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Author Topic: E-Mod 1.9 Development  (Read 10438 times)
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Javokis
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« on: 2009-04-14, 01:36:40 »

After Age of Redemption is finished and debugged, I'll be working on E-Mod 1.9. My objectives for 1.9 include:

-Ability to Wodal code the runes. My new plan for the rune system will include 2 disciplines (one discipline you will spend points on to improve rune reading, the other will be about rune casting). The Rune Reading discipline will be like a Discipline Selector in Wodal. Rune Casting will be like a Discipline Cast in Wodal. You'll use the Rune Reading to select a "spell" based on equipped runes and your dot level you spent on Rune Reading. Dot levels spent in Rune Casting act like it did in E-Mod 1.8 (each dot increases the speed of casting). What I hope to accomplish here is a template for the Mage: The Ascension coding for Wodal 0.5a.

-Ability to configure clan stats in a text file. The old system used an atrocious and ugly array system based on some newbyish code I used to do. the idea here is to use something cleaner and more flexible. Stats for clans will include damage adjusters, minimum starting health, and starting minimum mana/bloodpools. I'll need to re-think practical stats.

-Fix the spell casting system so it wont be flashing a bunch of confusing float texts at the user. I'm pretty much going to rebuild the backbone on this system.

-Add 3 new powers to each spell college. I need to enter my thought box on this one.

-Modify the targeting system - cleaner and better.

-Include Age of Redemption singleplayer/multiplayer fixes.

-Include some new fixes that were done in Wodal. The list can be rather large here so I'll just end with that.
« Last Edit: 2009-04-23, 15:21:35 by Javokis » Logged

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« Reply #1 on: 2009-04-16, 16:30:21 »

Hell yeah! will we be able to add and modify clan attributes?  i want to add a couple clans and maybe modify couple clans.

I have noticed few things that  are not working how they supposed, when ever you hit someone and knock him back theres no hit animation, also few times when killing an npc the npc will stay standing, this dosent happends that much but is still weird.

There is this error i keep getting over and over about "clanregenerations 51", it just keeps coming like crazy each time i hit a npc, and even on fresh vamp and emod install.

Is it possible to add an auto-evade or auto-block like in older versions of emod? i think you removed the last one because it was too cheap and could even dodge the poison cloud haha, maybe make it randomly and like 4 blocks out of 10 physical attacks, i remember you make it char vs char stats, so if one of the stats was much higher than the other that char would pretty much dodge everything the other character do. this is not that important but if it could be implemented it would be good.

About the jump, maybe change animation to the standard celerity discipline casting? because the jumping disc looks too high enough and the animation is also raising the char, so it looks its jumping extremely high.

Any plans for adding new disciplines? (Witchcraft or Arcane) and maybe give Necromancy a more Necro disciplines?

I cant wait for 1.09, thanks Javo for not abanding Emod, as long as there is new content and many bug fixes thats enough.

« Last Edit: 2009-04-16, 21:04:54 by DarkLobo » Logged

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« Reply #2 on: 2009-04-20, 00:12:30 »

So far I have fixed up the Kindred powers. Here's what I did:

-Bestow Vitae should work much better for clients now.
-Kiss of Lust now works on same/opposite sexes.
-Kiss of Death can induce vomiting, resulting in loss of blood. To reduce the chance of being disgusted, increase wits and spend more dots on Kiss of Death.
-Kiss of Enslavement now works properly for clients. Enslaved npcs will follow clients and not just the host. No duplication bug anymore.

All Kindred disciplines include some major fixes to prevent synchronization issues, resulting in much smoother functionality from all kindred powers now.

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« Reply #3 on: 2009-04-22, 02:15:43 »

Ok I finished up on balancing out the Divine powers as well as fixing some synchronization issues. Here's what's done so far:

