Cabal Wars - Aeons Tide - Main Discussion Topic

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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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Thu Apr 17, 2003 12:46 pm

I can't currently unsummon the monsters you get via Conjure Monsters.
maybe in 1.10 but currently it'll add a 100+ lines code UI don't want to make :P
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Wed Apr 23, 2003 4:20 pm

Weellll, after so many times, I've finished to make the Cabal Presentations
on my web site :

http://d2mods.xfernet.com/~cabalwars/te ... res/classe

During the week, I'll post extensive infos on the various cabal skills trees.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Xcolibri » Thu Apr 24, 2003 10:59 am

Ah, great!

You don't know how I often I looked for new info and nothing new was there. I know, updating webpages can be a hassle but it's worth it.

I really like the new information now available. Although it definitely makes the choice of a new char more difficult :P

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Fri Apr 25, 2003 11:36 am

Grmpf, that site is as unual inaccessible from here (IE just crashes). Could someone copy/paste the new info for me? :)
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Fri Apr 25, 2003 12:02 pm

Brother Laz";p="93026" wrote:Grmpf, that site is as unual inaccessible from here (IE just crashes). Could someone copy/paste the new info for me? :)
No problemo, it's about the presentation of the new subclasses :
The Shalafi Order of Ken'lari

The Shalafi is a spellcasting-focused classes that use various kind of
spells to perform their tasks. The Shalafi Order is composed of three
sub-order called Phalanx. Each of these Phalanx is an autonomous
magic users academy but are all united by the Oath of Johrulis.

* The Elementalists Phalanx.
They're specialized into mastering the various elements
- Fire, Earth, Air and Water- which compose the
world.

* The Battle Mages Phalanx.
More concerned by the upcoming war, the Battle Mages
are trained to use spells and enchantment on any battlefield.
There are the more 'martial' Phalanx of the Cabal.

* The Conjurators Phalanx.
Attuned to the various existence planes, the Conjurator can
call upon the powers of forces called 'Outsiders' that allow them
to craft enchanted weapons or summon familliar or to bend a
demon's will to theirs.

The Chaos Broodlings

The Chaos Broodlings have been roaming the land since the fall of
Drakenraal. They're semi-demonic origin make them dangerous spellcasters
and even more dangerous enemies. Their twisted minds can produce the maddest
plans you could ever imagine. Three kinds of Chaos have been identified.

* The Tormentors.
Staying close to the evil that spawned them, the Tormentors inhabit
large underground crypts where they unleash huge necromantivs powers.
They are said to be able to raise dead ...

* The Corruptors.
The Corruptors are the more vicious Chaos out there. They lurk in
cities and villages and spread posions, disease and other similar threats.
They're master in the art of poisoning and some said that even the contact.
of their bare skin are lethal ...

* The Infernal Denizen.
The Dezinens are the prime general of the Drakenraal Dark Army.
They're able to conjure demons, succubi and others hellish abomination.
Their powers are all devoted to the Evil and are almost equals to the
strongest Shaalfi spellcaster ...

The Invaders

The Invaders are survivors from the Great Purge made upon the members
of the Sez'halak magi. They were long believed to have been destroyed or
imprisoned in Armagueddon but a few adepts had survived and fleed to the East.
There, they learn how to master new demonic forms of energy and finally,
they were able to free their brethern and silently rebuild their order.
Lately, they ally themselves to Drakenraal and walk upon the world ...

* The Kenzain.
The Kenzain were the active part of the Invader. They're silent assassins
who are able to disguise themselves adn hide into the darkest shadows
to slay their target where it stood ... Some said they master the art of
using daggers and stilettos, being a deadly foe at hand to hand combat.

* The Cainites.
While they were imprisoned in Armagueddon, some Sez'halak have
discovered the remains of an old races which has been destroyed
without any visible clue of war or disease. Investigating this mystery,
they found out that the whole civilization has been turned into undead
predator : a whole population had once become vampires at the same
time ! Forseeing that this secret will surely help them, some Sez'halak
sacrifice their mortal body to give birth to the first Cainite :
a vampire able to walk the day and which can use its unholy power at will ...

* The Shadowlings.
The Shadowlings are pure mistery. They are said to be born from
the unatural union between Sez'halak witch and some Lesser Devil.
The only things that we know is that they're naturally gifted for
dissimulation and dark magic. Some scholars think that they surely
have discovered the way to walk on the Rift, the demarcation line between
planes by shapeshifting into living shadows.

