Cabal restrictions

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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Cabal restrictions

Post by Joel » Mon Sep 23, 2002 4:19 pm

How about a AD&D class restriction like system.

I don't want to see Shalafi running the land with a 350+ AC armor or a 150-2500 dmg two handed axe ...

So what about creating very specific armor with some automagic that end this ?

So the Armor/Weapons will be classified into :

- generic : normal, plain ol items with normal stats and no pesky automagic. Ex : the old axe, the old buckler.
- cabal oriented : class specific items will automagic bonus ... Ex : the Shalafi Ceremonial Robe, the Invader Cutlass.
- cabal prohibited : Not class specific but with some paininthe@$$ malus form automagic. Full plate Mail have -80% Cats Rate ( so not for spellcaster), etc ...

All these come with the appropriate stats req ( str 150 for full armor, 150 dex for high end bow)

So the player will have to think twice bafore using this uber uniques or crafted or rare cause of its limits ...
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Post by Myhrginoc » Tue Sep 24, 2002 2:30 am

Why not make everything above Act 1 Normal be class-specific? That way you can sort out the automagics favorably and not waste precious slots with negative modifiers that are only there to discourage crossing class equipment lines.
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Post by Joel » Tue Sep 24, 2002 8:21 am

Yes but does 6/7 items a player will found be unusable for him ??
Quite annoying ...
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Post by Joel » Tue Sep 24, 2002 2:56 pm

Ok, i've tinker the stuff.

First, the 'normal' items will be a bit more present somthing like 15 body, 15 helm etc ... Same goes for wepons.

Then, all other items will be class secific with class skill bonus, charges or other related bonus.

how to prevent people of finding unusable crap ??

easy, first get a bunch of recipes that alow you to CRAFT class specific items from normal ones ( ranged from magic to really crafted) and to transmute cabal specific items we can't use into reagents for the above recipes ...

better no ??
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Post by Myhrginoc » Wed Sep 25, 2002 6:42 am

Joel" wrote:Yes but does 6/7 items a player will found be unusable for him ??
Quite annoying ...
It would be annoying. So is finding tons of absolute junk in vanilla D2. And then you find a great item and find out it is a Barb helm or scissors suwayyah anyway. So I don't know the 6/7 unusable ratio represents anything worse than what we get out of the game box.

You could look at the item drop code, check to see what class is generated, match it to player class(es) and reject (re-roll?) anything that doesn't match an in-game player.
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Post by Joel » Wed Sep 25, 2002 9:27 am

yes it could be a solution.
Maybe by increasing the ration normal/class spec from 1/3 to 1/2 or even 1/1 , eliminating the normal junk (cracked etc ...) and giving a LOT of variety into class spec. items ...

This idea need more work grrr... i'll find something ...
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Post by Drachenritter » Wed Sep 25, 2002 11:20 am

Hm i don't now much about modding an this mod in particular ...
But what if you make special class-specific crafting items buyable , and cube-recipes which "transform" the class-specific items ?
Like "Warrior-Armor"+"MageGem"(buyable from vendor ) ==> "Sorceress-Armor" ?
Only an idea *s*

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Post by Joel » Wed Sep 25, 2002 12:38 pm

Good one Drachenritter ...
As stated below, i 've think of this one, maybe with different kind of class reagent for crafting different powered item ...

As the 'cube' is given at the start of the game, it's no prob for doing it.
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Post by Joel » Tue Oct 22, 2002 8:41 am

Some progress here also ...

The base items are splited into 2 category.

* Normal items : as stated below, they are the good old bases we all need at a point.

* Cabal specific items : Each cabal gets an armor piece and a weapon like items per sub-cabal. Each of this items gets bonus to the sub-cabal skills and are cabal only.

Example :
Normal --> a classic Buckler
CS -----> a Shalafi-Enchantress Mystic Circlet. (+1-3 to 1-2 shalafi-enchantress skills)

The ration for class/non class specific items have been set to 1.

Each CS item could be properly transmuted by the backpack to give out a cabal focus.
THis cabal focus used on the proper items give another items of the same cabal.

Ex : get a Knight-Exalted helm, transmute it to get a Knight Focus. Transmute it with a scepter to get the Knight-Exalted version of this scepter.

Now, you drop only battlerager stuff while being a Shalafi ...
Transmute them into the backpack to get Battlerager focus and then transmute the focus with another recipe to get a less powerful Shalafi Focus.

Each focus exists into 4 versions :

1. Minor focus : grants low level power on the result item.
2. Lesser Focus >> mid level stats
3.Greater Focus >> high lvl stats
4.Major Focus >> very high lvl stats

Focus could be gathered and transmuted to higher lvl.

Transmuting a minor focus to another cabal focus gives nothing ... blank recipes, the stuff are lost so ...

Others idea may come, but if you ahve some more ...
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