What does your mod look like?

This is the place for people to research themes and ideas for their mods as well as for others to post their suggestions for mod makers to make use of.

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kidpaddle94
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Re: What does your mod look like?

Post by kidpaddle94 » Sun Jan 22, 2012 9:52 pm

That looks nice Mirecek :P

now I want to see some videos of your guns used in game ^^ I remember the video with the shotgun :P

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Re: What does your mod look like?

Post by HarvestWombs » Sat Jan 28, 2012 9:24 pm

kidpaddle94" wrote:That looks nice Mirecek :P

now I want to see some videos of your guns used in game ^^ I remember the video with the shotgun :P
I second that. ;)
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Re: What does your mod look like?

Post by mirecek » Sat Feb 11, 2012 10:27 am

A little skepticism here. For time reasons and because I am not only one attempting for "survival" mod, I am afraid that someone may outrun me. Also many people are using the same tiles here (Arcanum) so it will be only matter of better CE when most of content will be the same.

But lets bring some light into the darkness. As far as I can promise, there WILL BE definitely some action in upcoming video.
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Re: What does your mod look like?

Post by HarvestWombs » Sat Feb 11, 2012 10:44 am

Im currently in the process of creating a Diablo2.5. <- not a spelling mistake lol.
Taking a lot of items and skills from D3.
Hopefully i'll finish my mod before they release it tho... Haha oh wait, whats that blizzard? another delay? what a shame.
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Re: What does your mod look like?

Post by mirecek » Sat Feb 11, 2012 10:53 am

At least you will still have something that diablo3 not.

attacking/casting/etc animation while weapon equipped. Last time I read that they wont be adding those animations to monk because it is "difficult". hahaha oh wow
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Re: What does your mod look like?

Post by HarvestWombs » Sat Feb 11, 2012 5:28 pm

Here is a new Talisman system that i am implementing.

Since Amulets and charms are gone, im hoping these will replace them.
Some Prefix's and Suffix's still need tweaking... dont need a Talisman thats required level 61 when max is 60! 8-O

Also since most of the properties are taken from the old amulet properties they may be a little strong which is why i upped the space
to 2x2. 40 Talismans of +1 to all fire skills anyone? ;)

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Re: What does your mod look like?

Post by mirecek » Sat Feb 11, 2012 6:22 pm

I think it is ok if they will never go under 2x2. Considering you have to balance between firepower and survivability, you CAN have +40 skills, or less skills and more resists, etc..

Thats a hella lots of space for inv slots. Also it does not need the outer border it seems... ?
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Re: What does your mod look like?

Post by HarvestWombs » Sat Feb 25, 2012 4:00 am

I decided to go back to a vanilla style inventory setup, because i wanted to keep the quality of the D3 items. It was getting hard to squeeze them into such small proportions and look decent. Mostly the Belt and Shoulder Pads.
So i bumped the belts to 2x2 inventory space, and shoulder pads to 2x3 and increased the inventory space.
Also since i know that the items are so big, I allowed multiple personal pages. (Thanks Yohann)

I also like this control panel better. ;)
I havent decided if i want to put a bounding box around the Life/Mana values yet.
And the Experience Bar, Stamina Bar, and Mini Panel Button still need to be fixed.
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Re: What does your mod look like?

Post by Xaphan » Sat Feb 25, 2012 11:25 pm

Here is an exemple of my news skills trees :

Image

More skills, more fun !

Also, I changed the background of the GUI to something darker :) Not as beautiful as Black_Eternity graphics, but I like it.

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Re: What does your mod look like?

Post by HarvestWombs » Sun Feb 26, 2012 12:21 am

Xaphan" wrote:Not as beautiful as Black_Eternity graphics, but I like it.
I like it. :)
And i think those skill icons look great. Do the colors change depending on the skill tree or class?
Like for example your Death Mastery skills are green, Are the Vampire Masteries a different color?
Or are all Necro skills green, and other classes different colors?

