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Author Topic: LAO 3 Mod Info and Downloads  (Read 18230 times)

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Re: Mod Info and Downloads - BETA
« Reply #15 on: »
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

No idea if a higher level pet will impact MP, I don't think it would since the Create Game or Join Game UI is based off character level not pet level. 

Another potential solution would be to find a way for a pet level to match the dungeon level or something like that.

Re: Mod Info and Downloads - BETA
« Reply #16 on: »
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

Ha, the solution was actually right in front of my nose.  All I need to do is add stat requirements to the Pet items, and the stat requirements go off of the player stats, once those are met, the pet can wear the items.  Currently there are just level requirements on those items.

Re: Mod Info and Downloads - BETA
« Reply #17 on: »
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

Ha, the solution was actually right in front of my nose.  All I need to do is add stat requirements to the Pet items, and the stat requirements go off of the player stats, once those are met, the pet can wear the items.  Currently there are just level requirements on those items.

Well scratch that idea, didn't work.  The stat requirements seem to only apply to the player, not the pet.  I knew that was to easy haha.  Will have to go back to the drawing board.  This could be one of those hard coded things.  May need to create stats for the pets to get around this, no idea if that is possible.

Re: Mod Info and Downloads - BETA
« Reply #18 on: »
Mod update

Change Log

12-2-2016

- Split mod into two parts to help with loading performance.
- Part 1 Loot and Dungeon Level 1-499
- Part 2 Loot and Dungeon Level 500-999
- Increased stat requirement graphs for items.  It will now be harder to meet stat requirements on items ;)
- Balanced Boss drops loot tables for more control
- Adjusted colors for various loot to help it stand out more
- Increased drop rate for general socketables
- Increased drop rate for Spell Scrolls
- Increased spawn rates for Random Dungeon Enchanters

Re: Mod Info and Downloads - BETA
« Reply #19 on: »
Hey thx RnF!

Also if i wanted to make say Armor sets which are compatible with your mod (to be available at those high levels), what do i have to make sure of in my unit creation files?


Re: Mod Info and Downloads - BETA
« Reply #20 on: »
Hey thx RnF!

Also if i wanted to make say Armor sets which are compatible with your mod (to be available at those high levels), what do i have to make sure of in my unit creation files?

I am not home atm,  when I get home I will post how I went about setting up the items for quick creation via Note++.  Once the items are set up,  making new "tiers" is easy.

Re: Mod Info and Downloads - BETA
« Reply #21 on: »
Hey thx RnF!

Also if i wanted to make say Armor sets which are compatible with your mod (to be available at those high levels), what do i have to make sure of in my unit creation files?

Ok, here it goes.  I am really not great at explaining things, so hopefully this makes sense.

New Base File Layout - Legendary Items get new UNITTYPE

Just a note on RARITY. For non Legendary items, you can leave this as you have it set.  I mainly set Legendary items to 0




New Item Layout


« Last Edit: December 03, 2016, 08:57:10 am by RnF »

Re: Mod Info and Downloads - BETA
« Reply #22 on: »
My next phase of testing is to invite individuals who I know are still playing the game.
Yeah thats more like what i meant by "by invitation" - its how i got some more feedback for TL1CP a few months back.

On the over-100 level for pets, so that wont pose problems in MP? As for how to do it, im sorry i wouldnt know where to begin :(

Ha, the solution was actually right in front of my nose.  All I need to do is add stat requirements to the Pet items, and the stat requirements go off of the player stats, once those are met, the pet can wear the items.  Currently there are just level requirements on those items.

Well scratch that idea, didn't work.  The stat requirements seem to only apply to the player, not the pet.  I knew that was to easy haha.  Will have to go back to the drawing board.  This could be one of those hard coded things.  May need to create stats for the pets to get around this, no idea if that is possible.

Going a different route for pet items.  I will keep pet items at level 100 because I can't find a way to get around the level requirement, but I am going to do 2 other things to help with pets at higher dungeon levels.

1. Buff Fish.  Going to buff the duration of transmutations... 5 minutes is kind of short and isn't very fun.   I will also add some timed bonuses such as +25% damage for 1 hour, +25% health for 1 hour etc.  It should make fish more desirable and more interesting to use.  Permanent fish will probably get a 24 hour time limit with some bonuses.

