Beta Progress before release

Information and teasers from the upcoming mod, Cabal Wars - Aeons Tide. NOTICE: This project has been scrapped in lieu of the Shadow Empires mod.
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Joel
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Beta Progress before release

Post by Joel » Sat Apr 12, 2003 12:18 pm

Just a topic to fix the idea of where I have ended till now.

Characters Classes :
Shalafi : 80%
Hunter : 50%
Chaos : 50%
Knight : 0%
Invader : 15%
Battlerager : 0%

Items related:
Base item : 90%
Magic Affixes : 90%
Uniques : 50%
Sets : 10%
Cube recipes : 50%

Levels:
Act I : 90%
Act II : 60%
Act III : 60%
Act IV : 30%
Act V : 0%

Monsters:
Placement : 75%
Animations : 90%
Pets : 30%

Custom Code Editing:
Item Related (new potions) : 95%
Special Skills : 70%
Bug-Fixes : 100%

So, TOTAL PROGRESS SO FAR :
78%

I could release the beta when I'll reach 100% of compelteness.
The sole problem is that in the case of a Total Conversion, things are soo tigh together that If I let a classic skill/monster among the new ones, it'll be crappy or overpowered :(

I'll try to speed the think up and try to release it asap.

IF I EVER FAILED TO RELEASE IT AT TIME :
The beta will be delayed and made public directly.
Last edited by Joel on Thu May 08, 2003 5:12 pm, edited 6 times in total.
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Joel
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Re: Beta Progress before release

Post by Joel » Wed Oct 29, 2003 9:42 am

As you may all have seen, 1.10 final is out.
If Blizzard doesn't play us the trick of 1.10abcdefghijk, CW-AT will be full featured with 1.10.

Current progress is fairly good. Without posting anything, i've smashed down a large part of the problems I got before. Now that 1.10 final is there I'll be able to finally redo all my code snippet in (aka racial rune requirement, special message scroll, alternate save path etc ...)

Now the big deal :

The 5-5-5 => 15 act layout will need a MASSIVE code editon that will restrict Realm Play. So people will actually be forced to play TCP/IP or Solo only. More over, it 'll totally screw up play for Mac users ...

1) for TCP/IP, is this REALLY bad ?
2) same for mac users ??
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Xcolibri
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Re: Beta Progress before release

Post by Xcolibri » Wed Oct 29, 2003 11:40 am

Well, I can live with that.
Of course, multiplay does matter but since it's still in cia TCP/IP...
The benefit of 15 acts will guarantee replayability at least as much as multiplayer for me.

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Re: Beta Progress before release

Post by Joel » Wed Oct 29, 2003 1:48 pm

More over, I think that a up to dte topic here will TCP/IP game schedule will dot he trick also ...
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Re: Beta Progress before release

Post by Olorin » Thu Oct 30, 2003 3:19 pm

TCP/IP will porbably actually work better for a mod than for unmodded D2, Joel. This is because of 2 things:
(1) on bnet, there are hundreds of ppl, so it's easier to get a full game than organising tcp/ip - mods however have smaller communities, all of whom will get the mod from your site, so they'll "know" each other, menaing tcp/ip will have the same odds of a full game as open bnet. (Wow, I explained that badly.)

(2) Because eveyrone will get the mod from your site (or 99% of people) they'll know where your forums are (you could even have a chat room for organisning games) - this'll make organisning tcp/ip games way, way easier than for normal d2.

As for mac...:'(. But...there's no other option. So go for it. :)
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Re: Beta Progress before release

Post by ArCh4Ng3 » Mon Dec 15, 2003 7:53 am

1) prollay that no b.net playns isn't THAT bad, as long as you have an organised chat system or a bot managing an updated list of tcp/ip games(u can even ask me to code one...i managed to create one for that #diablo2 channel when 1.10 was just out...could create it again ;))

2) that's really bad for mac users, even if there's not alot of em..they are till important to the community ;)

no matter what you will do, it will surely be accepted by the community ;)
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