Dominus Rex

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Dominus Rex

Post by Myhrginoc » Wed Nov 07, 2007 3:44 am

We are pleased to present a new mod project by Borgin. :mrgreen:

Dominus Rex

Working Title: Dominus Rex
Modmaker: Borgin
Game Version: 1.10 + D2Mod + PlugY

Features
While not a "complete overhaul", Dominus Rex offers a number of features currently unavailable in other mod projects.

First and foremost is the extensive character changes. Each character has a number of "special" starting stats (Thanks to CharStart.dll, or CharStats.dll). For example, the Assassin has the highest base run speed of any character- and the lowest base walk speed. The Barbarian has a permanent boost (10%) to Strength. The Necromancer has a passive lifesteal attack. Each character currently has one bonus, although I intend to expand this to two or possibly three to increase character diversity.

Upon entering a game, the second thing a player will notice is the existence of a mirror-like "charm" in their inventory, along with a special Key. Right-clicking the key morphs it into another key, and each different key is engraved with the name of a different class. Upon cubing the charm with any of seven keys (the cube is given to the player upon character creation), a new charm is given to the player which determines their "dual-class". This secondary class further increases character diversity. Any of the seven "vanilla" classes can be chosen, including your "Primary class". For example, an Amazon character may want a Barbarian dual-class charm (for Throwing Mastery, for example), or they may wish to use an Amazon charm (for further benefits to their own skills). This is entirely up to the player.

This charm gains power using special items (which I could not think of a good name, sadly) called "Growth Seeds". Each growth seed has a different name, hinting at the abilities they might give when cubed. Each dual-class charm receives a different bonus from each seed, so a "Flaming Growth Seed" might give a Barbarian dual-class charm +20% Fire Resistance while it gives the Sorceress +1 to Warmth, and a Paladin +30% Fire Damage to Vengeance. Growth seed bonuses are NOT random (yet... :twisted: ). A growth seed is given to the player upon creation to add a small (+5) bonus to a random core stat (Strength, Dexterity, Vitality, or Energy, depending on your dual-class). While Growth seeds drop randomly throughout the game, act bosses will likely drop much more powerful growth seeds than other enemies, and will be farmable (to an extent). These powerful Growth Seeds will increase the required level of the dual-class charm to prevent cheating.

Another customizable aspect of the game will be the re-introduction of Tempered items. Similar to how Blizzard wanted tempered items originally (at least as far as I noticed glancing at the recipes for them), my idea of "limitless" crafting comes in the form of Tempered Items. Tempered items are available to all non-charm item classes, including jewels and jewelry. Each item type is only malleable to a certain extent, based on its intrinsic magical qualities. A piece of armor, for example, is usually very prone to magical enhancements, allowing for a full range (100%) of temperability. Jewels, on the other hand, must be carefully crafted as to keep their main structure intact, and are very limited (33%) in their tempering capacity. Recipes will be created to add affixes to these tempered items, while decreasing the item's temperability- at 0%, the item is no longer temperable. Tempered items intrinsically have no additional attributes, and until crafted, are the equivalent of basic (white) items. However, through the course of the game, certain players may want to use tempered items solely because they are unrestricted by luck. The luckless player shouldn't be penalized for their fruitlessness! Likewise, certain builds may be attracted to tempered items- such as melee-based Necromancers, or Bow-using Paladins, as these items allow the player to equip items with the mods they want, as opposed to other item types, which are restricted to the affixes which "normally" spawn on them.

