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Post by BALLS OF STEEL on Feb 1, 2013 8:42:53 GMT -5
These are some example screenshots of items generated by the scripts I have been writing. At the moment I have only completed the scripts for Melee, Ranged and Ammunition item types, but soon to come are Armour, Shields, Accessories, Potions, Rods, Staves and Wands. As each property is added to the base item, the name is also ammended with a prefix or suffix denoting the nature of the enchantment, as can be seen above. These can be combined together to make an unlimited number of magical items, each different from the last. When this is finished, I will also be overhauling Artifacts, giving them a similar randomised property, rather than the same four or five spell affects. The weapons shown above are currently set to what I would call a Gelzburg level of enchantment power. Please note that this is still in development and anything you see here is subject to review.
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Post by BALLS OF STEEL on Feb 1, 2013 10:31:31 GMT -5
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Post by BALLS OF STEEL on Feb 5, 2013 11:03:53 GMT -5
Now with Bonus feats and Skill Bonuses. I have omitted HiPS and sneak attack +5d6 from the list of available feasts, but all other bonus feats are available on non-weapon equipable items EDIT Spellcasts are now a feature. Each additional spellcast power an item recieves will boost the number of charge by a random number based on how strong the area is. As always, my test area is set on Gelzburg mode.
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Post by BALLS OF STEEL on Feb 5, 2013 12:57:14 GMT -5
Rejoice for, bar some cosmetic and scaling, the groundwork of the random item system is done. I bring you screenshots, finally, of the randomised potions, staffs, wands and rods. It is possible for potions to have multiple affects, however once one is used the item is consumed. I have also tested this with charges and it is possible for potions to have multiple uses. At the moment there is no discernable difference between rods and wands, though I have some plans to add use restrictions to wands and make them slightly better. The code can also be re-used to randomise the artifacts created by artifact pieces. This would be the souce of permanent use items, rather than the charged use items you see here
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Post by BALLS OF STEEL on Feb 6, 2013 7:47:21 GMT -5
On a further note, I will be happy to take suggestions for prefixes and suffixes as well as alternative base item names. (Longsword, Broadsword, Claymore etc)
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Post by BALLS OF STEEL on Feb 9, 2013 19:01:22 GMT -5
Here are some screenshots of the new profession items. Rather than selecting a profession at the start of the game you will recieve a widget based on your class. All the screenshots shown are fully implemented and working. Apologies for Barbarian, I cropped the flavour text in favour of the stats, but there is text above. EDIT - There are also more herbs in the druid list, but they are cropped - The bottom of the fighter level 10 benefit is "Spell Resistance" - The Bard level 10 benefit is Invisibility. - Typos Corrected in Bard.
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Post by Bumlader on Feb 9, 2013 23:54:58 GMT -5
That looks AMAZING
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Post by BALLS OF STEEL on Feb 10, 2013 11:26:53 GMT -5
Today I have done Monks. The level 10 benfit for monks is the option to choose which boon is granted via a conversation menu rather than having it randomly picked. Edit - Typo fixed in description
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Post by gatalis on Feb 11, 2013 1:34:17 GMT -5
Some of this stuff looks really cool, other stuff makes me take a hesitant breath in terms of the bonuses on them...
I suppose I'll have to wait and see before I can give a full opinion on the matter.
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Post by BALLS OF STEEL on Feb 11, 2013 3:48:21 GMT -5
Some of these items may seem vastly superior to others and that is true. As well as giving a useful late-game alternative to the profession system I also wanted to fix the class-balance and offer a bonus to people who stick with their class all the way to level 10.
Once I have completed the wizard and sorcerer items, I shall be moving on to Drugs and an Addiciton system which will tie in with the druid forager above.
There may also be future plans for prestiege class benefits that I hope will restore some function to some of the PrC's that are less useful within the 12 level scope that we have in SoS, but that is still in the pipeline.
Edit - Any thoughts on what you see here would be fine, Gatalis, if its something I may have overlooked then I will be able to fix it, or if it is intended I may be able to justify it as I have some information about future changes elsewhere that I have taken into account when I made these items that may or may not have been announced
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Post by BALLS OF STEEL on Feb 11, 2013 6:12:52 GMT -5
A quick update, as I have finished the wizard item this morning. There is flavour text but I have omitted it.
