forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Classic Arana Mod

Hello. I'm from Russia. Sorry for my bad english.
This topic is dedicated to my mod. It is 50% complete. I need your opinion, suggestions, wishes. I will not refuse volunteers to test the mod. I must say right away that I do mod only in English to reach the largest audience.
The main idea of ​​the mod: do not touch the plot and locations, but change the gameplay.
I will write what I plan, and in brackets I will indicate what has been done and what has not.
1) Regeneration of health and mana is now not once every 2 seconds, but every 0.1 seconds (Done).
 2) Monsters also have health regeneration (partially done, because not all monsters are completed).
3) Strengthening monsters that were useless (Morden Urgi, sceen in Act 3, etc.). Some monsters will be weakened, for example, Taklaki and Skeletons in 1 act. Fixed a bug with Skeleton Archer level 45. Added new abilities and spells (partially done).
4) Different parameters of armor for monsters of the same level (Partially done).
Also for monsters, I wrote a function that makes health random from 75% of 125%. A trifle, but nice.
5) New abilities of monsters. Morden crossbowmen, when hit with a certain probability (Depends on the current level of difficulty), additionally fire a fire bolt. Haku shamans hang a debuff that lowers resistance to lightning (depending on the caster's parameter) and lowers mana regeneration. The haku usurper has the main spell nova (20 clots of lightning fly evenly in all directions), calls three haku every 18 seconds, knows how to resurrect. Ghosts fly out of the Plague monsters at death. At the same time, the old spells are fixed: now they do not die from curses so quickly, the effects are not fixed and depend on the level of the casting monster, and Embers monster spells now do damage as needed (previously, out of three shots, there was only one damage). (Partially done).
All monsters are made for Act 1 and partly for the rest (applies to those caught in Act 1)
6) With an increase in the level of difficulty, monsters are strengthened not only in the parameters hp / damage / health. The speed of movement, attack, witchcraft increases, some abilities begin to act more often and more. (partially done, related to paragraph 5)
7) The main bosses are reinforced. But not so that they kill with 1-2 blows. You can dodge all attacks. (Partially done)
Cool Full processing of all classes. General: all skills at level 30 give unique ability. For example, Fortitude provides + 1% health regeneration for every percentage of health lost. If the character has 99% health, then 1% is given, if 50%, then 50% is given, if 20%, then an 80% bonus is given.
Skills are reworked, some give a new effect. At the moment, the Fighter and Combat mage are completely made. I begin to proceed to Strelok. (2 classes made of 6)
9) New reagents. In the game, it saddened me that there was nowhere to really give money. Now the coolest items can be crafted. New effects, new reagents, while loot from enemies is reconfigured so that most reagents drop out. At the same time, added and unique reagents combining several or unique properties. The economy of the game is now sharpened by craft. Unique items are removed from the game, so without crafting you will not pass the game. (Blue reagents made 100%, unique made 20%)
10) Items and shops are configured so that items for crafting are available from the first level and they are sold in abundance. (Partially done).
11) New spells and effects for characters. The fighter has 10 unique buffs. Combat mages have their own buffs and debuffs (about 20).
12) All races initially have 10 strength, agility and intelligence and 2 bonus skill points. Also from the changes: Resistance to physical damage is now equal to - (level * 0.75), that is, at level 100 the resistance to physical damage will be -75%. To magic damage - (level * 1.5), that is, at level 100, magic resistance will be -150%. This is done so that it is not so easy to achieve maximum resistance. And secondly, the values ​​of resistance in skills can be greatly increased, plus resistance will also be given for some skills. I haven’t done it yet, but I’m proceeding. Now for the races:
Human: + 10% find magical things, + 5% experience gained, +1 strength, agility and intelligence for every 3 levels.
Elf: + 10% mana regeneration, + 10% attack and witchcraft speed, +1 intelligence per level.
Dryad: + 10% resistance to death, + 10% dodge attack, +1 agility per level.
Half-giant: + 10% health regeneration, +2 health per strength, +1 strength per level.
Gnome: + 20% gold found, + 5% physical damage resistance, +1 armor per level.

Thus, I pursue several goals: to increase complexity on Veteran and Elite, as well as in addition (After the Horns of Zaramot there is just an Easy walk), to improve bossfights, as well as the battle with unique monsters. Improve the economy of the game, because by the end of the first act there is really nothing to spend money on. Make the hero leveling interest in later levels.