Item system aside, the skill system has gotten a significant overhaul. No longer are the days of imbalanced skills! Each and every skill has gotten at least a major change. Also, every single elemental skill in the game (barring poison skills) now receive a damage bonus from the elemental damage of your equipment. To compensate, elemental damage is MUCH rarer, and %skill damage takes its place in most cases. For example, Fireball receives a 50% damage bonus from your average fire damage on your equipment. Say you have a weapon that grants 100-200 Fire Damage. This synergizes with Fireball at 50% of (100+200)/2, which would increase Fireball's damage by 75. Other skills have gotten basic changes- The Amazon's passives, for example, have much more complicated formulae to determine their effect, usually meaning a much less drastic upgrade curve (and therefore meaning they are no longer one-point wonders!). Valkyrie, for example, receives a bonus from Dodge, Avoid, and Evade, but also gets better quality items based off the player's Magic Find. Other strange synergies like this abound, and are not limited to already-existing stats. Like I said earlier, you may come across a weapon that gives +50% Fire Damage to Vengeance, or +2 Hits to Zeal, or +1 to the number of summonable Grizzlies at a time. Again, this is done to promote build diversity (and build specialization), in the hopes of creating a virtually limitless number of potential builds. In short, every single skill has gotten significant changes, either to damage or some other fundamental aspect.

Currently, I have not included any new skills. I have a number of them waiting in the wings (as in, they are fully coded), and will likely include a number of them in a final release. I have 3 new skills done for each class, most of them being active skills similar in usage to many skills from Median in the fact that they are completely different from any vanilla skill in execution. Hopefully this adds to the game as opposed to detracting from it!

I have not added any additional graphics, except for a small number of new item graphics. I will likely not add new monster graphics, to keep file size low. New maps are a possibility if I can manage to get a .ds1 editor for Vista (I can't find one!).

This doesn't mean that the monsters aren't going to kill you! Monster difficulty has been increased across the board- I've attempted to get a general ~x3 difficulty in the game. This doesn't mean that you have to be three times as strong to kill monsters- just three times as smart. Monsters will likely have new tricks up their sleeves in the form of casting skills upon death, casting curses on the player upon striking, or rapidly healing themselves or others if the player does not actively engage them. I'm not going to institute immunities of any form at the moment, although in higher difficulties, resistances will scale up to a maximum of 95% to some particular element. On the whole, monsters are tougher, but not because they take longer to kill or because they one-shot you. They're just "smarter" and better.

For screenshots, feel free to look at my album. I will host any new screenshots from my mod (and strictly from my mod). There is currently only one, displaying the expanded skill synergies. Enjoy!

As a final note, I would love to thank the PK community, especially Nefarius. He gets far too little credit for what he's done, and even then he's probably the most renowned Keep member. Also thanks the Brother Laz, for giving me a number of good ideas for my mod (and he doesn't even realize it!). My brother, Jon, gave me some rather valuable advice on some things, and has helped me bug fix my current version, which is a playable version of Act 1... for the Amazon (I have a lot of work to do, don't I?). :) Thanks to SVR for the D2Mod System. Thanks to Yohann for the invaluable PlugY kit. Thanks to TalonRage for his expanded Properties plugin. Thanks to Inventharia, it's been a great place to grab new item graphics. Thanks to everyone else who mods, and everyone who plays mods, but thanks especially to the people who play MY mod. :mrgreen:

--Borgin
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
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Re: Dominus Rex

Post by Borgin » Wed Nov 07, 2007 4:07 am

Thank you, captain! ;)

Anyways, Dominus Rex is as good a name as any; maybe it'll see a name tweak but I hardly think it's necessary.

I'm working hard on a release. I'm considering a sort of "pre-pre-alpha" release, which would basically be a playable version of Act 1 for your choice of the Amazon, Necromancer, or Sorceress. However I'd like to see if there is any demand for this before I get off-track in my current work. I'm more than happy to publish something, as long as people are willing to play!

:)

--Borgin

[EDIT]
I've been working hard all night, and it looks like the Sorceress skills will be complete within the hour. After that, only 150 more skills to go! :twisted:

Also, if I ever begin truly patching this mod, I will institute an interesting system of rewarding players to keep playing the most recent patch.

Every patch will have a small number (sometimes one, sometimes five, sometimes more) of special items which will only drop in that patch. These may include super-powerful but very high-level affixes, special socketables, uniques, commemorative sets, and the like. The first patch will of course feature some unique content... which I will disable as soon as I feel the need to bugfix. :twisted:

Expect some sort of release by Christmas at the very latest; Thanksgiving if modding goes as smoothly as it has been this week.

