[DISCONTINUED] Old Cabal Wars Mod v1.01 Thread

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

- A wizard looking guy
4
27%
- A weird demon like creature
2
13%
- A Fallen Knight
6
40%
- Leave it as it , it's cool anyhow !
2
13%
- other stuff ?
1
7%
 
Total votes: 15

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[DISCONTINUED] Old Cabal Wars Mod v1.01 Thread

Post by Joel » Mon May 27, 2002 8:13 am

So, it's taking a while now ...

1st of all, i'm thinking about releasing the mods for post 1.10 cause i feel some disturbance in the force around this patch so ...

nowadays what' in and out in the mods :
*************************************************

1. All armors in the game is now completed with new gfx and stats. So balancing is on the way for the 5 new types of armor including :

* Hunter animalskin.
* Shalafi headgear.
* Lionheart Bracer.
* the pad armors.
* the Chaos ceremonial mask.

2. The chaos skills is complete with tabs,icons and skills balancing thanx to Paul Syramy for explaining me tricks about poison.

3. The Invader and shalafi skills trees are 2/3 up, lacking some icons and skills ideas.

4. Level editing rampage !!!!! Again thanx Paul for your wonderful stuff. right now i'll start working on the Elemental Canyon (which lies in place of the Magi Canyon) and the new Countess Tower which id now the Shalafi Cabal's Hideout - corrupted by Drakenraal - and the Orcs Settlement ( which is replacing the Den of evil ).

5. Some animations are on their ways too. The shadowlins now have correct offset. The orcs are on the bay replacing the good old fallen.

6. Finally down to 2 or 3 unik names missing, i kept these ones for a upcoming trivia on RPG. Winners will get their name in an unik items in CW :)

7. Most affixes are fixed, arre have decent props. Seek out the awesome new affixes that boost your power to incrdible levels.

8. Monsters stats are also cleaned up.
For normal diff : all monsters are globally 2 * stonger.
For Challenge diff (aka nightmre) they're 4 * stronger
for Suicide (aka Hell) they're * 8 !!!

So that's all folks, i'll post some screenies today to show all these out :)

Regards
Last edited by Joel on Mon Sep 09, 2002 10:36 am, edited 2 times in total.
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Post by Alkalund » Mon May 27, 2002 11:15 am

Yeah, another mod with level editing!!! Sounds great Joel O-H

Oh, and I voted on the Fallen Knight for replacing Mephisto btw.

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Post by Joel » Mon May 27, 2002 12:46 pm

yeap i hope the ds1 edition will boost it fair well

ah check out my site at :
http://www.iceman.maxcom.nl/Joel
for new screenies of items and skills.
Last edited by Joel on Tue Jun 25, 2002 9:52 am, edited 1 time in total.
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Post by Caän » Mon May 27, 2002 1:20 pm

*shoots Joel and his Lionheart armor*

You must be psychic...
Better thinking through beta testing.

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Post by Joel » Mon May 27, 2002 1:33 pm

why ?

ah you got the same name idea "lionheart armor"

don't matter the Lion Heart is a class in my mods, they're specific armor are called Plastron. so
you could keep your lionheart armor :P
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Post by Alkalund » Mon May 27, 2002 5:06 pm

Very cool pictures, and I liked the shadowling very much, that shadow is one of my favourite Planescape Torment animations :D

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Post by MikeTheGreat » Mon May 27, 2002 9:29 pm

site is awesome. remember to let me know when beta testing starts.
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Post by Joel » Tue May 28, 2002 2:24 pm

thanx all

i question is bugging me right now :

i'm looking at my necro and invader skill trees and they look like more a bucnh of stuff thrown together than something neat.

Is it preferable to have variety of skill but not theme ot themed skill tab to induce sub-class ?
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Post by Joel » Wed May 29, 2002 9:23 am

OK some layout infos :
------------------

Act I : The Beckoning.
===================

You lay in the west lands of Midgaard, seeking for clues about location of moutn Doom.
There you meet a hunter outpost that fight against orcish invaders.
Their leader, Jinha , ask you to clear out the Orcish Settlements as a proof of good will.
Right after that, you find that the orcs are just cannon fodder for a larger plots ...
It seems that the ancient Shalafi Hideout, The Arcane tower has felt under the hand of t
he corrupted Drakenraal ( see old forums for story line ).
So the mad sorceress known as Loara is building up an undead army in The Unsanctified Lands

After defeating her, you find out that Loth, the Spider evil Godess is back on Midgaard.
After some other plots, you finally banish its Avatar from earth ..