The Knight

Knights was the Priest and Paladin's Order of Jilkara. After his death
and the Great Wars that followed the Hezron's rebellion, the two order
were dispatched all over the realm. Heretics Knights started to appeared
and destroyed the City of Gerighelm, ruining all the efforts of peace once
made by the ancient order members. Since this day, old and faithful Knights
try to restore their ancient glory.

* The Templars.
The Templars are the surviving remains of the old Paladins Order
of the Knights. Faithful warriors, they're skilled in various martial
art and clerical spells. They respect honors and duties among all
other things. Demonic Legions of Hezron have learned to avoid
these 'Men without Fear'.

* The Enlightened.
During the Cataclysm, various high members of the Priest Order
of the Knights have died. The survivors fleed and tried to survive
into the chaos that follow the Gyr'hal'tor. Some of them entered a
kind of mystic trance. During this trance, their mind and body have
been changed into something superior. The first Enlightened claimed
to have a direct link between this world and the Nether Place,
granting them divine powers.

* The Inquisitor.
While some Knights tried to preserve their old traditions, some started
to take a mor drastic roads. If the demons have desecrated Gerighelm,
it was the fault of the corruption that have invaded the city and the
Knight order. So they start to operate a more direct way of chasing
devils. Inquisitors bear no corruption, magical or not, and so use
their own body and spirit as a weapon.

The Hunter

Hunters were primaly a mercenaries nation whose lands has been defiled
by the first armies of Hezron. Scattered around the whole world, they
gathered into small communities and started over their business.
However, each communities have created a new way of making their duty.

* The Scouts.
Scouts are known to endlessly roam the land while hunting undeads
and demons. They are skilled and silent fighter. They can move
trough the deepest forest whithout making any noises and are able
to craft their own equipment from the various materials they find
during their missions.

* The Guardians.
Facing the various horrors that come from Armagueddon in the path
of Drakenraal, the Guardians have learned how to fight efficiently
the various demons that roamed the lands. To do so, they've learn
the weaknesses and strength of every monsters they encounters.
By using special claw-like weapons, they're terrible melee warriors.

* The Archers.
The Archers are the oldest tribes of the Hunters. Mastering the art
of the bows and arrows, they were once the mighiest archery school
of the realm. Now, they sell they services to anyone needing it.
The Archers tribe is also know to master some kind of lesser elemental
magic that help them into combat.
The Battlerager
Who are they ?

Battleragers are fierce warriors drawn from nomadic tribes from the North.
During the Cataclysm, the various tribes were destroyed and some survivors
flee to the Eastern Coast of Midgaard adn settle there. As the years go,
the new tribes perpetuate the tales of the Cataclysm and swear to protect
their new home at no cost.

* The Blade Dancers.
When living in the North, the Battleragers tribes were used to celebrate
their various religious days by giving a representation of Foghnheim.
Foghnheim was an ancient art of dancing with various swords. This art
is now a true martial art used by some warriors to confuse their foes.
The degree of sword mastery of the Blade Dancers have no equivalent.

* The Mageslayers.
Even if the Northern Tribes used to practice shamanic rituals, some
members of the new Tribes have started to refuse magical practices.
Such tribe members isolate themselves and start hunting evil mages.
They have mastered the art of Alteration and protect themselves from
all kind of magical attacks. They are dreadful killers and evil magi
fear them above all ...

* The Berserkers.
During the exodus, Battleragers have encounters so much dangers that
some of them lose their sanity. Falling amok, they leave the tribes
and roam the lands. Living like beasts, they become fierce fighters
freed of all inhibitions. Violent and lethal, Berserkers can overcome
almost any foes in close combat.
And voila :D
happy reading.

