Soul Gatherer

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Soul Gatherer

Post by Myhrginoc » Fri Apr 14, 2006 1:39 am

An old hand returns to the field of battle with a new mod project! :cool:

Soul Gatherer

Mod name: Soul Gatherer Mod
Modder name: Mishy23
Mod version: 1.10 modified


Introduction
This mod is mainly an item and skills conversion mod. Item's called "souls" now drop through-out the game and are used in a simple crafting recipes. And a new shared skilled system will bring alot of new skills and rebalanced old skills to the mod.
This is my second time starting to mod and I have brought this experience with me to create a fun and balanced mod, see below for an approximate list of planned changes for my mod.

Modifications:
-Items drops are effected greatly, normal items are the norm, but gems have been replaced with souls, and souls are very powerful able to turn a normal item into a rare, and once you figure things out you will be able to build items with specific properties to help customize your character. Souls are also the new way to create unique items. The crafting recipes are simple, they all take the form of "Any Item + Any Soul = Magic/Rare/Set/Unique Item with preset mods"

-All weapon and armors have had their stats adjusted to fit into this new world.

-Stats have a big change in store, you will now gain only 1 stat per level, but stats are more powerful then they once were, and since characters share a large amount of skills, beginning stats is the biggest thing that determine how you approach fighting, some examples are, Energy effects all skill damage, dexterity will BOOST shield blocking (and never decrease it, as shield blocking is not based on level anymore), and vitality will add more HP per point.

-Skills will have a large amount of modding done to them. All characters share the same three trees, and each tree will have 18 skills. Each class has one CLASS SKILL which is a passive, these are the only passives in play and are very strong and only can be increased to 10th level, while all other skills still have 20 levels.
Some skills will be stronger for one class then others to further differing the classes from each other.

-Additional Class specific items are being added.

-Alot of background images have been changed to give fresh new graphics to the game, including inventory, stash, quest, hireling, waypoint and store backgrounds.

-New item properties have been added to the game to allow more interesting items to drop in the mod.

-Monsters will have many changes, while I don't plan on adding totally new monsters, the old ones will have new abities, and appear in new areas and increase in difficulty .

-Many more additions to the game will be added.

-Plugins be added includ Volf's Velvet Fire interface slightly modified and Talonrage's property enhancement, and also a few personal code edits with help from Myhrginoc and Ulmo.

After this thread is started I will break down skills further as will as keep up to date all new changes that are added.

Thanks for your time.
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Re: Soul Gatherer

Post by dfnord » Fri Apr 14, 2006 3:52 am

Does this means that your work on tfw is finished?

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Re: Soul Gatherer

Post by onyx » Fri Apr 14, 2006 8:58 am

[quote=Myhrginoc";p="267266"]
Modder name: Mishy23
[/quote]

Maybe you should have read a bit more carefully... :roll:
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Re: Soul Gatherer

Post by mishy23 » Fri Apr 14, 2006 1:54 pm

Well well well, i'm baaaack 8)

And while I have lots to say in my new thread, I'll start off with what I have completed already.

-Changed shield block formula, Dex and Level are not used in the blocking formula anymore. (code edit)

-Gambling costs are static and not based on players level anymore (code edit)

-All monsters levels are determined by the area they appear in, this means the same monster can appear in multiple areas and be stronger if they are in harder areas, and since area level will display when you enter a new map you can determine if the area is safe for your character's level, albeit some tough monsters will still exist. (code edit)

-changed charstats.txt: modified beginning stats and gains in hp/mana/stam per level and per stats. balanced block factor/mana regen/run/walk speeds/etc.
Also stats now play a very important part of the game, so starting stats MEAN alot, as you gain 1 stat point per level, this means a beginning sorc would have to dump into str for 10 levels before they equalled a beginning Barbarian,, but vice versa for energy.

-changed weapons.txt: all weapons have new damages and stat requirements, with stat cores of 30 you can wield all normal weapons, 40 for NM and 50 for HELL. Also Str/Dex bonuses are doubled, a 50str gives 100% damage bonus for melee weapons.