2. Also going to add the ability to "Train" your pet to learn "Pet Tricks" ie spells.

This can be done by creating a variation of my Spell Scroll mod, instead of using scrolls it uses fish.  This makes it so only the pets can learn them.  When the pet "Learns" the trick, it puts the skill in one of the spell slots like a scroll.

The really interesting thing about this is that the skills will scale to the dungeon level when the skill is learned... this is good and bad.  Good as some of the skills won't need vary many variations.... bad thing is most skills will need some major tweaking on how they apply damage.  Some skills are over 300,000k damage at level 999 haha.  Way over powered and will break the game.  Going to have to scale the damage way back on most skills which is going to take some time.


Re: Mod Info and Downloads - BETA
« Reply #23 on: »
I like this fish idea R! What happens when you've filled up the 4 spell slots? Or can u keep adding beyond the slots limit?


Re: Mod Info and Downloads - BETA
« Reply #24 on: »
I like this fish idea R! What happens when you've filled up the 4 spell slots? Or can u keep adding beyond the slots limit?

It behaves just like a spell scroll. So if all 4 slots are taken, it will ask you to remove one so you can add the new one.  Unfortunetly, there is no way to get around 4 slots :(

Re: Mod Info and Downloads - BETA
« Reply #25 on: »
How about an info update .... warning...wall of text

A new version of the mod will be coming out soon, getting close to releasing the mod on steam.  Hopefully by Christmas.  The biggest thing I have left are the pet changes I talked about earlier.  It will be quite involved, so I have put that on shelf until I get the base mod in a fairly stable version, which is really close!


New Dungeon Levels
I have been play testing more than modding lately. I made it all the way through NG+3.  NG+4 starts out at dungeon level 120, currently fighting level 125 mobs... so that part of the mod is working ;)  I want to get to NG+6 before I release to ensure that the new NG+ levels are working as intended, vanilla only goes to NG+5.  Have not tested anything beyond that other than through console testing.

I may need to adjust monster damage/hp/armor graphs since they only go to level 105, but I still die form time to time.  But mob health is pretty easy to get down, but I am only playing in Normal Mode.  I am sure Elite will be much more challenging.  Will have to play in that mode for a bit to see how it does.  Will most likely wait until I get to NG+6 though.


Loot
Loot drop rates seem about right to me.  I am seeing Legendary items on a semi regular basis, but since the level requirement prevents me to wear most of the gear due to stat restrictions, the drop rate of usable gear is fairly low, but not frustratingly low.  I have found a few items I can use, but after playing all the way through NG+3, I am not decked out in Legendary Gear.  If one wanted to farm bosses, it would make it easier. I just played through the NG+ Level as fast I could. Legendary Weapons are very powerful... maybe too powerful. Armor may need a bit of work still, but over all are much better than Unique/Magic items. 

Most affix bonuses are pretty good, there a couple I will need to adjust before release though, specifically +Stat and +% to damage and health and mana regen bonuses.

Magic Armor (blue) is really useful now as well.  They tend to spawn good +stat bonuses that are needed to wear better gear.  I have a nice balance of Magic/Unique and Legendary Gear.  To be decked out in Legendary gear, it will be a challenge to find ways to meet the stat requirements for all the pieces.  Getting good Enchantments and Socketables with +stat bonuses will be a must.

The enchanters have become more essential now as well. 

Stat requirements might be too low in general still though, will most likely need to adjust later on. But waiting on this one.


Mapworks Changes
I did find some major bugs with the Mapworks changes I made with my play through that I have fixed, basically had to redo them.  Mapworks Maps now go from level 10-999.  I also added more floor levels to each map.  They go down between 6-9 floors now.  It was WAY to easy to exploit Mapworks to farm bosses.  I may extend the floors further on the shorter ones too still.  I also decreased the Legendary item drop slightly for Mapworks as well.

The Mapworks Maproom has been scaled with dungeon level now, it previously was not.  So it was stuck selling level 100 items.  The odd thing is though, the map vendor doesn't seem to follow the same rules.  I can't get it to sell scaled dungeon leveled maps.  They are all either level 100 maps or way to high of leveled maps because of a "ignore level" setting.  The high leveled maps would give access to content and gear before I intended, so that vendor is broken.  So I have removed maps from being sold by this vendor until I can get this figured out. As a work around, I added them to the General Goods vendor in all towns and the General vendor in the mapworks.  They now scale correctly with the dungeon (NG+) settings.  Odd.