-Divine Life doesn't cost to cast, but will consume mana as it heals nearby injured allies or restores dead allies. 5 per injured ally healed, 20 per dead ally restored. Chance of failure based on faith stat. Increase success rates by increasing faith.
-Divine Blood now consumes mana at 5 points per blood fed off, but does not cost to cast. Damage rate is increased and is based on faith stat and dot level in Divine Blood.
-Divine Enchantment doesn't cost any mana anymore, but has a chance of failure based on faith stat. The item in question has a chance of breaking on failure based on dot level in Divine Enchantment. To decrease chance of failure, raise faith. To decrease chance of breaking item, raise Divine Enchantment discipline.
-Divine Presence doesn't cost to activate, but will consume mana as it damages nearby vampires or ghosts. Has a chance of failure based on faith stat. Radius of effect is based on dot level in discipline and will also increase the damage in conjunction with faith stat.
-Divine Protection has been balanced out considerably. At max dot level, you may have considerable defense against vampires, but will no longer be invulnerable against them. In addition, each attack you take from a vampire consumes a small amount of mana (2 per hit). Your defenses will only hold for as long as you have mana. If you run out then your protection will be of no help. Keep your mana up!
-Divine Right has been enhanced, considering the cost it takes to use it (your death). This no longer has a limit of how many vampires will be killed (will only harm enemy vampires), but it's chance of success is based on faith stat. Radius has been increased by a modest amount per dot level.
-Divine Redemption hasn't been changed much, but should have much better feel on the client side from here on out. Synchronization issues should be fixed quite a bit though this effect can no longer be interrupted by movement.
« Last Edit: 2009-04-22, 02:18:20 by Javokis » Logged

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« Reply #4 on: 2009-04-23, 15:37:19 »

There is this error i keep getting over and over about "clanregenerations 51", it just keeps coming like crazy each time i hit a npc, and even on fresh vamp and emod install.

Is it possible to add an auto-evade or auto-block like in older versions of emod? i think you removed the last one because it was too cheap and could even dodge the poison cloud haha, maybe make it randomly and like 4 blocks out of 10 physical attacks, i remember you make it char vs char stats, so if one of the stats was much higher than the other that char would pretty much dodge everything the other character do. this is not that important but if it could be implemented it would be good.

About the jump, maybe change animation to the standard celerity discipline casting? because the jumping disc looks too high enough and the animation is also raising the char, so it looks its jumping extremely high.

Any plans for adding new disciplines? (Witchcraft or Arcane) and maybe give Necromancy a more Necro disciplines?

The error messages in the new 1.9 will be gone. I'm rebuilding the system mostly from scratch to backtrack where the problems have came from. I'll be adding dodge calculations back into the combat system in a manner similar to Wodal. That should fix the cheapness of the dodge. I aint messing with jump all that much. I do intend on adding new spells for all spell colleges. The plan is to come up with 3 new spells for each spell college. I'll even throw in some additional powers for Kindred and Divine.

For Kindred I'm thinking about adding the following powers;

Kiss of Sanguine - An accelerated feed
Kiss of Pestilence - Transfers any diseases or poisons from the feeder to the subject, curing the diseases and poisons from the feeder.
Kiss of Salamander - A bite that burns the subject as it drains blood. The blood is much warmer and more satisfying - allowing blood pool to increase for a duration.
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« Reply #5 on: 2009-04-23, 17:08:28 »

Cool, could you fix the clan defenses adjusments? Brujah, Setites and Tzimisce are totally inmune to normal Physical, maybe make give them 80% normal physical resistance, but complete inmunity over normal damages seems a little to over the edge, maybe only for Tzimisce would be ok, but for Brujah and Setites dosent seems too fair.

Also, could you make the enemy AI wait till you get up again after a knockout? most of the time enemies will hit you in the head or the legs and rape you in the floor, or maybe make the ai to target the head much less often, and if you get knockout by a hit on the legs could get up much faster?

Emod AI is a total Bitch, they always try to paralyze, knockout or even Scare you to finally rape you while you watch hopeless, haha...

I would like to see some Arcane Magic Disciplines something ranged, flashy and Explosive... but anything you add to the current Groups i know its going to be good enough im sure.


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« Reply #6 on: 2009-04-23, 21:11:58 »

Everything is being rebuilt and looked over. Balance tests will be done in single player to assure that 1.9 is reasonably survivable. So far 1.9 doesn't even have the original combat system. I'm doing a complete rebuild, grabbing only things that I need as I need them. Right now 1.9 is pretty much just the original game. All of the GURPS rules, combat system, health, mana, blood, and every emod 1.8 calculation is currently non-existent in 1.9. So I'm weening myself slowly into something completely different. I don't even have the 1.8 clans in 1.9 right now as I am not even concerned with them at this time. My main concern is fixing and balancing the disciplines/spells. I'll ween into the combat system soon enough, putting balance and survivability into the equation.