-added volf's plugin: velvet fire UI to change background PICS, then continued to add custom graphics for character screen, inventory screen, stash screen, store screens and cube screens. I will post pictures of these soon.

-changed difficultylevels.txt - NM resist penalty -50, death penalties increased by 5% per diff, cold/curse penalty reduced to 1/3rd in HELL, damage bonuses for SU and Unique monsters reduced.

-New loading screens added.

-added new item properties to the mod, based loosely on Talonrage's plugin.





Tons of additional changes planned, I need to finish armors.txt before moving on to finishing up the properties and TC drops.
Then after that the glorious task of skill editting, at the moment the set-up consists of 5 skills for each class and then 3 shared trees of 60 skills that all classes can use. The 5 class specific skillls are called class abilities, these neat skills require 0 mana to use and are slightly powerful, bu thave a cool down period and max out at level 5. These abilities will cost more than 1 skill point after 1st level.
I will probably be adding to the mod the ability to get 2 skill points per level, making my mod (I believe) the first mod to give you more skill points than stat points heh heh.
After skills comes monster editting including AI and balancing,
then after that on to unique/set and soul items.
Then lots of finishing touches and hopefully i'll be done.


If you have any questions please ask.
Also I have changed how the souls work in my mod and will release info on the system soon.


Screen PICS
So far I havent had much good feedback, but that wont stop me 8)

<<<LINKS OUTDATED REMOVED>>>
Last edited by mishy23 on Tue Apr 18, 2006 4:52 pm, edited 1 time in total.
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Re: Soul Gatherer

Post by Brother Laz » Fri Apr 14, 2006 3:14 pm

You're alive!

[quote=mishy23";p="267320"]-All monsters levels are determined by the area they appear in, this means the same monster can appear in multiple areas and be stronger if they are in harder areas, and since area level will display when you enter a new map you can determine if the area is safe for your character's level, albeit some tough monsters will still exist. (code edit)[/quote]

Is this also affecting drops?

[quote=mishy23";p="267320"]-changed difficultylevels.txt - NM resist penalty -50, death penalties increased by 5% per diff, cold/curse penalty reduced to 1/3rd in HELL, damage bonuses for SU and Unique monsters reduced.[/quote]

Ah-ha! Someone who actually understands that the poor sailor necros and weak glacialsorcs are not the enemy! :)

[quote=mishy23";p="267320"]Then after that the glorious task of skill editting, at the moment the set-up consists of 5 skills for each class and then 3 shared trees of 60 skills that all classes can use.[/quote]

3 trees of 60 skills? 18x3=56. ;)
(Edit: forgot about that silly plugin that allows you to cram more than 18 skills on a skill tree. However, you can still only have 128 icons, meaning 64 skills and 60+5 class-specific skills is one skill too many)

[quote=mishy23";p="267320"]I will probably be adding to the mod the ability to get 2 skill points per level, making my mod (I believe) the first mod to give you more skill points than stat points heh heh.[/quote]

The 'heh heh' is classic. :mrgreen:

[quote=mishy23";p="267320"]New start screen[/quote]

I can so imagine the crying about solid white menu screens. ;)
Last edited by Brother Laz on Fri Apr 14, 2006 3:16 pm, edited 1 time in total.
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Re: Soul Gatherer

Post by mishy23 » Sat Apr 15, 2006 5:47 am

[quote=Brother Laz";p="267324"]You're alive!
[/quote]
Barely ;)
Good for you to stop by, dude.

[quote=Brother Laz";p="267324"]
Is this also affecting drops?
[/quote]
I'm redoing the TC, and while at first I feared what you are suggesting, that drops would be messed up, but from what I see the automatic TC upgrades should occur if I apply them correctly, so drops will be a-okay.

[quote=Brother Laz";p="267324"]
Ah-ha! Someone who actually understands that the poor sailor necros and weak glacialsorcs are not the enemy! :)
[/quote]
Yeah, think I gotta reduce all them penalties even more, will wait until I test though.