Act II : Beside Sunfires.
====================

After your victory on Loth, you head toward New Thalos, an eastern city where you could find a huge arcane library.
Their, you first need to make your proof to townfolks by cleansing the [/color=red]Bandits Hideout[/color].
Then, you'll have to find the location of the Arcan Library which lies hidden for aeons.
After several quests, you head to the [/color=red]Elemental Canyon[/color], a place where earth,wind,
fire and ice blend together to craft magic power.
After defeating the Hunter Prime Lord, you enter the library, ready to find out your destiny ...

Act III : Land of Faith
=================

Months after you're trip to New Thalos, you finally arrive at the old city of Gerighelm,
which was the ancient hometown of the Knight cabal.
There, you crawl trough the Savage jungle and the Pirate Lord's Camp up
to the legendary home of the Dragons : DragonSpyre.

Here you learn that Drakenraal is gathering his army in the Underdark, home of the drows.
In order ot gain acces to these
dark lands, you wil defeat the former Knight Protector

Act IV : Unveiled Darkness
======================

Arrived to the Underdark, you'll have to fight the Chaos Cabal Guardian Ivan
and find out the way to unleash the Hil'Wis'nar, a powerful artifact needed to bestow Ancient demons.
After mere fights, you finally found Drakenraal's sidekicks,
Hezron the Demon Lord that reveal to you the location
of Mount Doom in its agony ...

Act V : The conclusion
===================

Magically transported to Mount Doom, you find your way trought the icy mountains to the Castle of Lord Hyowan
that leads to the Drakenraal's secret lairs ...

The final fight is about ot begin ...
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Post by Joel » Mon Jun 03, 2002 10:32 am

so i hate power-off week end ...

what's new since last week :

* Shalafi, Invader and Chaos skills are finished, need skill tree bkg and all's fine. i'll probably post a first beta to test out outcoming changes and these three first class. As intended , the three tabs induce
three sub class :


Shalafi :


1st Tab : Elemental Spells
--------------------

the elementalist shalfi, use heir power to bend elements to their will from the simple Cold Snap to the mighty Elemntal Fury. All these spells are elmental damage based. The new items, Elemental Orbs are amulet that boosts especially these skills.


2ndTab : Conjuration Spells
----------------------

Another trick with magic is to generate stuffs from the vid by concentrating pure magic energy. That's what does the Conjurator. They used to cast spells as Magic Missile or Chromatic Orb. They could use Arcanum grasp, special gloves that increases their power.


3rd Tab : Abjuration Spells
---------------------

For abjurator, magic is only a special way to boost their martial skils. All abjuration spells are designed to boost the Shalfi physical power in battle. With spells like Giant Strength
or Time Stop, a Shalafi could perform tasks that only warrior could pretend. They're also have some spells to defeat foes when unarmed, such as the Mental Knife or the Shattering Kick. Special dagger, the Nahjita help Abjurator in their fight.



Invader :



1st Tab : Shadow Mage
-------------------

Using the surroundings darkness, the Shadow mage craft powerful spells. In human form, they could cast spells like Fear or Chill Touch. They could turn themselves into a Shadowling an d use even powerful spell like the Spectal Furor or Darkness veil.
Special Capes were designed to help out such Invader.



2nd Tab : Brethern of Cain
---------------------

By signing a pact with the Prime Evil, the first Invader known as Cain, cas a curse upon its brood. Such Invader are now powerful vampire that can at will turn into human or vampire form.

While human, they can control Ghoul and summon Spirit.

When turning into vampire, they become dependant on blood, they lose quickly HP and must kill foes to regenerate themselves. Spells like Vampiric Bite and Proteus.
Some speak of evil ring dedicated to strengthen such Invader.



3rd Tab : Silent Assassin
--------------------

For them power is outdated. pure physical strength is non-sense. They use spell to weaken, slow or even turn foes onto each other before delivering the final strike with their Assassinate skill.
Special weapons, named stiletto, help them in their dark duty.



