- New completely custom massive game world
- Includes various custom textures
- Unlimited Leveling
- Reworked all Stats/Formula’s
- All new Equipment
- Static Leveling (no scaling)
- Heavily Modified Skills
- New Customized Creatures
- This MOD is essentially it’s own Brand New Game
9-21-2020 Module Dungeon Design
The exterior walls have been closed off, but a large area is available for expansion. This modular design essentially treats each room like an individual module that can be combined with others. So when I want to expand the dungeon I simply remove portions of a the walls and construct new rooms.
Modified Custom Floor Tiles
The poor mans way! The art assets are intended to be created with old MAX software. Some of these are rather complex because they are generally not a 2d image, but rather contain a lot of detailed information such as hit box, mesh, etc. Even tiles used for terrain may have a lot of attributes such as blade count, height of grass etc.
However, in some cases it is possible to make use of JPG/PNG images and integrate them into the game. I won’t cover the full details here, but the images below are demonstrations. On the brick tile set the tiles on the top use the original tiles on the bottom, but alter one of the tex files to create a new appearance. The result is a fused new tile which actually resembles the new and old.
Meet the Aged Troll
9-15-2020 The Power of Creation
The game world is turning out quite nicely and while it has a long way to go it has the potential to become the largest ARPG game world ever created. It may even rival any RPG created!!! This is an important element of the game that provides a sand box style of open exploration. Over 20 years ago I hoped that one day games would truly be expansive enough that you could roam freely and get lost in them. Sadly that never really happened. While the technology improved to create seamless game worlds no developer really went that far with expansive dungeons or land mass. Procedural generation really doesn’t fill this void either.
Last Nights Addition to the game. A place of pure Evil.
A new high level area!!!
9-14-2020 MAJOR CHANGES this weekend
The Skull Priest has been enhanced to randomly heal opponents for a set amount of HP on a regular basis. This balancing has made it much more essential to target the healers first as it will be possible to kill targets being healed, but much more diffult.
The default setup simply did not function in this manner even though it appears to have all the ingredients to make it happen. So I created a “Null Skill” which can be fully controlled. This is just a basic skill with all the elements removed so it essentially does nothing. As with normal skills you can apply a weight for how often it’s selected, what the reuse timer is, and the probably of it actually being applied. Those details are perfect for randomizing it and determining how often it will occur.
But it does essentially nothing? This is true, except when the skill is cast it chains another skill that can be applied to allies. This is the actual heal effect that is then applied to allies of the creature. If you put this skill directly into the tree without the chain method it won’t cast on allies, it will be considered an offensive skill. There are special categories for self buffs etc, but again those don’t seem to work efficiently for this.
A lot of modifications where made to various skills.
- Blitz Range extended
- Blitz knock down has been changed to crumple
- Forcewave dmg changed to Aether
- Forcewave initial skill now has a chance to apply a life leach dot
Class Tree Bonus Revised
The Soldier & Arcanist main skill bar have been revised to compliment each other. Soldier provides HP, Health Regen, Str, Dex while Arcanist provides MP, MP Regen, Int, Dex as the main stat bonus.
More more more
As usual new items have been introduced, areas have been improved graphically, and the land mass is expanding. Minor tweaks to skills and balancing have been conducted.
9-11-2020 Showcase Video for the Best Skill in the Game
War Cry is being modified to provide several additional benefits.
- (Change) Reuse 24 seconds
- (Default) Total Damage Mitigation (Modified Scaling)
- (New) Resistances Option
- (New) Regen Burst Effect
- (Default) Skill interrupt
Critically important This is where most AAA games completely fail. While they profile top notch graphics, animations, and things like character customization they nearly ALL fall flat when it comes to AI, and combat mechanics.
The solution The Screecher is a good test subject for this. Before it casts a ranged slow debuff it pauses for a moment and does a casting animation. When the timing of this animation is set properly it allows the player enough time to react to the situation and use a skill like War Cry to interrupt the cast. The same could be done with a large magic attack where a defensive boost skill should be timed accordingly.
Other games do this with indicators, but they rarely spend the time required to really make an impressive system. You simply move out of the way or in many cases just dash around constantly using the “flea method” of evasion.
9-10-2020 I can’t believe how well these turned out!!!
New Custom Creature Textures
A new Tutorial Video was post on Map Terrain
9-9-2020 I discovered the best skill in the game!!!
Blade Trap has been moved to the soldier skill tree
This skill has been modified to make the target immune to damage while it’s rooted. It has a slighter lower radius, but increased duration. This is a pure Crowd Control skill and it’s magnificent!
Blade Trap is an essential skill in adding an extra level of complexity to the combat. It’s used to separate creatures to lesson physical damage taken, but does not prevent the rooted creature from attacking. This adds a layer of positioning and targeting that is often lost in today’s games.
When coupled with creatures buffing and healing it adds more strategy to the game. You may want to root the melee targets first and clear out casters or a healer as primary targets then move on to the tankier creatures.
In addition it was a very productive day bringing new items, map detailing, skill adjustments, and various balancing to creatures.
An important note about the 2 class selection
There appears to be plenty of room for all the necessary skills in just 2 class trees. Technically the tree can be modified to even add additional nodes that didn’t exist. Another great method is to reduce the nodes for a skill. Blade Trap was originally a Nightblade Skill that used 2 nodes. However, it has been moved to the Soldier tree and only consumes 1 node now. The skill simply should not do damage and doesn’t need many modifiers. This is especially the case in skills with 3-4 Nodes. They can be altered or the effects can be combined into a single node.
9-8-2020 Lots of News!!!
The updates have been moved to an Archive Post (see bottom) to clean up this post a bit.
Lets get started with “beyond the gates”.
And a few other mapping regions to showcase
How skills work
As explained in the video below there may be only 2 classes available. Don’t panic!!! Read the explanation first or watch the video. Nearly ALL of the active skills are being extracted and set into the Solider/Arcanist skill tree. The result is a very action orientated combat system that wasn’t possible in the normal game.
These skills are being reworked so that proper skill rotations exist. What does this mean exactly? The default reuse timer for many skills is nearly instant. That means the skill is spammable without the need for a proper rotation of mixing in other skills. You would simply re use the same skill repeatedly. Grasping Vines is a good example of this. It now has a proper re use timer so it may be used in rotation, but not spammed.
Overall between 2 modified classes A LOT of skills can be used and by optimizing it (removing a lot of redundant skills) there are still a lot of valid builds within the 2 trees. Many passives are similar and a lot of skills are not often used or only 1 can be used.
Ideally your entire hotkey bar will be full of skills you use on a regular basis. These skills will chain together rather quickly and using them is optimal. A few are used at range, but you should be engaging in direct melee combat then enhancing your debuff/dmg output by slipping in quick action skills.
Further Customization. Curse of Frailty (Originally Occulist skill)
This skill has 2 upgrades, Frailty and Vulnerable. If you apply points to Vulnerable it will decrease the creatures Dexterity. With the formula changes that significantly reduces ranged piercing damage. So if you are having issues with Archers, Mosquitos, etc you can spec your build to use Curse of Frailty on them.
For a full list of updates please refer to this post:
Video Tutorials on how to MOD (World Editor, Stats & Formulas, Creating Mobs)