I also created a scroll that gives access to Mapworks at anytime at any level that can be purchased from the General Good Vendor. You no longer have to beat the game to get access to it. 

I think the Mapworks should be a supplemental feature ie the endless dungeon which it replaced, that should always be an option, not just designed for endgame.  Endgame with this mod is getting to dungeon level 999 :)  With the General Goods vendors selling the maps now, it also made sense to sell a scroll so you can use them at the Mapworks anytime.

Thought about adding the Map Selector to all towns, but that would have broken compatibility with Unearthed Arcana and many other mods due to them using layout files and mine would have overridden them.  So I settled on a scroll to get to the Mapworks which gives access to the Map Selector.


Quest Reward Changes
I have made some changes to the boring quest rewards. I added Spell Scrolls, Mapworks Maps, Fish (which will include new pet spells), Socketables, Health/Mana/Rejuv Potions and Identify Scrolls as quest reward options.  There should be a chance to get a unique item as well.

I removed pet tags and collars from quest rewards.  The best way to get those is through fishing.

Also reworked Class Quest rewards when you beat the game and Trill Bot Quest Rewards.  They now offer 5 Legendary Weapons and a Shield as a reward, you get to choose 1 ;)

Small, but big changes :)  The mod is really starting to come together!

The good thing is, with my play through I came across very few item issues/bugs.  Haven't crashed yet haha. ... knock on wood.
« Last Edit: December 14, 2016, 12:49:21 pm by RnF »

Re: Mod Info and Downloads - BETA
« Reply #26 on: »
Mod Updated - See first post to download

12/15/2016

Mod Renamed To LAO 3.0 Part 1 and Part 2

Mapworks Changes
- Mapworks is now available anytime through a scroll sold by the General Goods Vendor found in all towns
- Mapworks Maps now available through the General Goods Vendor in all towns (scales with NG+ level) and as quest rewards - see quest reward changes
- Mapworks Maps now available from level 10-999
- ALL Mapworks Maps now have 8 floors to fight through before getting to the boss
- Mapworks Town now Scales properly with NG+ Level
- Mapworks Map Vendor no longer sells maps, get them through the General Goods Vendor (Map Vendor is broken, wont scale with NG+ Levels)
- Mapworks Bosses have a slightly lower chance to drop Legendary Items then regular game play bosses

Quest Reward Changes
- Reworked End Game Class Rewards for beating Act IV and the TrillBot Quests.  Each class now has 5 Legendary Weapon options and 1 Shield Option
- Mainline, Random Events, Random Quest and Side Quest Reward options have been increased (Mapworks Maps, Spell Scrolls, Socketables, Potions, Identify Scrolls and a chance for a Unique Item have all been added as options)

Fish Changes
- 5 minute Transformation Fish increased to 30 Minutes
- 15 Minute Transformation Fish increased to 1 hour
- Permanent Transformation Fish decreased to 24 hours

Re: Mod Info and Downloads - BETA
« Reply #27 on: »
Great work R! I should load this above UA right? So that the UA quests get your reward drops?


Re: Mod Info and Downloads - BETA
« Reply #28 on: »
Great work R! I should load this above UA right? So that the UA quests get your reward drops?

Yes, put LAO 3.0 on top and UA second in the load order.  I have been playing testing with UA installed, it has been working great, the mods really compliment each other.

BTW, I just made some changes so you will want to re-download the latest version... sorry.  Made some balance changes for Legendary Items and also added some new potions.

DOWNLOAD Part 1

Re: Mod Info and Downloads - BETA
« Reply #29 on: »
Latest changes

12/16/2016

Added new potions called Tonics
- Dexterity Tonic - Permanently adds 1 point to Dexterity - available at level 100+ dungeons
- Strength Tonic - Permanently adds 1 point to Strength - available at level 100+ dungeons
- Vitality Tonic - Permanently adds 1 point to Vitality - available at level 100+ dungeons
- Focus Tonic - Permanently adds 1 point to Focus - available at level 100+ dungeons

- Ice Tonic - 25% to Ice Armor for 15 Minutes
- Fire Tonic - 25% to Fire Armor for 15 Minutes
- Electric Tonic - 25% to Electric Armor for 15 Minutes
- Poison Tonic - 25% to Poison Armor for 15 Minutes

Fish Adjustments
- Duration of buffs - Increased to 15 minutes

Item Bug fixes (some items had the wrong item level)

Adjusted Legendary Affixes, some were to powerful.

 

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