* Sets are on rampage ... But it's quite difficult to sort out many interresting name so ... ideas welcome :)



* DLL edition is on their final stage, beware of the new Boss abilities like Contagion ( a poisonning Aura), Incandescence (using the 'burn' damage ).



* More screenies in the week, when m web site will be revamped...


See U
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Post by Joel » Thu Jun 06, 2002 1:12 pm

OK, Cabal Wars final player setup :
----------------------------

Code: Select all

Cabal          Was           SC 1                SC2            SC3
-------------------------------------------------------------------------
Shalafi        SOR          Elementalist      Conjurator        Abjurator     
Chaos          NEC          Poison Mage       Summoner          Death Talker
Invader        DRU          Shadow Priest     Son of Cain       Silent Assassin
Lionheart      AMA          Weather Shaman    Bard              War Maiden
Hunter         ASSA         Ranger            Trapper           Archer
Knight         PAL          Templar           Cleric            Guardian
Battlerager    BAR          Swordmaster       Berserker         Gladiator

Thuse i hope it's clear :

the Ranger use special staffs, the bard use special musical instruments and so on ..

Each subclass ahs personalized skills that make them cool ...

screenshots monday
cheers :)
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Post by Alkalund » Thu Jun 06, 2002 11:23 pm

This subclass idea is too cool man, I'm hoping for the screenshots now :mrgreen:

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Post by Joel » Tue Jun 11, 2002 10:50 am

so i will worship CDRW for ever ;)

i've crashed my PC last week, inducing total format and re-install, obviously lose all of my wrok.

BUT on an obscure CDRW, i've found a not-so-old version of my mods files.

I reinstall it and in fact, it was the one i did 2 weeks ago.

pfff.. sight of relief ;)

--------------------

So some updates :

* Beginning twinking the lionheart skills. I use the warcry to simulate the BARD musical skills. but i need some wav to replace the Roar of the barb ;)

* All armors is done, i added Improved and enhanced version for the circlets stuffs and build 5 starting armor with special automagic for the classes. ex : the Invader starts with an Invader cloak that is unfindable elsewhere, the Battlerager begin with a special arm plate and so on ...

* I've begun weapons but i lack some idea and ITEMS GFX so , ... i'll see what to do.

* Skill icons are done for three classes, using some Warcraft III preview and screenshots.

* Some old D1 and HF music are in. Each act has a nostalgic sub-level where i do some references to very famous game :
check out for tristram in Act I (of course with a bunch of the Cathedral ) or the Nest in Act III ( of course from HF )
Final, theyll be 3 to 5 sub levels with specials boss and maybe hidden parts.( just to play with the secret door)

* starting panel and gui refundry. I'll probably make a minimalist panel with two jauge for hp/mp and just indicator for tyhe others stuffs.

So, this afternoon, i'll post some screenies...

See U
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Post by Joel » Tue Jun 11, 2002 1:35 pm

As promise the screenshots and stuff :

* The final Chaos Skill icons :
http://www.iceman.maxcom.nl/Joel/images ... licons.jpg

* The Forgery Skill of the shalafi that increase your weapon efficiency :
http://www.iceman.maxcom.nl/Joel/images ... weapon.jpg

Some more tomorrow ;)
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Post by Alkalund » Tue Jun 11, 2002 11:00 pm

Joel" wrote:so i will worship CDRW for ever ;)

i've crashed my PC last week, inducing total format and re-install, obviously lose all of my wrok.

BUT on an obscure CDRW, i've found a not-so-old version of my mods files.

I reinstall it and in fact, it was the one i did 2 weeks ago.

pfff.. sight of relief ;)
Sounds like what happened to me a while ago, only I din't have any recent backups of some of my stuff :cry:

Cool screenshots btw, have you done any modifications on the skill icons or are those original planescape torment icons?
And very nice the Forgery skill; does it work like enchant, adding fire damage, or something else?

Cheers :beer:

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Post by Joel » Wed Jun 12, 2002 7:05 am

yes CDR rules ;)

the icons i made use some PT icons but most of them are colorize or cut/paste from other souce (BG, IWD etc ..)
Some of them are from early Warcraft III screenshots :)

The Forgery Skills current adds phys Damage, boost AR and **WILL** add random elem damage when i get the rand damage type to work (grrr)

I've also finsih most of the panel and screen, remaining shops and quests icons.