And 35 skills is a lot.
must be a mighty task to make new skills for all classes. ;)
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Re: What does your mod look like?

Post by Xaphan » Sun Feb 26, 2012 1:08 am

Each class have a different color for icons. Also, common skills (like attack, town portal etc...) have they own color. Item only skill also are in an other color.

There is 35 skills per mastery always sortied like this :
- 17 active skills (squares)
- 17 upgrade skills (circles)
- 1 mastery (the one that look like a "+")

I'm using this sysytem so there is no skills like the amazon or sorceress have in vanilla that are a lower version of an other skill. Chain lightning is a good exemple : Instead of 2 skills in the real game, here the skill only target 1 ennemy at the begining, but putting point in the upgrade skill associated to it make it bounce bettween more enemies and increase the damages it do.

And yes, even if many skills are the same as in the original (but modified here and there, and/or from an other class), many others are new and it took some time to find good ones :)

Also, some skill are more powerfull if you meet some conditions like :
- Have an enchantment on you
- Be near a spirit
- Be morphed into a vampire
- Be hexed by a curse
- Etc...
(I'm testing this currently, it should make multiplayer games more intersting)

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Re: What does your mod look like?

Post by weapon-x » Sun Feb 26, 2012 2:09 am

Chain lightning is a good exemple : Instead of 2 skills in the real game, here the skill only target 1 ennemy at the begining, but putting point in the upgrade skill associated to it make it bounce bettween more enemies and increase the damages it do.
Also, some skill are more powerfull if you meet some conditions like :
- Have an enchantment on you
- Be near a spirit
- Be morphed into a vampire
- Be hexed by a curse
- Etc...
Your Skill Mechanics are Cool :twisted:
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Re: What does your mod look like?

Post by HarvestWombs » Sun Feb 26, 2012 6:38 am

weapon-x" wrote:Your Skill Mechanics are Cool :twisted:
I completely agree, from the sound of you mod the Skill system will be phenomenal.
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Re: What does your mod look like?

Post by kidpaddle94 » Mon Mar 05, 2012 5:33 am

My stat screen is almost finished for my new resolution ^^
I also added a display for absorbs%.

Not capped:
Image

Capped:
Image

Also ...

Since about 80% of players were cheesing summoning uberquests by using a wall exploit in Median, I thought it would happen in my mod as well.

So, I created my own summoning uberquest system, with a built-in anti wall-cheese.

So, first of all, good bye to oskill summoning uberquest. The summoning uberquests are now activated by a chat command.

command: .darksummon

What it does, is it detects if you are near a wall (aka trying to cheese, you cheese-boy), and if you are, it moves you away from the wall, then spawn the uberquest. If you are a good player and not cheesing near walls, it simply spawns the uberquest :P

video example of me trying to cheese:

Note that I had no summon ubers done, so it just spawned a normal random monster ;)

That's it.

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Re: What does your mod look like?

Post by HarvestWombs » Mon Mar 05, 2012 8:20 am

I was considering a bonus level with zero objects/floors/walls/etc and only monsters.
I would call this level "Black Eternity" haha :)
and it would feature some of my songs.
Here's my newest one.
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Re: What does your mod look like?

Post by Xaphan » Mon Mar 12, 2012 10:05 pm

This is my new and improved Stats screen :

Image

Renommée (Fame) is used for specialities skills. (Also showed in the stamina bar)
Points artisanat (Crafting points) is used for... well... crafting. This is not yet implemented in the mod.
Then there ise the usual STR - DEX - VIT - ENR buttons and values.
Next to this are the damage and attack rating.
Followed by Life, defense and mana, and the number of monster killed. Stamina is currently also displayed but will likelely disapear and be remplaced by my "survivor bonus". This is a stat that go up for each foe you kill, and make you stronger but also make your foes stronger. If you die, it's set to zero again and you have to start all over again. This is not implemented yet. Still need to see how I will make it to work.
The first grey box (Vitesses) show every movement speeds of the character : movement, attack, cast, get hit and block speeds.
The second grey box (Resistances) show all resistances from you and your minions, as well as your abosrption percentage. It also display by how many are reduced physical and magic damages.