[quote=Brother Laz";p="267324"]
3 trees of 60 skills? 18x3=56. ;)
(Edit: forgot about that silly plugin that allows you to cram more than 18 skills on a skill tree. However, you can still only have 128 icons, meaning 64 skills and 60+5 class-specific skills is one skill too many)
[/quote]

Hmmm, actually you're right, I will probably have 18skills to a tab, so 52 shared spells (only have 4 char skills right now, and staying that way I think)


[quote=Brother Laz";p="267324"]
I can so imagine the crying about solid white menu screens. ;)[/quote]
Well I was inspired by Adhin's Blackened mod, to start modding again, and for a while the working tital of my mod was going to be Whitened ;)
I might have to change it back, I didnt realize how appropriate my startscreen whould be.






Well since i'm here thought I'd post the class abilities, none are finished completely, but this list should all make the final cut.

These class abilities are the only pre-req skills in the game and take the left hand collumn of the third skilltab, they are gained at lv6/12/18/24.
Max skill level is 5 and skill point cost goes up as follows:
lv1 - 1skp
lv2 - 1skp
lv3 - 2skp
lv4 - 2skp
lv5 - 3skp
Class abilities do not use any mana or have any other cost except that they can not be spammed, as each has a cool down period. No other skill/spells have cool down timers so this will not interfere with anything except for performing other class abilities.
Also the first class ability for each class is a passive skill (the only ones in the game) and are quite powerful, these passives help each character specialize in their area of expertise.
Alot of these skills are not new, just rebalanced, this is to preserve the feel of each character, the shared skillls have less stock skills, andmore new ones.

Barbarian
lv6 Barbarian Soul - passive +crit hit% +melee dmg%
lv12 Bash - Well Barbs get a stronger normal attack basically.
lv18 Whirlwind - no mana cost but comes with timer and steep damage penalty until maxxed, so not over powered but still very good.
lv24 Jump Attack - alot of damage and the ability to jump as good as teleporting in some cases, AR is very important in this mod and JA has the highest bonus of all attacks in the game.

Paladin
lv6 Paladin Soul - This seems excessivle overpowered at first glance but its not, Damage reduction% plus def%. The def% bonus is almost stronger as the AR vs. DEF curve is balanced alot better. DR% maxes out around 15% while def% maxes out at 50%
lv12 Smite - If you noticed by now alot of class skills are ones with special sequences that cant be shared well between other classes. This allows paladins to attack with their shield as a normal attack, shield damages are balanced better, and there just may be some spells to boost shield damage too.
lv18 Charge - powerful rush attack, with large cool down period, good boss killer as always.

Amazon
lv6 Amazon Soul - %pierce for missiles + %increased attack speed
lv12 Magic Arrow clone - Amazons are missile specialists in this mod and their abilities will show this. This ability lets amazons not need arrows for a normal bow/xbow attack plus they do a little extra damage.
lv18 Explosive Arrow - normal attack to add explosive arrow, sorta alike giving all your bows the uses fire arrows property.
lv24 Strafe - too powerful to give all classes, this is a way weaker form of strafe that is still very useful

Necromancer
lv6 Necromancer Soul - +life regen and Lifeleech%, Might give some melee necros some hope already..
lv12 Revive - a short lasting revive spell that allows one revive at a time, but at an early level is very powerful still.
lv18 Bone Wall - instant wall just like vanilla
lv24 Corpse Explosion - necros got a strong ability list for sure, this normal ability does not pack the damage like the vanilla spell but can weaken the masses, it maxes out at about 15% of monsters HP in damage.