[EDIT]
Sorceress skills are finished. The Masteries turned out very cool. :twisted: Suggestion: play a melee sorceress.

[EDIT 2]
About half done with Necromancer skills. Most of his skills are so overpowered and incredibly hardcoded that I couldn't really do that much while retaining his basic flavor. One interesting this is that curses all have a spell timer, but get a very large radius, have a relatively low mana cost, have a decent duration, and have much more potent effects. Amplify Damage got a huge nerf. Weaken is good now (in fact, VERY good). Bone Armor absorbs more, and also reflects damage. Make a melee necro.

(Are you noticing a trend with my skill edits yet? :))

[EDIT 3]
I've added a bunch of screenshots showing off some of the stuff I've implemented so far. Feel free to look here.

Enjoy!

[EDIT 4]
Ugh. I tested every single skill last night (currently 72 complete) and ran across a couple glaring errors. All of last night was spent bugfixing. :( Better sooner than later, though.

Well... is anyone interested in this so far? ;) Not that I mind it being quiet. But I'd like to generate some discussion, both for my benefit and for those who opt to download my mod.

Thanks, everyone.

[EDIT 5]
More bugfixing, more bugfixing, more bugfixing. Act one is mostly complete, as far as monsters go (expect a tough time in the Blood Moor); need to do some superunique editing and TCEX.txt edits as well. Beyond that, it's just skills. Once skills and act one are finished, the rest will fall into place- and then it's on to the fun part, ITEMS! ;)

Speaking of skills, however, it looks like elemental damage will NOT synergize damage skills. I will consider adding a synergy based on energy instead. If I can manage to get it to work, I will (stupid formulaic restrictions).

Item-wise, I've masterminded about six or seven new base items, the most interesting (in my opinion) being the Rune Shield. It gives a very small block, but has a chance of avoiding any magic damage you would take. Assuming I can manage to create the property in ISC.txt (which I believe I can). Beyond that, just some random class-specific items, a few new gem types, new charm qualities, et cetera. We'll see how things tie together in a few weeks.

[EDIT 6]
More bugs pop up all the time. Luckily, I think I've managed to quell most of them. Elemental damage as a synergy is still up in the air. All skills for the Amazon, Sorceress, and Necromancer are fully operational, minus a few potential tweaks. All curses have a timer that decreases based on the number of points in the curse, starting at 5 seconds and decreasing to 0 seconds (granted, that takes 25 hard points!). Skill level caps have been modified from the standard 20 to 3, and scale up according to your dual-class charm. A new property has been added accordingly- "Increases Maximum Skill Levels by X". This typically only appears on Growth Seeds that drop as Quest drops from act bosses, and they cap at 31 (a cap of 34 hard points in skills). I might institute skill-specific caps, but that'll eat up space in Properties.txt pretty quickly... so I'm not sure about it yet.

Tempering has been modified; no longer is the % tempering based on the item type, but rather the item level. I haven't gotten this to work quite right yet, but my hopes is that items will be temperable to a % equal to their ilvl. Expect something similar if that doesn't quite work out.

More shields have been added. Royal Shields, Rune Shields, Fortress Shields, and more are now in the works. Plenty of new helms on their way as well- Pharaoh Masks, Eagle Hoods, and Trollskulls will all be making an appearance! Some new item type names (I won't give too much away!):

Bonelord Crown
Circlet of Thorns
Imp Mask
Dwarven Greaves
Grasps
Bikinis (haha!)
Marathon Cuirass

Along with some new cube reagents:

Dice ("re-roll" an item! If you feel lucky...)
Wing of Bat
Eye of Newt
Troll's Ear
Eagle's Foot
Scorpion Stinger

Also, check this out for some screenshots, showcasing some of my skill modifications!

