original) by PerfectCell to Simplified Chinese from English/Japanese
-Touhou Diablo by Bishibosh-A - to English/Japanese from Chinese
Discord: cai_miao#0861
Translated BTH by onyx, HU by Soulmancer (until 2.x),
LRdO (approved) by Xaphan and Median XL: Sigma by the MXL community.
D2MFC & D2FTM, Modern Font Customize solution for Diablo II
Future project:
- Set of Font with FULL Latin, CHI, JAP and RUS character support. To much time needed.
- BFE by TrueMage - to Simplified Chinese from English
- ES (original) by PerfectCell to Simplified Chinese from English/Japanese
-Touhou Diablo by Bishibosh-A - to English/Japanese from Chinese
Re: Some news... finally !
Xaphan! Im so glad you're back at it! Your mod is so good you're pretty much my hero.
Re: Some news... finally !
Yes!! Good to hear. I am replying to let you know that there are definitely people waiting for an update. Would be great to get access to all the disabled items in the v6.00 version. Not just me, but also a group of friends that I have are waiting patiently. I have shared this mod among friends and they all love it. I'll check back every few months to see how it's developing. Thanks again.
Re: Some news... finally !
Going to replay a bit of this mod sometime soon I think, wish a version with higher monster damage/etc was available, but I recently got back into d2 and I remember this mod quite fondly.
Proposed changes so far look pretty good!
Proposed changes so far look pretty good!
Re: Some news... finally !
Hi Xaphan, just curious if your are still alive.