Sorceress
lv6 Sorceress Soul - +mana regen% and +mana leech, this is the one class that ownt have mana issues, as mana does not regen as quickly as vanilla so this passive is very strong.
lv12 Enchant - a free, easy to use enhant spell
lv18 Staff Blast - new skill, lets the sorc make a normal attack with a staff/wand/orb that releases an ice blast, the damage is a % of weapon damage, and the timer starts high and is reduced with level.
lv24 Teleport - still a sorc only skill, as it should be

Assassin
lv6 Assassin Soul - +passive dodge and +passive avoid, I have yet to test if this works, crossing my fingers, otherwise might be weapon block but i dont want to restrict that skill to claws only. Assassins are the low HP class, so not getting hurt is the key with them
lv12 Blade Fury - cant be an assassin if you cant throw some ninja stars
lv18 DragonKick - kicks are not all that powerful with stats being low, but it should still be useful to have a normal attack that can do radius damage, will synergy extra damage in to help out.
lv24 Burst of Speed - run forest run

Druid
lv6 Druid Soul - +resist all and when maxxed grants can not be frozen,
lv12 Summon Dire Wolves - this gives druid the only normal ability to summon something (other than revive), druid is definatly the summoner build in this mod.
lv18 Hurricane - Iprobably will rename to something like winter's chill as it is a low damage hurricane like effect with a long cool off period, more of a chill than kill ability.
lv24 WereBear - Turn into a werebear, gain more HPs, STR and rip through the enemy, werewolf is a shared skill in case your wondering, but werebear is more powerful. Also all skills are available no matter if shapeshifted or not, so yes druids will usually be transformed with a hurricane going around them and watching their wolves kill for them, who needs shared skills anyway :)

Well thats the breakdown on class abilities, they should give a good old style taste of each class, and most players will take them all if not max them all out, then top it off with the shared skills which will allow you to customize character to taste.

Until next time
-Mishy23
{Modding status: Project X}

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Re: Soul Gatherer

Post by Nigel » Sat Apr 15, 2006 9:00 am

3 trees of 60 skills? 18x3=56. ;)
Sorry, but 18*3=54 :). Just a little thing that bothered me...
Last edited by Nigel on Mon Apr 24, 2006 12:33 am, edited 1 time in total.

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Post by SilverShadowHell » Sun Apr 16, 2006 6:19 am

If I remember right D2:Elements can give a lot more skill points per level than stat points, just had to mention that. (but that mod has an increasing cost of skill points)

I hope that you will finish this mode as soon as possible, but It seems you are at the start of things, just one question.. how much time do you have for it?? Enough?? Are you realy 100% back?? Sorry if I seem scared but I'm both a a decipel of yours (I have read the missile functions guide) and I am realy interested in this modification.
Last edited by SilverShadowHell on Sun Apr 16, 2006 6:22 am, edited 1 time in total.
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Re: Soul Gatherer

Post by mishy23 » Sun Apr 16, 2006 11:11 am

Hi silvershadow! Good to hear from you again you were one of mybiggest supporters in the past for sure 8).
I guess I would say I am 100% back yes, I work on the mod everyday, but I do have a busy life and work scheduele so I am able to put in about 4 hours of work every 2 days. Which for me is alot, I am purposely keeping some of the ideas small in scope so that I will be able to finish the mod, even if no one plays it I want to finish something for once.
And my experience from my last attempt is really giving me the edge this time, things are alot more simple.


Why I'm here I want to comment on my soul system (TM).
In tthe above thread I talked about a crafting system, well after much thought and planning I came to the conclusion that I really dont like basing a mod on the horaldric cube, and cube recipes are only so much fun.
So I am going back to something I have experience with and all the souls will be socketedable items that can be added to items you get.
I will have one cube recipe which will be a cube ingredient that will allow you to poke holes in items and add sockets, something along the lines of a hammer. I will probably have a few different verions like copper hammer, silver hammer, gold hammer, that will add a higher amount of sockets. Maybe even an anti-magic hammer to get items out of the sockets.
Also this means drops will go back to normal and normal/magic/rare/set/unique will drop as normal..


A quick update on what has been finished, weapons have been totally finished, with a few name changes here and there when vanilla names really didnt sound good to me, plus I have it working where wands have a slight range attack to them.
I have begun balancing armors now, and started the above class abvility skills as well.
Back to work for me today.