Тo one is interested in my mod? (((

I remember playing DSBW once and only the once might I add, I will never ever play that load of rubbish again, it would be great if DS2 could be played with your mod using the BW.exe but I'm sure you'll let us know if that is possible.

Your mod is still in development and by the looks of things its coming along nicely, don't expect too much interest from any players still playing this game as year on year there's less and less DS players out there. Wait until you've finished it and then make a youtube video and put the link on the video page where they can download it. I'm sure you'll get some interest and a good read of the comment section will tell you if its any good or not, oh yeah, one more thing, tell them you're using them as guinea pigs to playtest it, players are always up for a challenge.

I might even give it a go myself if I could get DS2 to run, but Microsoft have screwed up the mouse function on the main page and I can't get passed it, I tried the fixes that were available but none of them worked, any way good luck.

Thanks for the answer.
Perhaps a wrong comparison, but interest in Diablo 2, Warkaft 3 does not fall. Interest in Dungeon siege 2 is not high, but will not fade. At least I so naively hope.
I really do not have enough testers. I created a topic on the Vkontakte network (Russian social network), but there is low interest. So for the most part I do for myself. Can you tell me more sites where you can set the alpha version?
As for the YouTube channel, I don’t have anyone on the channel. Nobody will know about my video if I don’t pay. So it turns out that I am doing the mod for myself. It's offensive.

The only way you'll generate any interest for your mod is if you put the link for it on as many sites as you can, the obvious host for it would be moddb or mediafire, steam and facebook are possibilities as well, I don't know if they charge you for it so you'll have to find out about that, it is offensive but you have to remember that they have to make money somehow and people like you are their bread and butter.

Unfortunately DS2 never really had much of a mod audience. I abandoned many projects from a lack of morale. The only thing I can think of is promoting your mods on Youtube.

There is a question on modding. I would like to add random monsters to the map. Found tuning_monsters file, but I don’t understand how to do it randomly. If I understand correctly, monsters are created in their positions when character creation begins. The finished character meets the same monsters in the same places. Can this be avoided?

Yeah, I forgot the name of it, but there is an object you can place to block generation from tuning. I probably used it in my Monster Island map.

I mostly use Linux, so I can't check.

Edit: I think it's the cube_disabler object.

https://www.siegetheday.org/?q=node/2958

You know, the objects that spawn monsters in apparent ambushes. Bushes and gratings for example (in the DS1 maps with which I am more familiar). The objects themselves are fixed on the map, but is there room for randomising code either in when they trigger or in what they spawn? After all, the Legendary Mod - more specifically, I believe, KillerGremal's MLA (Monster Level Adjustment) used therein - has random monsters (rats for example) in loot chests.

Come to think of it, MLA does randomise monsters' stats a bit when adjusting them, but more than that, has a mechanism to provide a chance of substituting completely different monsters WHEN RESPAWNING. Could this be taken a step further?

With tunning, you will get random locations for monsters as well. I think it'd be much quicker to use tunning.

No, tuning does random generation of monsters once.
I found another way. I wrote a separate function to create a group of monsters and this function works randomly for each existing monster on the map. In other words, each Haku has a chance to call a squad of other Haku at the time of loading the map, and with each loading of the map this probability is checked. Primitive but effective. In this case, the function regulates the number, types of possible monsters, etc.

Once per map. I've thought about using triggers to randomize monsters. You could have Haku call more monsters based on their health. A bit like Pokemon, lol.

Maybe. While I have a group of reinforced monsters with some kind of super ability. Unfortunately, triggering giving abilities is quite difficult for me. It’s easier to make a database of these unique monsters.
Now I'm balancing skills. I made a fighter, battle mage and am testing an archer. There remains a natural mage and multiclasses.
From interesting skills:

Overbear: Each hit with a two-handed weapon deals damage in a radius of 2 meters. The formula for damage depends on the strength and health lost by the hero. The less health, the higher the damage.
Far shoot: increases the firing range and damage depending on the distance the arrow has flown.
Ricochet: 100% triggers on crit and 20-40% if not crit. Plus damage.
Devastation: Grants combat mage items bonuses, compensating for low armor. It gives damage bonus (not in percentage, but numerical).

Don't you know how to correctly implement the "Spell at Death" trigger? the spell parameter on impact does not take into account the death of the actor. And the explosion at the death of monsters was made quite primitively (special effect + damage to actors in the sphere).