Actually, the new combat system wont even retain knock outs. I will be removing that feature completely. Instead these effects are what's planned for the combat targeting system (tentative):

Head - double damage. (non-vampires must make a stamina check or be stunned for a short period. vampires must check wits or frenzy)
Vitals - 50% increase in damage. Stakes must target this point to stake a vampire. (hitting this point causes blood loss (both vampires and non-vampires) as well as increased damage)
Body - normal damage
Arms - half damage. Any held weapon will be dropped... or destroyed. (non-vampires suffer dexterity loss)
Legs - half damage. (causes the target to slow down and limp. non-vampires suffer dexterity loss.)

AI's will target randomly from here on out.

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« Reply #7 on: 2009-04-24, 18:05:07 »

Emod:
1EMOD_DIVINE
2EMOD_KINDRED   ----Renamed to Vampirism, this way even humans could use this
3EMOD_BODY      ----
4EMOD_MIND
5EMOD_FORESIGHT
6EMOD_LIGHT&DARKNESS  ----Maybe just call it "LighT"? since all of the powers in this group are Light.
7EMOD_TELEKINESIS
8EMOD_BEASTERIUM
9EMOD_ILLUSION
10EMOD_HEALING
11EMOD_NECROMANCY
12EMOD_EARTH
13EMOD_LIGHTNING
14EMOD_FIRE
15EMOD_ICE
16EMOD_META

Totally New Groups:
17Summoning
18Witchcraft
19Alchemy
20Kindred  ----Vampire ONLY set of powers, maybe a modified, renamed mix of the most popular Vampire WoD Disciplines,
           

Kindred:

powers dont have to be "Disciplines" or be called such names as Celerity, Potence, Obfuscate, Dominate, Prescence, Auspex, Protean, Etc...
The group could have Powers such as:

"Clocking"              (Gives both speed movement and attack in contrast to Telekinesis with a cool FX, each Lvl grants more Speed)

"Prowess"/"Might"       (Grants +10 Str and a +10% in all damage types EACH LVL)

"Chameleonry"           (Grants ability to blend with the sorrounding making the Caster non-visible or Hard To Spot for NPC and Players, it also Makes the caster Noise-Less, each lvl grants less chances to be spotted by NPC and Players)

"Sensorium"             (Awakens senses to See, Hear and ability see in the Dark adding an FX to his eyes, granting the caster a Halo-Glow that only He can see, each lvl makes asier spot enemies and gives more Radius to this Halo-Glow)

"Tenebrae"              (Makes the caster grow Tenebrous Claws that gives +30 Aggravated Damage and +30% Soak from all Damage Types, each Lvls Grants +10% Damage and +10% Soak)

"Incorporealism"        (The ability to turn the caster into a dense cloud that cannot be attacked, each lvl grants move speed to move as this cloud)

"Mortis"/"NecroCraft"   (Ability to cast or raise ZOMBIES only, in contrast to Necromancy which can even awaken players and NPC, each Lvl allows for more Zombies)

"FleshTorn"             (If used on a NPC or Player it makes 20% Damage, if used on Dead corpses it turns into a hidedous Fleshy Creature, each lvl makes more Damage and ability to turn more corpses into creatures)

"Shadowing"             (Each lvl creates a stronger Shadow creature that aids the caster) or (Turns the Caster into a Humanoid Shadow Creature that Gives +30Dex and +25%Ice Damage and each lvl grants +10Dex and +10%Ice Damage)

"Mesmerismal"           (The ability of casting beasts who dwell in the night for Aid, each Lvl grants a Stronger Animal, starting with Spiderbaby, Cobra, Wolf, Alligator and GiantCobra up to 5 at a time)


Witchcraft:

Voodoo Doll

Well it could be as simple as right-click doll
(loose 1 pin per click), subject takes damage.
But to get the item to damage that subject you have
to first touch subject (first cast create thread
of hair item in caster's inventory) then cast again
on the item (causing voodoo ritual trigger.) Now Item
can be used to damage subject at cost of pins.
(Targeting system can work in conjunction).


Curse of Damnation

Curses, Disseases and Slows the target and will take
-10 physical Stat points for a while, each new lvl
takes -5 Physical Stats points.

Curse of Stupidity

Curses the target and takes -15 Mental Stat Points
each new lvl takes -5 Mental Stat points.

Poison Curse

Curses the target and poison them, taking -20 Health
Points each 10 Seconds, each new lvl adds -5 Health
points and -1 second.

Ritual of Cleanness

Prepares Ritual with 1 Dead Chiken, 1 Corpse Penis,
and 1 Dried Plant, this Cleans the witch and her
party from any other Curse, Dissease or Poison.