This week-end most of these infos will be completed with the skill trees of some subclasses.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Matthias » Fri Apr 25, 2003 12:04 pm

LOLOLOLOLOLOL :jump::jump: I just sent it to Brother Laz!!!
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Fri Apr 25, 2003 12:11 pm

Thanks, both of you! :)
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Mon Apr 28, 2003 11:06 pm

Some runewords for your approval :

Code: Select all

   NATH'ANU
(N-A-TH-A-N-U)
   Forgive
--------------
Work on Shield
--------------
Lvl 10
--------------
+6 red-dmg
+6 res-fire
+6 res-ltng
+6 res-cold
+6 res-pois
5/5 charge of lvl 2 "Conversion"
+1 to Conversion (Knight only)

Code: Select all

  ORM
(OR-M)
"Wyrm"
-------
Work on Circlet
-------
Lvl 50
-------
+25% Max Mana
+25% dmg-to-mana
+25% regen-mana
+25 Mana
+3 Light Radius

Code: Select all

IUTH
"Wood"
Work on : Bow
Lvl 10
+1-2 dmg
+2-3 cold dmg
+1-5 ltng dmg
+10% AR
+10% IAS
+1% life steal
knockback
Any thought comment ?
too uber, too useless ?
Last edited by Joel on Mon Apr 28, 2003 11:07 pm, edited 1 time in total.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Ettori Shane » Tue Apr 29, 2003 1:17 am

Pas evident de te dire si ces mots runiques sont trop fort ou pas assez.
Ce genre de reponse s'obtient en faisant des tests ;)
Il faut surtout les comparer aux objets uniques,rares,magiques...a priori les mots runiques devraient se situer un cran en dessous des uniques,mais superieur aux rares et magiques...a toi d'essayer d'equilibrer par rapport a ca ;)

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Alkalund » Tue Apr 29, 2003 2:34 am

Joel";p="94243" wrote:Any thought comment ?
too uber, too useless ?
They look good at a glance, but it is hard to say anything about its effectiveness/uberness without having a feel of the mod. You took out resistance penalties from dificulties right (since there is only one difficulty now)? I'm curious about that +6 to all resists in the shield runeword. I had the feeling it would be a lot for a required lvl 10, but not sure how you are balancing this.

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Dezdrehel » Tue Apr 29, 2003 7:24 am

I share the precedents opinions, we need something to compare.
The shield look good. :P

What happen if the conversion charges are used with a throwing knife ?

Will it be possible to have conversion charges for two handed melee users like "druid" or "barbarian" ?

I hope your works is going well. :)

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Apr 29, 2003 7:58 am

Dezdrehel";p="94361" wrote:I share the precedents opinions, we need something to compare.
Yes, my faut so . :P i'll post some reference item later.
Dezdrehel";p="94361" wrote: The shield look good. :P
I think so but I think I'll reduce the resistance bonus to 4 or limit them.
Dezdrehel";p="94361" wrote: What happen if the conversion charges are used with a throwing knife ?
The charges are part of the runewords bonus they don't appear on a rune.
So, what's the prob with throwing knife ?
Dezdrehel";p="94361" wrote: Will it be possible to have conversion charges for two handed melee users like "druid" or "barbarian" ?
They will. I primary use runeword to make some cross-class item without getting uber.
There is a Drow runeword with charge of Charm which can be done on a sword so ...
Dezdrehel";p="94361" wrote: I hope your works is going well. :)
Welll not as much as I want but i begin to see the light at the end of the tunnel.
Gems are over and I'm half-way trough runes and runewords.
Next step is to finish some area with some new DT1 and Act I will be over.
As Act II need less works on map it could be finished quickly.

** pray for 1.10 NOT TO come so early **

Anyways if by chance the 1.10 come sout when it supposed too and I've not finished, i'll make a quick remake of the mod in 1.10 and beta will turn public.

I think that when i'll have finished the 3-4 first act, I'll turn back to the code edition and try to debug my 15 atc system (that tend to be buggy a bit : play normal, ok, play nightmare ok, replay normal, huhu still in nightmare ... you ave to relaunch the game to get the normal again :( )
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Tue Apr 29, 2003 12:54 pm

Two comments:

-Resistances are not overpowered. So you're resisting 6% of the 5 damage inflicted by fallen shaman fireballs? Woot. ;)
-1% life steal may be a bit too weak. Even if you're doing LoD-like damage at level 10, after the penalty you'd only steal one life point per hit at most. Maybe make it a fixed value, or +life per kill (modified demon-heal)?
Last edited by Brother Laz on Tue Apr 29, 2003 12:54 pm, edited 1 time in total.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Wed Apr 30, 2003 5:32 pm

Brother Laz get a point here.