More to come in some days :)
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Post by Alkalund » Wed Jun 12, 2002 11:44 pm

Joel" wrote:The Forgery Skills current adds phys Damage, boost AR and **WILL** add random elem damage when i get the rand damage type to work (grrr)
Very cool skill 8)
What is the problem with the random damage type? I never messed with it, what is the problem? Doesn't it work? Or the damage is not random?

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Post by Joel » Thu Jun 13, 2002 10:49 am

in fact it seems it doesn't work, so i think Forgery will ad phys and magic damage to weapon.

Some other skills i'm working on is the Dark Embrace Invader skill that works like impregnate. A monster is touch and when it dies, it release a suicide vampiric minion that lure monster and explode at them doing huge physical damage. But i can't get my minions to do damage ...
I also search a way to change the Rooar sound of the barbarian warcry to replace them with women's chant voices for the Bard skills ....

I've also started revamping the whole GUI including menu buttons by using a IWD look.

There's a call i made, if some one is talented enough to produce a border file ( 800600border.dc6) to replace the Novius border i use, it will be nice.
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Post by Joel » Fri Jun 14, 2002 1:48 pm

some screenshotd from yesterday works :

the Plague Bearer skills : It allows Chaos Poison Mage to create a big venom blossom that explodes and spread poison all over it :

http://www.iceman.maxcom.nl/Joel/images ... bearer.jpg

The first draft of the Char Stats Screen:

http://www.iceman.maxcom.nl/Joel/images/charstats.jpg

The mod is going bigger and bigger but it seems the work is endless ... In one week i can't get the new Barabarian setup on, and i don't mind all the skillbckground to redo again ( thanks Windows Cr@$$h)

Pff .. hefty work
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Post by Maelyn » Fri Jun 14, 2002 3:32 pm

Once again, you are psychic. Midgaard and New Thalos, heh. I was ...going... to use those, but oh well. I've got plenty of other names. Midgaard and New Thalos are the mudding stock map city names. Heh. Is that where you got them from? Or are they in another game as well.
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Post by MikeTheGreat » Fri Jun 14, 2002 4:12 pm

Joel - very nice so far. Keep up the good work, and also (no offense or anything) you spelled threshold wrong on the character screen. I know I'm a neat freak and all but just thought you'd like to know that.
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Post by Alkalund » Fri Jun 14, 2002 8:40 pm

Good work Joel, it's looking great (both the skill and the char screen) 8)

On the character screen, is that circle with skulls in the lower left corner animated? That would be cool, but I don't know if you can animate stuff in the character screen...

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Post by Joel » Mon Jun 17, 2002 7:17 am

Maelyn" wrote:Once again, you are psychic. Midgaard and New Thalos, heh. I was ...going... to use those, but oh well. I've got plenty of other names. Midgaard and New Thalos are the mudding stock map city names. Heh. Is that where you got them from? Or are they in another game as well.
eh eh

in the old forum i've once explain that i'm using the basis of a modified ANATOLIA MUD game we run at school for my Mod.

So in fact stuff like Midgaard, Thalos, New Thalos, Galaxy, Wyvern Tower, Armagueddon, Underdark, Ofcol, Titan's Valley, Mount Doom, Camelot, King's Castle, Dragon Spyre and Isle of the Pirate Lord will be in :)

Don't bother to use these, they're as free as every MUD resources.

Thanks Mike for the typo i'll fix it asap

@Alkalund , nope i tried but no animation on these one ...

today 'll post the 3 final chaos skill screenshot and begin to structurate my web page a bit ;)
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Post by Alkalund » Mon Jun 17, 2002 2:23 pm

Joel" wrote:@Alkalund , nope i tried but no animation on these one ...
Oh well... that would be cool. But it is looking great nevertheless :D

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Post by Joel » Mon Jun 17, 2002 2:29 pm

so i've finished the chaos skills (balancing etc...)
starting the lionheart and knigth.

I lack some skill idea for the Guardian / Knight subclass. i was thinking on a theme of party protector but can get enough idea ...

if someone have :)
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