Ritual of Protection

Prepares Ritual with 1 Bat Wing, 2 gator Eyes,
1 spider egg sack and 1 dead Snake, this grants
the Witch 100% (Double her health) Health Points
*non permanet.*

Ritual of Inmortality

Prepares Ritual with 1 Corpse Penis, 1 wolf piss,
1 Goat Head and 2 Bat wings, this gives protection
to the witch for a upcoming Death, if killed the
witch resurrects with 60% of her total Health points.

Ritual of PlagueOutbreak

3 Spider Egg Sack, 2 Dead Snakes, 2 Bat Wings,
and 1 Wolf Piss, Like spread a plague throughout an
entire map, anyone who is not allied to witch will be
hit by plague imediately

Ritual of Zombification
Prepares 2 Corpse Penis, 1 Grave Dirt, 3 Bat Wings,
3 Dead Snakes and 1 Spider Egg Sack, this turns low
Wits NPC and Players into ZOmbies at command of the
Witch.

Ritual of BurstWithin

2 Dead Snakes, 1 Goat Head and 1 Dead Chicken,
if on the living then it should play out like
a slow moving curse that kills the subject slowly...
unless they find a counter to the curse they will
explode into a flaming Gorish inferno upon death.

Ritual of Doom

Prepares 6 Goat Head, 6 Dead Chicken, and 6 Dead snake,
this grants a Rod that when used will Stike ANYONE who
is not in the Witch Side with a Death Storm of Elementals,
Targets will freeze,  and Finally burst into flames in a
Bloody Gorish way.

Witch Items: *this Items can ONLY be used by Witches*

Voodoo Doll,
Pins,
GraveDirt,
DriedPlant,
SpiderEggSack,
GatorEyes,
BatWings,
WolfPiss,
DeadChicken,
DeadSnake,
CorpsePenis,
GoatHead,
Rod of Doom


Summoning:

Summon Fire Elemental      (Grants +10%Fire Dam and +50%Resistance to Fire, each new Lvl Grants +10% Dam/Res)

Summon Lightning Elemental (Grants +10%Elec Dam and +50%Resistance to Elec, each new Lvl Grants
+10% Dam/Res)

Summon Ice Elemental       (Grants +10%Ice Damage and +50%Resistance to Ice, each new Lvl Grants +10% Dam/Res)

*Or just Summon ELEMENTAL will randomly summon an elemental who will give the above atributes*

Summon Annunaki           (Grants +10 Mental Stats +10each New Lvl)

Summon Djinn               (Grants +10 Physical Stats +10Each New Lvl)

Summon Yaoguai             (Grants Ability to Drain Mana/Blood from distance)

Summon Ethereal            (Grants Ability to be Invisible till the summon is active)

Summon Demon               (Grants +20 to all Types of Damages, LVL 5 will make them Unkillable till Summon is active)

Summoner Needs to have High Mental Powers, specially Wits, if he fails his summoning he will be then targeted by
his Summoned Beings, though the creatures will only target him and will go to the dimention they belong when kill
his Failed Summoner.

Summoner Rod, He can only summon if he has his Summoner Rod Equipped *This item can ONLY be used by Summoners*

He can also use the Summoned Beings to attack his Enemies.


Alchemy:

I have no idea so far what type of Powers He would be Using, but the Alchemy Items Can only be used by him.

  Smoke Screen

Item ? + Item ? = Will create a Dense Big Radius Smoke Screen That will make the Enemies cough and run from it *caster cannot be affected to this*

  Chemical Bomb

Item ? + Item ? + Item ? = Will create a Item that can be hurled and will make a great Explotion.

  Flash Jar

2XItem ? + Item ? = A powerfull Flash that Scares and confuses affected enemies.

  Enchant Item Poison

Item ? + Item ? = in any item be enchanted by Poison or creates such item.

  Trail Bomb

Item ? + Item ? = will create a fire blast that keeps moving from the floor untill hits a object or wall.

  Plasma Beam

Item ? + Item ? = will Create a powerfull Fast Plasma Beam that travels through air and does Aggravated Damaged.

  Blood Star

Item ? + Item ? = will create a fast bloody flashing ranged spell that if hits the target it will be damaged and will also be stolen of his Blood/Mana

  Disintegrate

X2 Item? = will cast a powerfull Magic Blast that if successfull will disintegrate the target or turn it to dust.