Also everyone is welcomed to submit ideas for unique items and soul bonus ideas. I'm still working on the base stuff but I will need all the ideas I can get.
For mods some mods heres some things that are slightly different on my mod since some properties are more powerful than most other mods.

AR and Def effects are stronger as the curve is tighter, there are no +AR mods, there are very minimila +ar% mods but +10% is high end, almost all AR is gained through Dex and items gain +DEF not +def%.
Stats are powerful and having a 50 stat is high, so for stat bonuses +5 is high and +10 is about the highest you will see on powerful items.
As for weapon damage this is not as controled and both +dmg and +dmg% is acceptable but an equivalent of creul modifier would be +150 dmg% rather than 300.

Also any ideas for abilities of monsters would help out,.



Here is a small story premise for the mod.
It begins when all the HEREOS of D2 went off to fight Diablo and Baal and none suceeded and none returned...
And the prime evils have succeeded in corrupting the world stone and bringing hell to earth.
The world has changed slightly, everything is more dreamlike and when people/monsters die their souls have no where to go and are trapped in this godforsaken world.
Meanwhile some oridinary person (You) trying to survive stumbled upon a soul floating before them one day, and this soul was a powerful one pulsing with purpose, before you could react the soul flew right into you and joined with yours, and you felt the power and knowledge course through your body. It was one of the seven souls of the legendary hereos that went off to fight the prime evils.
You learn that together all seven made a final stand against Baal and found a way to defeat him but it was too late, the worldstone was corrupted and as Baals body lied dead on the ground smoking, the worldstone shattered, destroying the world as we know it.
But it wasn't darkness that was left afterwards, it was a bright whiteness that enveloped the world. Everything was as if in a dream, and everything continued on in a strange way, but this world was torn asunder from reality and there was no longer a hell or a heaven and echoes of the past appeared everywhere, the world was dying, and it was remembering everything that ever happened.
But there was a chance, you have the knowledge of what happened and as every second ticks by you get stronger and knowledge of how to fight the prime evils returns. And if you can only retrace the steps of the heroes and change everything and kill Baal before he corrupts the worldstone, the destruction of the world may be stopped...
So in a land where time means nothing anymore, one ordinary human feels the pull from the north and takes his first steps towards his destiny,
every new soul he absorbs gives him even more power and knowledge,
will he learn what he must do before its too late once again?
Or are humans doomed to repeat their mistakes forever....
A dark tower awaits in the distance...

-mishy
Last edited by mishy23 on Sun Apr 16, 2006 11:53 am, edited 1 time in total.
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Re: Soul Gatherer

Post by mishy23 » Tue Apr 18, 2006 4:58 pm

***INFO OUTDATED FIXED BELOW***
Last edited by mishy23 on Wed Apr 26, 2006 12:55 pm, edited 2 times in total.
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Post by sPoT » Fri Apr 21, 2006 1:50 pm

Hello Mishy! Great to hear any response from you. I mean - another touch of mouse and keyboard in way of D2. I know, your work is really good, then I'll try to post some ideas from time to time. You have another forum reader (me), waiting for final version.

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Post by oldtimer » Fri Apr 21, 2006 3:29 pm

the start screen pic is not working......

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Re: Soul Gatherer

Post by mishy23 » Wed Apr 26, 2006 12:59 pm

New screens heres correct links, sorry for switching them then not updating this thread

char select screen
Fading in gameselect screen
fully seen game select screen
Horadric Cube
Personal Stash
Last edited by mishy23 on Wed Apr 26, 2006 1:25 pm, edited 2 times in total.
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Re: Soul Gatherer

Post by IndianaMaggot » Wed Apr 26, 2006 3:00 pm

Im loving the look of this mod :D I can't wait till you release it i think the mod looks very good so far and I just got a new laptop with a 256 Radeon video card to play it with :) Keep up the great work ill be here when your done
Last edited by IndianaMaggot on Wed Apr 26, 2006 3:02 pm, edited 1 time in total.
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Re: Soul Gatherer

