Jgwman wrote:
Either way, the most important thing to decide on here is the desired power level. The highest damage output in Isle of Nex by far is from light weapons characters. I think this level of damage output is good for this mod, and the rest of the weapon classes can be adjusted to match it (this is what I did in MinAssets, except for throwing weapons). Because the mod is somewhat longer than Isle of Nex, it might be most appropriate to give out equivalents to the top tier standard weapons (moonblade, bone blade, cutlass) in or slightly before twisted forest and give slightly better ones in or slightly before dark tower. Although, this is confounded by the best weapons in Isle of Nex being obtainable quite early.
You're just suggesting to rebalance the loot around the highest (or close to highest) tier at approx. Twisted Forest? That's fine with me. Obviously it needs rebalancing since it was essentially done independently per room, and I don't have much of an opinion of how exactly we balance it. If that difficulty feels right to you, I'll take your word on it. A friend who was testing found the majority of the mod to be fairly easy combat wise (on normal, I believe) as it currently is (with a heavy/light/ranged/mage party), so having the high tier weapons available *before* the Forest would be too much IMO, but within is fine.
Maybe an example layout would help. Here are the Isle of Nex light weapons sorted by ascending damage output at 18 strength/dexterity when dual-wielded by a non-rogue with light weapons 5; this doesn't account for monster defenses and pierce but that usually won't matter much:
legionary_spear 4.2
branch 4.2
quarterstaff 4.65
baton 4.6666666666667
hand_axe 4.6666666666667
machete 5.2
zarchton_harpoon 5.4
pickaxe 5.4666666666667
rapier 5.8235294117647
tribal_spear 6
venomfang_pick 6.8
dagger 6.96
backbiter 7
lightning_blade 7.6216216216216
fire_blade 7.6216216216216
long_sword 7.6216216216216
ethereal_blade 8.25
venom_edge 8.4
sickle_sword 10.744186046512
fist_dagger 11.333333333333
cutlass 11.454545454545
bone_blade 11.470588235294
serpent_blade 11.485714285714
moonblade 12.214285714286
So the loot distribution based on this would look something like:
Catacombs/Graveyard: nothing better than hand_axe
Bog/Outskirts: nothing better than tribal_spear
Asylum: nothing better than long_sword
Twisted Forest: nothing better than sickle_sword
Dark Tower: nothing better than moonblade
Of course this list is not perfectly accurate because of protection, accuracy, pierce (venomfang pick isn't THAT bad), and strength being more readily available than dexterity, but you can see the point.
This is quite a lot harsher than Isle of Nex, which gives you a dagger almost immediately and bone blade about a quarter of the way into the game!
One that places moonblade at twisted forest instead, and used new weapons (like Ruin) in dark tower, would look close to:
Catacombs/Graveyard: nothing better than machete
Bog/Outskirts: nothing better than long_sword
Asylum: nothing better than sickle_sword
Twisted Forest: nothing better than moonblade
Dark Tower: nothing better than [imaginary weapon that would have a value of a little under 15]
Jgwman wrote:
I have the appropriate art assets finished to make a room in the town outskirts (there's a big chunk of free space), if another room is wanted. And it will be way smaller than
3 MB this time.
I also have a third room concept that I'd be happy to implement, which would fit almost anywhere.
I'm assuming you mean the southwest corner of Town East? Fine with me, if you think it'll fit. I don't necessarily think another room is needed, assuming that the scheduled rooms actually end up implemented, but I don't see why it hurts either. That applies to your third room, too.
I'd say if you believe the between areas lacking decoration is a significant issue, that should probably have precedence (though you probably have enough time or you wouldn't have offered). Personally, I don't see this as a significant issue, but I'm obviously not offended by improvements.
Yeah, I meant that corner and I'm happy to do both, just need to be told when. And I thought that in addition to decoration the in-between areas should have a few puzzles and fights, like in ORRR2. In particular I want to fix the arena.
And hey, I have a spell pack too! Also re: spell scrolls, I'm gonna go ahead and leak this.
Code: Select all
local spellbookInit = function(self, champion, slot)
if self.go.item:getUiName() == "UNINITIALIZED" then
local title = self.go.spells:getScrollText():match("^[^\n]*")
if title then
self.go.item:setUiName(title)
local list = self.go.spells:getScrollText():sub(title:len()+2)
if list then
list = list:gsub("[\t\n]","")
self.go.spells:setScrollText(list)
list = list:split(';')
self.go.item:setWeight(0.3+math.floor(#list/2)*0.1)
self.go.spellscrollitem:setSpell(list[1])
return
end
Console.warn(string.format("spellbook %s has no spells specified!",self.go.id))
else
Console.warn(string.format("spellbook %s has no title specified!",self.go.id))
end
end
end
local spellbookCleanup = function(self)
if self.go.map then
self.go:removeComponent("script")
self.go:removeComponent("controller")
self.go:removeComponent("timer")
if self.go.spells:getScrollText():count(";") == 0 then
self.go:removeComponent("usableitem")
end
end
end
defineObject{
name = "g1_spellbook",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/tome.fbx",
material = "g1_spellbook",
},
{ -- Because this isn't named "scrollitem" it won't be displayed to the player
-- The first line is the name to give the book. The second line is the list of
-- spells the book contains, separated by semicolons. The order the spells are
-- specified in the list is the order they will be in the book. Tabs and
-- newlines in the spell names are ignored, but SPACES ARE NOT (this is because
-- people often define spells with spaces in the names...blame those people)
class = "ScrollItem",
name = "spells",
scrollText = "Larry's Guide to Fire\nfireburst;fireball;fire_shield;meteor_storm",
},
{
class = "SpellScrollItem",
spell = "ice_shards", -- Just make this any valid spell; it will be overwritten immediately by the spell list
},
{
class = "Item",
uiName = "UNINITIALIZED",
gameEffect = "Right-click to turn page",
gfxAtlas = "mod_assets/g1/items/icons.tga",
gfxIndex = 26,
weight = 0.4,
--onInit = spellbookInit,
},
{
class = "UsableItem",
onUseItem = function(self, champion)
playSound("map_turn_page")
local list = self.go.spells:getScrollText():split(';')
local curSpell = self.go.spellscrollitem:getSpell()
if curSpell == list[#list] then -- wrap around
self.go.spellscrollitem:setSpell(list[1])
else
self.go.spellscrollitem:setSpell(list[table.indexOf(list,curSpell)+1])
end
return false
end,
},
{
class = "Script",
source = "self.go.controller:activate()",
},
{
class = "Controller",
onActivate = spellbookInit,
},
{
class = "Timer",
timerInterval = 0,
onActivate = spellbookCleanup,
},
},
}
You can put any number of spells in the book.