  Build Golem

Item ? + Item ? + Item ? = Will create a powerfull Golem to the aid of the Caster.


Maybe there can only be 1 power Inside this Group Called "Imbue" that will enable the Item to Cast the Spell or maybe all these above could be each a spell activated by Items.



We Could create a Special NPC Called "Telles" that will Sell all the Summoner, Witch and Alchemist Items...  and all sorts of Magic Items.



Classes

Healer                 Healing, Foresight
Priest                  Healing, Divine
Hunter                 Divine, Light
Necromancer       Necromancy, Mind
Mage                   Ilusion, Lightning
Sorceror              Alchemy, Ice
Wizard                Meta, Fire
Warlock               Telekinesis, Meta
Witch                   Witchcraft, Foresight
Shaman               Foresight, Beasterium
Shapeshifter        Beasterium, Healing
Summoner           Summoning, Mind
Warrior                Body, Foresight
Vampirist             Vampirism, Mind               *This are not "Vampires", but mere vampirists*
Undead/Mystic    Healing, Telekinesis

Vampires could start with Kindred as their common, and Vampirism as their second.
« Last Edit: 2009-04-25, 13:24:45 by DarkLobo » Logged

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« Reply #8 on: 2009-04-25, 23:51:40 »

Well in emod 1.9, there are only two races that use the class system (magi and vampires). Classes should never be used to determine race - so the Vampirist class is OUT. I'm trying to be more consistent in this version so that players wont have to worry about either peculiar clan names that don't give any hint as to what they are and have no story to nor options that confuse players with abnormal rules or inconsistencies.

I made the mistake of following along member story specific requests in emod 1.8 and all that did was make the mod proprietary towards a small group of people with a hidden Intellectual Property, leaving everyone on the outside confused. Emod 1.9 should have a straight forward explainable system using generics and a concept easily picked up on. I don't want anything in the next emod to require or leave out story specific classes that are going to be part of a larger IP. For those wondering what Dark Lobo is talking about on his generic classes:

We are removing much of WOD stuff from Emod 1.9 as Emod is not WOD, it is an entirely different world. We are also removing any story specific clans that were added on the list and replacing them with generics - class terms relatively easily understood just by looking at them. But there are still vampires in Emod. Instead of classifying vampires by clan, they are classified by their practices in the magical arts.
« Last Edit: 2009-04-26, 00:00:57 by Javokis » Logged

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« Reply #9 on: 2009-04-26, 00:23:57 »

Actually it wasent a Race, just a mere class of vampirist, not actually vampires but its all good.
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« Reply #10 on: 2009-04-26, 03:17:48 »

Okay, I guess Vampirist might not be a race, but I also want to avoid race limitations on powers. Mainly because that would make testing Emod 1.9 much easier. If a race related bug occurs then clients wont suddenly find their powers zapped away for some unexplained reason. Clients, after all, tend to get the bitter end of the stick on a mod's functionality.

Additional note:

I really want the Kiss of Rebirth to work on clients so I'm going to run some tests tomorrow or least sometime soon on my LAN.
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« Reply #11 on: 2009-04-26, 13:19:49 »

Ohh ok, so in this case what would make vampires to differ from magi? just asking hehe.
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« Reply #12 on: 2009-05-14, 00:28:22 »

It's nothing all that fancy. Magi are merely mortals or those who have living essence (mana) for which magical powers draw from. Vampires are undead and have to utilize magical powers through blood.
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« Reply #13 on: 2009-05-18, 16:03:54 »

Any news on development?
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« Reply #14 on: 2009-05-22, 03:14:19 »

Not much at this time since I'm concentrating on school right now, but things should pick up shortly mid next month. Last I left off, I was working on the Body Spells, fixing up the spell casting rules and revising the way upkeep functions. I'm pretty much satisfied with the much more simplified rules (no more GURPS rules). Spells are still based on intelligence, but are calculated as percentage rather than the 1.8's 3d6 system which no longer makes much sense to me anymore.

The spells will still be based on GURPS Magic and GURPS Grimoire, but will no longer use cast calculations that are confusing to those unfamiliar with GURPS rules. Also, upkeep has been made more reliable - no more chance of loosing concentration when attacked. I figured that happens far too often. Instead, the upkeep costs are balanced out to base duration on mana and blood pools (in essence, spells that have upkeep simply drain mana or blood over time then deactivate when mana or blood are too low).

I eventually plan to add more flashiness to pretty much all spells since emod is mostly about glamorously cool spell casting.
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