Post by mishy23 » Thu Apr 27, 2006 1:46 pm

Not much of an update but heres a waypoint pic

Waypoint menu

Next to work on the skill trees and maybe health/mana orbs though im not finding any decent mana/health orb pictures

UPDATE with new pics

Combat skills tab - Generic skill tree all classes have access to (icons not added)
Magic Spells tab - Generic skill tree all classes have access to (icons not added)
Assassin Class abiliies tab - class ability tab for all assassin only class skills (icons not added)

Druid's class abilities - here is a screenie added for druids abilities, so far no icons fiinished and not all the skills are done yet anyways.
Last edited by mishy23 on Sat May 06, 2006 5:10 pm, edited 2 times in total.
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Re: Soul Gatherer

Post by mishy23 » Sun May 14, 2006 12:52 pm

Well its been awhile, so I wanted to post a quick update.
All weapons and armors are done, all items have their own graphics now and are rebalanced, there is no normal/exceptional/elite versions of things, just alot of items that get better and better as you get to higher levels.

And now its time to begin on skills, it will be time consuming but its the core of thje mod.

Here are a list of the skills that will be in the mod.
Ones with out explanations are vanilla clones, with some retooling.

Tree #1 Melee Skills (shared by all classes / includes one collumn of self-only buffs)
Zeal
Frozen Edge - small AoE cold attack. slashing weapons only
Stun
Static Charge - Lightning charge-up for all melee weapons
Venom Strike - Sacrifice life to instill large poison damage to enemy
Gaia's Blessing - Werewolf transformation ;)
Tiger Strike
Blessed Hammer - damaged based on weapon, blunt weapons only
Impale - totally reworked, slow attack with chance for CrushingBlow, pierce weapons only
Sword Dance - Frenzy like attack
Soul Strike - Fire melee attack, far range
Elemental Shield - protects against 3 elements
Force Field - lightning shield, provides protection against ranged attacks
Emblaze - fire shield, leaves a trail of flames and causes fire damage when struck
Snowblind - cold shield that slows and harms any enemies that strike you
Cloudkill - poiosn shield that damages random enemies near you
Spirit Shell - healing shield

Tree #2 Magic Spells (shared by all classes, includes one row of summons)
Soul Seeker - cold damage bone spirit
Winter's Chill - cold tornado spell
Thunder Strike - bolts of lightning strike from above
Spark Field - create a field of electrified caltrops
Fireball
Rain of Fire - short lasting armaggedon spell that packs a punch
Amplify Damage - curse that increases physical AND elemental damage
Poison Winds - charged bolt like poison attack
Poisonous Orb - improved poison explosion
Tremor - earthquake, physical nova spell
Meteorite - physical damage projectile attack
Shadow Master
Guardian - hydra improved
Iron Golem
Spirit Wolves
Time Elemental - summons to slow time of enemies around it

Sorc Only
Sorceress Soul - passive
Teleport
IceStaff - cold staff/orb attack
Light Pulse - mini lightning bolt
Vibrate - enchant that does magic damage and makes it harder to be hurt
Fiery Orb - fire version of frozen orb

Barb Only
Barbarian Soul - passive
Whirlwind
Leap Attack
Double Strike - quick two weapon attack with -AR
Enrage - shout adds damage
Spoils of War - find item with cooler name

Assa Only
Assassin Soul - passive
Bladefury
Dragon Kick - AoE kick
Boost of Speed
Pheonix Strike
Mind Thrust - lightning mental attack, short range, multi hit

Necro Only
Necromancer Soul - passive
Corpse Explosion
Reanimate - Revive
Bone Warriors - combo of summon skeleton/magi
Plague Wall - improved bone wall with poison thorns
Haunting - trap spell, does cold damage