[EDIT 7]
I can't resist making more item types! This isn't good... I've already quadrupled the number of misc.txt entries, and added more than 50 entries to weapons.txt and armor.txt! Not to mention seven new gem entries to gems.txt, and 14 new runes...

Anyways, I was looking through the item graphics I had and had an interesting idea for cube recipes... real recipes (mostly involving spices). I'm currently thinking of two separate ideas, only one of which will get implemented. Here they are:

1. Throughout the game, "recipes" will drop. They will appear just like real recipes (well, the ingredients). The player has to determine the "amount" of each item is necessary. For example, if you find a recipe for a Crafted Belt, the recipe might look something like this:

Crafted Belt
Recipe Level Five

A sturdy belt
A solid gem
A few seeds

The player must determine what sort of belt is a "sturdy" one, what kind of gem would be "solid", and how many a "few" seeds are... and, of course, what the "seeds" are! This type of recipe would output the item, along with the input recipe, for future use (you can not use a recipe without having the proper scroll!). Not sure about this one, though.

2. Recipes would be based off a rather high number of different "spices", named after real-life spices. 2 Cloves of Ginger and one Cinnamon Stick might create a shrine-like potion for the player. Three Leaves of Basil, Chives, and some Mustard Seed might create something completely different.

Regular "food"-like items would drop (eggs, fish, cheese, breads, sugar, noodles, vegetables, fruits), and combining the correct spices with the correct base foods would create "superfoods". Think D1 Elixirs. They could add any stat, from +1% Fire Resist, to +1 Strength, to +80,000 experience, to +1 skill point. I'm considering making all food items equally likely to drop so players will not be able to make the same elixirs over and over. Lower-quality elixirs (+1 Strength) will require two components, while high-quality ones (+1% Max HP) will take between four and six. The highest quality recipes (+1 skill point, +1 stat point, +1% Maximum Cold Resist) will require even more components. Recipes may drop as informational tidbits but will not be required for cubing. Some recipes will only be allowable by high-level characters, characters with stats below a certain threshold, and the like. Food items would likely replace many regular item drops throughout the game. Some food items would be "cursed", and cubing them would actually reduce your stats. You don't know what a potion does until you drink it.

One of these two ideas will be implemented; I am considering the latter at the moment but it might not work how I want it to. I'll post again as soon as I've tested it a bit more.

Lots of work to do today/tonight!

[EDIT 8]
Ouch... Thanksgiving break set me back a lot farther than I thought it would. I accidentally overwrote cubemain.txt with a spreadsheet I was compiling for Physics Research, so I'm back to square one with cube recipes. Necro skills are virtually complete, save a few formulae fixes and synergies. Barbarian skills will be next, and to be honest I have no clue what to do with them. The Masteries need a huge overhaul; I'm considering strong self-synergies, or alternate passives that grant different effects. Damage, AR, and Critical Strike is SO 1999. ;) Warcries will also get a significant buff for the most part, with BO and Shout getting nerfed slightly. Not too sure how else I'll mess with them, but I will. War Cry might get a weapon damage component if it isn't too tricky, and a range reduction (I'll just cap it for higher levels). The Druid, Paladin, and Assassin shouldn't be too terrible to trudge through, so I think I'll be done with skills in a week if I work at it. Lots of things at school, though, so I can't really make any promises.

I'm also considering tossing in a few new self-built skills in to some of the blank spaces in skill trees. Not sure if it'll hurt balance or help character diversity. We'll find out later, I guess.

Still looking for feedback, guys. Thanks again.
Last edited by Borgin on Mon Nov 26, 2007 7:36 pm, edited 10 times in total.

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Post by Hans » Fri Nov 09, 2007 8:24 pm

I would be interested. I do not know how much time I have to play though.
"Hi. My name is Hans, and I am addicted to a game that is not yet been made" - Card carrying member of D3 Addictions Anonymous, since June 2008.
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Trying to picture Hans as a Dominion...nah it isn't working sorry. It's the mustache that gets me every time - Al-T.
"All men play on 127" O-H - Hans
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Post by Borgin » Mon Nov 12, 2007 5:15 pm

Hans";p="364840" wrote:I would be interested. I do not know how much time I have to play though.
Great to hear, Hans! From the looks of it, I won't have a release by Thanksgiving, but definitely by Christmas (or soon after, as I'll have a month free of schoolwork for modding).