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Post by BALLS OF STEEL on Feb 11, 2013 8:41:01 GMT -5
I have finished the sorcerer ability! After many minutes of shouting inquiries as to why it wasnt working of my screen, I finally spotted the missing equals sign in the loop condition. It is possible to hurt yourself with AOE spells with this power if you are careless I have also decided to apply a one second paralysis before the spell is cast to avoid interrupting the action queue. Edit - And yes, I did spot the typo. So many typos in these things, its the last thing I do before I post it up. I guess I get excited. Edit 2 - Oh, and this is the last one.
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Post by gatalis on Feb 11, 2013 20:19:31 GMT -5
Looking over most of the professions, I don't see any major issues with them. With druid, I'm concerned if lucky clovers will retain their 1/use search ability (could be abused if that's the case), and with fighters I feel like fighter levels in regeneration is a bit powerful when combined with the other bonuses, maybe something like +1 every 2 levels seems like it would be a little more reasonable since there are other items in-game that already provide regeneration. (I wouldn't want someone running around like wolverine)
As powerful as it is, I feel like bard is a generally under powered class, and feel that the invisibility should be improved invisibility or greater sanctuary.
Curious about Paladins and Rogues... I know what was discussed with Rogues, but looking over some of these, I feel like they should get something along with searches (maybe poison making similar to the wizard crafting item?) to balance out with these other benefits.
Some of the items worry me a bit, such as the Kalaram light flail and the enhancing masterwork imrithil armor.
For instance, if something like the Kalaram light flail was found in dagger or short sword form, Duerel would keep it in his off-hand simply because at worse it'd increase his AC by a few points/be powerful, and at best he'd gain a sudden 17 AC based on deflection. As a DEX-based Rogue/Assassin, that's a huge AC increase for him.
With the enhancing masterwork Imrithil armor, I feel like 30 resistance is a little big simply because it feels like it'd be on par with some ascension items.
I realize these are some of the more extreme examples when I'm looking at the other items, but it just makes me hesitate a bit at the thought of someone getting lucky (or simply searching forever and a day) and finding a set of items with that level of power from regular vaults.
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Post by BALLS OF STEEL on Feb 12, 2013 6:24:02 GMT -5
While I would agree with this normally, I would like to stress that this ability will only last around ten turns or so, so while under normal circumstances that much regeneration would be useful , it would only realisticly last for one battle. Coupled with the fact that our items will be randomly generated in the future, this reduces the likelyhood of available regeneration items. I suppose the only real way to know if its too much or not is to test it. (A round is ten turns, so that much regeneration would only heal 100 HP in total)
This item will function seperately to the search item, if you are worried about using a clover to find more clovers exponentially, if not please PM me with the potential exploit
My fault I suppose. It /is/ improved invisibility and it doesnt wear off if you enter combat.
We both agree (that is Avvy and I) that three general searches and immunity to zombie disease are adequate benefits, especially since siranda herbs will be much harder to find after the new release. I may consider other things if more suggestions come in, but untill then I'm afraid Rogues and Paladins are good enough without them in our opinions.
I should apologise for the confusion about this and perhaps explain in more detail how it works.
Every area will have a 'power level' which scales the properties of items found there. The items you see in the screenshots have been set to '6' (which is what I originally intended to be multiplied by to reach the maximum for most properties)
We intend to set the Vaults at '2'. This number not only limits the magnitude of the enchantments but also serves as the property limit for each item. An item from a vault will have its properties reduced by a factor of 4 in comparison to the items you see here and will have a minimum of 1 and a maximum of 2 properties.
The reason you see powerful weapons with 'Kalaram' or other areas in the name is because I have scripted area-specific properties into the system. Every area has an accosiated elemente and whenever elemental damage is 'rolled' it will choose that area. I only left them in for demonstration purposes.
There are also some properties that are restricted by the power level, such as haste or keen, having a minimum power to be accepted.
But I do agree that even at gelzburg level these items are too powerful and I did intend to tone them down before I released the scripts to Avvy. What you see here is just for demonstration purposes.
I hope this has alleviated your concerns, please feel free to post more if you have them
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Post by gatalis on Feb 12, 2013 20:14:25 GMT -5
Ah, alrighty, wasn't sure about that, good to hear!
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