Well, instead of asking for out of game balance, ...
do you prefer that I reveal all the runes/runewords but not the runewords power, telling that there is a .... or a xxxxx runewords but not giving the bonus or should I let you find them ?
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Alkalund » Thu May 01, 2003 2:37 am

My opinion is that if the closed testing takes place, the testers should have access to the runeword listing, so proper testing can be done as fast as possible, and check for possible bugs in this field.

Not sure when the mod is released, though. Finding stuff is always nice, but some people can get frustrated in losing runes trying to find combinations.

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Xcolibri » Thu May 01, 2003 11:42 am

I am strongly for listing the runes in the rune words.
There are endless possibilities, especially for 3+ sockets (30 runes -> 30 x 30 x 30 runewords and multiply that for item types).
Even in Zy-El, which do have a lot of runewords, the list in the readme is urgently needed and appreciated.

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Thu May 01, 2003 12:30 pm

Well, so I'll update the site to publish the rune list and the runewords list
but without their powers :grin:

Currently there is 20*3 runes for 3*30-35 surnewords (so 60 runes for 100 runewords). More may be added later.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Thu May 01, 2003 10:04 pm

Well, a screenshot of the new look of gems.
There is standard one, currently implementing the two last oen (Onyx & Jade).

http://d2mods.xfernet.com/~cabalwars/temp/gems.jpg

are the colors correct and the design OK ?
... my screen is sh!ty and i barely see my cursor when playing D2 so ...

I also need an idea for the Jade and Onyx bonus, knowing that topaz/ruby/saphir/emerald/diamond cover dmg and resistacne to the five elemnts.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by ChaoticDeath » Thu May 01, 2003 11:31 pm

regen life and mana? life and mana restored on kill? life and mana steal? just some thoughts :D .
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Dezdrehel » Fri May 02, 2003 1:14 am

Hi,

some precision about my precedent post
Dezdrehel wrote (View Post):

What happen if the conversion charges are used with a throwing knife ?



The charges are part of the runewords bonus they don't appear on a rune.
So, what's the prob with throwing knife ?
What i mean is Conversion is supposed not working on throwing weapon.
So, if you have conversion charges from whatever item, what happen if you use those charges when firing with throwing knives ? will it cause a crash or just nothing ?

I think it would be cool to have as soon as possible a beta release (even if only the first act is finished), so we could give cleaver advices in balancing matter such as item or skills. 8)

Just one example, is classic D2, an item which give +3 all skill is powerfull item. In Zy-El mod, we would talk about a +80 in all skills.

I'm sure your mod is between those two, but we don't know where. :scratchhead:

Edit:
I just got hallucination when i saw the last screenshot:
i have a vision of 4 stash contained in one. :eeek:
Last edited by Dezdrehel on Fri May 02, 2003 1:19 am, edited 1 time in total.

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Fri May 02, 2003 8:21 am

Ok for the throwing stuff ... hmm I dunno I'll test.
For the screenshots, ehhh it's a vendor screen not a stash :P
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Sun May 04, 2003 10:56 am

Well, I got more and more mail form people that find this project nice.
How ever, they seem to just have look at soem screens.

Here's some considerations or numbers and stuff :

Highest level attainable : 100
HP for lvl 100 player : 60-320 with no VIT bonus nor equipment or skills.
Best Magical Weapon Damage : 45-65 (Adamantine Cigulari of Flames +5)
also without STR bonus nor equip or skills.

HP for lvl 100 Monster (aka Heron Arch-Devil of Yumeras) : 400-500

well that's the point currently. I think there is a nice scale between monsetrs and players.
Currently a pack of more htan 4 monsters have to be considered dangerous at any lvl and boss pack can be deadly.

Next week, I'll update the screenshots sectiosn to remove the old oooverpowered items and put some news skill scrennshots and new
char anim display.

Also, I'll begin to post the list of base items, gems and stuff like that.
basically all things that are simple enough to not being a big spoiler.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Matthias » Sun May 04, 2003 12:41 pm

I feel like trying to kill that max hp boss with the max dmg magical weapon :twisted: Now comes the question: is it possible? Please don't answer: I'll check myself.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Sun May 04, 2003 12:42 pm

Well ehehe, that's the best MAGIC weapon ...
not counting : sets,uniques, crafted or spells ...

I think it's doable ... well I do it .... once ...
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Matthias » Sun May 04, 2003 12:58 pm

I also think its doable... With an inventory full of full rejuv potions ;)
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