I hope it look good :)

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Re: What does your mod look like?

Post by kidpaddle94 » Mon Mar 12, 2012 11:28 pm

Nice to see a French mod ^^ I would like to try it once it's done :P
The stat screen looks good to.

P.S: C'est pourquoi le "serv." apres les noms de resistances??

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Re: What does your mod look like?

Post by Xaphan » Mon Mar 12, 2012 11:39 pm

Serv -> Serviteurs (minions)
C’était trop long sinon.


Look like I have a bug in the cold absorb string. It show 2 times "Absorption" instead of "Absorption de froid". Well, will correct this ^^

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Re: What does your mod look like?

Post by kidpaddle94 » Tue Mar 13, 2012 12:08 am

haha, I didn't even notice on the first look (the cold absorb "typo")

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Re: What does your mod look like?

Post by HarvestWombs » Tue Mar 13, 2012 8:43 am

I drool... 8-O
Looks very good Xaphan i cant wait to try.
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Re: What does your mod look like?

Post by Xaphan » Tue Mar 27, 2012 11:20 pm

Well I have to finish skills for all characters and then add corresponding masteries sets (3 sets per masteries, per difficulty). Then I thing it's almost ok for an alpha. Many thing will still have to be done, but it's ok for a "first try" and to help me to find bugs. Also, will need someone to translate everything in english ^^.

Mod also currently have a website, but not finished so I will put the adress live later, when it's done, or mostly done at least.

Edit : No one posted anything new, so I edit my post :

I've done 3 of the 7 classes in the mod, and also have done their respective sets. Each class have 3 set per mastery, so 6 sets. This is for normal difficulty. In harder ones, you get the same sets, but they have improved states , more sockets and more bonus, as well as more bonus when completed. Here is an exemple of one set item, as well as many others items in the mod :

Image

As you can see, sets have they own inventory icons (some are shared between different sets, but only a few of thems, like 5-10 max). This will be the same for unique items when I will put thems in. And they will NOT look like set items, they will be totally different ones. Considering all sets have 5 items, and there is 6*7 = 42 sets in the game (per difficluty), that's a total of 42*5= 210 set items to hunt for per difficulty :)

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Re: What does your mod look like?

Post by weapon-x » Wed Mar 28, 2012 2:03 am

wow, everything looks awesome

especially those d3 runes... amazing !! :)
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Re: What does your mod look like?

Post by Xaphan » Wed Mar 28, 2012 2:24 am

Theses d3 runes are called "orbs" in the mod.

They allow the player to do some basic things with items like :
- Reroll an item magic proprieties
- Upgrade an item quality (from normal to magic, and magic to rare)
- Add sockets to an item (if it's not already socketed)
- Increase defense of armor by a percentage
- Increase damage of weapons by a percentage

They don't drop often, so better save them for items that worth the use :)

Each one exist in 7 levels of rarity. The rarests drop later, of course, and give better results than the lower ones. (Better ilvl for an item rerolled or upgraded, more sockets added, more defense or damage added).

All orbs need the cube to be used.

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Re: What does your mod look like?

Post by HarvestWombs » Wed Mar 28, 2012 4:51 am

This is great Xaphan, I hope some one will be able to help you translate to english because my french is not so well. :)
Also i see D3 gems in there too haha.
Last edited by HarvestWombs on Wed Mar 28, 2012 7:38 am, edited 1 time in total.
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Re: What does your mod look like?

Post by kidpaddle94 » Wed Mar 28, 2012 5:21 am

Black_Eternity" wrote:This is great Xaphan, I hope some one will be able to help you translate to english because my french is not so well. :)
If I have the time to, I would be glad to help ^^ My main language is French.

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