Druid Only
Druid Soul - passive
Dire Wolves
Wind Storm - weak hurricane
Bash
Gaia's Embrace - transform skill, elemental bonuses
Gaia's Fury - transform skill, physical bonuses

Pal Only
Paladin Soul - passive
Smite
Final Prayer - instantaneous redemption effect
Fire Pillar - weak fire spell
Conversion
Holy Shield

Amazon Only
Amazon Soul - Passive
Energy Arrow - magic arrow-ish
Icicle Arrow - cold bow attack
Multi-Shot
Strafe - way weaker than vanilla version
Forked Lightning - lightning bow attack

Well if you made it this far feel free to ask any questions.
While all skills are not 100% unique or new, the skill trees are set-up in a way that all characters can have many varying builds, and it will be very fun to play. Each class still has its distinct feel with its class only abilities also. And many skills will feel alot different than they're vanilla counterparts.

Until next time.
-mishy
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SilverShadowHell
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Post by SilverShadowHell » Sat May 20, 2006 6:33 am

I'm a little late (I haven't been around here in some time now) But I'm just wondering... how does Sword Dance actualy work... You said it's a frenzy like skill but if it works whit all classes it should be some sort of combo between Zeal (multiple hits) and Frenzy (the extra speed/hit)... Can you give a little more info on that?

And you said that some skills work whit some tipes of weapons that in D2 don't even exist... Did you enable crushing/slashing/piercing damage?
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Re: Soul Gatherer

Post by mishy23 » Sat May 20, 2006 2:18 pm

Hi Silver, good to get some feedback,
and as you know modding is a slow business so nothing so no commetns are ever late.

Sworddance works just like frenzy except that it only uses one weapon instead of two, each hit increases the speed you attack at for a period of time and does extra damage per hit if you keep using sworddance. I am unsure at this time if I want to add any other extra effects, might give a class specfic bonus to one of the classes (I plan on all the generic skills to have a small class-specific bonus for one of the classes).
This is totally hypothetical, but if assassins with this skill would get a small bonus to their passive dodge/avoid when using this skill.

This skill hasnt been finalized yet and therefore its not been tested, but from what I see, there should be no problem implementing this skill from what I know.


As for crushing/slashing/piercing, I have created sub-groups in the itemtypes file to create these subtypes for weapons, BUT that does not mean I was able to add any type of crushing/slashing/piercing damage to the game. It would take code editting as far as I can see, and too much work for the effect.
Can't even see how a property of +X% crushing damage would work, unless it was armor only bonus that only gave enhanced damage if wielding the correct weapon type. I might think about it but it still seems to difficult to implement.
My crushing/slashing/piercing weapon sub types are just used for skill requirements at the moment.

Thanks for the interest, I'll talk to you later.
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Re: Soul Gatherer

Post by A » Wed May 24, 2006 1:48 pm

so far the mod sounds cool to me. i especially like the part with the skills and that each character have 1 passive to make them experts in their fields....

good luck on your mod...
looking foreward to it

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Post by ffej311 » Sun Jun 04, 2006 3:26 am

This sounds like its going to be fun, Mishy. The soul system sounds cool, I've had something similar cooped up in the back of my brain for awhile. I'm a fan of shared skill trees so I'm excitied to play this. Good luck, and I hope I don't have to wait too long for a beta.

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Re: Soul Gatherer

Post by mishy23 » Mon Jun 19, 2006 3:21 pm

Long time without an update so I'll let youknow what I'm up to.

First, bad news, work has been hectic and not left me with much time to mod, and skill work is slow and tiring.

Second, good news,
I made alot more progress after putting down the skills for alittle bit,
I had to totally retool (ie. write from scratch)
weapon.armor.txt (50% done)
magigprefix/suffix (100% done)
TC files (25% done)

The new magicpreix/suffix files I am very happy with, and I think you will all like it. Properties are available at lower levels, and by level 60 you have access to all possible modifiers.
Magic and Rare items are just alot better now, uniques actually will take a back seat and will be more of collector items like D1.