At least I generated somebody's interest... :roll:

--Borgin

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Post by Borgin » Tue Dec 11, 2007 1:12 am

It has been a month so I believe it's safe to double post. If not, I apologize in advance.

Work on the mod has been slow, since I keep re-doing most of my work (I've already done the equivalent skill editing of 2 full mods... :roll:), and adding stuff before I have the ideas fully fleshed out.

I'm also moving my focus (forum-wise) to Charsi's Forge. You're all welcome to post here, but for my own convenience's sake, I will be actively updating my threads at the Forge. Once I have a true release, it will (hopefully) be hosted here.

Anyways, I direct all of you here for the latest and greatest information regarding Dominus Rex. Hurry and catch the .001a patch, slated for release in ~3 weeks! :mrgreen:

--Borgin

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Re: Dominus Rex

Post by Borgin » Mon Dec 24, 2007 9:36 pm

After plenty of time, I've uploaded a "mini-release", of sorts, mostly for some skill bughunting. If you're interested, you can download it here.
Last edited by Borgin on Wed Dec 26, 2007 1:15 am, edited 1 time in total.

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Post by Hans » Wed Dec 26, 2007 12:21 am

I just downloaded it. I will have to wait until I get home from work to try it out.
"Hi. My name is Hans, and I am addicted to a game that is not yet been made" - Card carrying member of D3 Addictions Anonymous, since June 2008.
Card carrying member of Mentaldom, since May 2006 - Zy-El Hardcore.
"German pornstar/Bee Gee lookalike" & "The Blacksmith"
Trying to picture Hans as a Dominion...nah it isn't working sorry. It's the mustache that gets me every time - Al-T.
"All men play on 127" O-H - Hans
"Okay, time out. This is Zy-El. The mod of total excess. Since when would any Zy-El lover do only what's necessary?" - Metropolis Man
Zy-El Wiki|New Zy-El Website

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Post by Borgin » Wed Dec 26, 2007 1:16 am

The version that was up (0.1a) was out of date and horrendously buggy. I just updated the link in my previous post to match the one in my signature (0.1c).

Sorry for any confusion; I was hoping I had gotten most of the people interested to watch the Charsi's Forge forum for updates. But thank you, Hans! I bless you with the Sword of Infinite Beta-Tests. ;)

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Post by Hans » Wed Dec 26, 2007 4:14 pm

Thanks I would have but I was very busy with work in the past few weeks.

I have 0.1d and I like it very much so far.
"Hi. My name is Hans, and I am addicted to a game that is not yet been made" - Card carrying member of D3 Addictions Anonymous, since June 2008.
Card carrying member of Mentaldom, since May 2006 - Zy-El Hardcore.
"German pornstar/Bee Gee lookalike" & "The Blacksmith"
Trying to picture Hans as a Dominion...nah it isn't working sorry. It's the mustache that gets me every time - Al-T.
"All men play on 127" O-H - Hans
"Okay, time out. This is Zy-El. The mod of total excess. Since when would any Zy-El lover do only what's necessary?" - Metropolis Man
Zy-El Wiki|New Zy-El Website

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Post by Smiling Hobo » Sun Dec 30, 2007 7:55 pm

Hm...looks like an interesting mod, Borgin. DLing now, I'll tell you what I thnik once I have a chance to play it. :D

*Nibbles on kitten*

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Post by Borgin » Fri Jan 04, 2008 12:22 am

Bear in mind that many of the tentative features have been scrapped, changed, or replaced already. 0.2 is completely different from what I intended, even as a beta release- but I'm very pleased at how things are looking. :)

I appreciate all your interest, fellow 'Keepers. Play DR long and hard!

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