I pulled off something that is "unique" as far as I know among mods.
And that is that magic items have a chance to spawn with Unique properties.
What is a Unique property, it is a gold lettered prefix/suffix that adds multiple properties and like unique items are unusual yet very uselful.
A little difficult to explain, so I hope you get the point.


Also one last thing, the soul system has been worked on also and I will stream line it to be as simple yet fun as possible.
They will be spawning as jewel type instead of gem types so they will get magic/rare properties instead of static properties.
And they have an entire set of properties that cant spawn on items themselves.

These souls will be easily socketed and removed from items using the existing socket system of D2 and some simple cube recipes.

more to come soon...
*EDIT*
Okay more of the soul system implemented.
Souls are like jewels except they come in 8 different flavors
Normal souls - common
Fire Souls
Ice Souls
Lightning Souls
Earth Souls
Holy Souls
Dark Souls
Rainbow Souls - rare

Now the different types do not neccesarily spawn different abilities, you could have say fire damage appear on any of them, it just means if a fire damage mod appears of a fire gem it will be a larger bonus .
But besides that the reson their are different types is mainly because i'm adding SOULWORDS (tm),
An example would be, if you add 4 fire souls to a 4 socketed item, you get all the souls bonus plus an additional SOULWORD bonus.
Most of the bonuses will be when you load up an item with all of one type of souls (rainbow would be wild).
There might be some other obvious or unobvious combinations that would make a soulword. (1 of each elemental soul in a 6 socketed item for example).

Oh and I dont think I talked about sockets in items yet, all items have a set maximum number of sockets and this is the number they can have starting at level 1 and this never changes.
So yes you can theoretically get an item at level 1 that has 6 sockets in it already. That isnt to say that items always spawn with max number of sockets, but their will be an easy way to add sockets to an item later, and if you try the recipe to add a 4th socket to a 3socketed longsword and nothing happens (but wasting your ingredient), then you can be garunteed longswords have a max of 3 sockets and can never get more, this max sockets # would be the same for an exceptional and elite item of the same type also.

Well back to work,
-mishy23
Last edited by mishy23 on Thu Jun 22, 2006 3:02 pm, edited 2 times in total.
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Re: Soul Gatherer

Post by mishy23 » Fri Jun 23, 2006 2:51 pm

I know the consecutive post rules. This post is considerably different from the previous one and needed a seperate posting.

I need some feedback from anyone interested.
I am trying to figure out whether to implement unqiue items or not.
What would you rather see in a mod.
a) No Unique items, but way better magic/rare items
b) Lots of Uniques, use Talonrage's Plugin of uniques
c) Some uniques, here I'll help you make them since you're so busy 8)
d) Keep vanilla Uniques in the game.
e) <Insert own idea that won't delay my modding schedeule>
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Re: Soul Gatherer

Post by Myhrginoc » Fri Jun 23, 2006 3:52 pm

Just from my knothole, having rares be the best items (or maybe crafted items) means people will be treasure hunting forever looking for the best of the best. With uniques, everybody learns which is the best item and many just focus on that. Scatter the tastiest rares in the strangest places, and you'll get players swarming all over the game world instead of doing boss runs, etc. It might take some serious restructuring of TCX and the treasure fields of monstats to make that happen, however.
Last edited by Myhrginoc on Fri Jun 23, 2006 3:53 pm, edited 1 time in total.
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Re: Soul Gatherer

Post by mishy23 » Sat Jun 24, 2006 12:49 am

Thats sorta how I am leaning myself, i just want to make sure there is no backlash and that ppl will avoid the mod because of no uniques.
I am totally rewriting Tc classes, and already total redone the prefix/suffix system.
And also defiantly having crafted items be there for the high end.
thanks for feedback, anyone else?
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Re: Soul Gatherer

Post by IndianaMaggot » Sat Jun 24, 2006 2:36 am

I personally like Myhrginoc's idea. Although I would like to see some uniques not a lot and very hard to find... (thats kinda why they're called unique in the first place isnt it?)
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