[WARDROBE]
<STRING>RACE:HUMAN
<STRING>GENDER:MALE
<STRING>MESH:media/wardrobe/_lvls1_10/berserker_01/hum_berserker_01.mesh
<STRING>TEXTURE:media/wardrobe/_lvls1_10/berserker_01/hu_ber_01_boot.png
<STRING>SET:BOOTSSTANDARD
[/WARDROBE]
As you know, I plan to use a lot of non-standard character models and for me it is very important. In my scheme I need to configure only 2 "blue types" of items (Chestplate(Full Armor) & Helmet).Does this mean you are reworking all of the chest armor models?
Love the tier system...do you plan on having item qualities beyond Legendary? In addition to the your item tiers, maybe you could have the following item system:
Gray--Poor items
White--Standard item
Green-Enchanted
Instead of Blue, use Yellow for rare items.
Use Blue items as Epic instead of Unique items (since the items are not actually unique--I have had multiple 'uniques' in my inventory)
Legendaries as in the game
Long ago, a couple of years ago, I made this table:
(http://i.imgur.com/36x1aWU.png)
You can see that Torchlight color scheme is sufficient. Yup, Torchlight use a different color, but it does not matter. The main thing - how it works and I do not want to waste time on a color change. :)
No need to waste your time on a color change (yellow, blue) when I did that already. Epoch and I want to make an additional item tier beyond Legendary...Mythical--using his item levelling system.Hi Bill
Vladivostok?Yup.
I might have come visit you. Now it's so far away...Maybe someday, who knows... :)
since the items are not actually unique--I have had multiple 'uniques' in my inventoryOh, I missed it.
It should be as follows: 5426/650=8,347 or 835%More correctly 835% - 100% = +735% :)
Suppose that "random(101)/100" is equal to average value and = 0,5I believe that this assertion is not entirely true, and we have another scatter. Practice has shown that teh Armor bonus +735% is too large. After spending a couple of experiences I have come to the conclusion that the bonus must be equal ~ +600%
I have been following this thread and I want to help you (always!).Hi Pha.
What about setting weapon speeds by weapon type?Yes, I thought about it. Earlier, I was experimenting with AS. Now I do not know how to do it better, but I want to make an attack bit slowly. Attack speed is directly linked with the animation duration, but now I have a "Retimer" utility, and maybe I can do something using this.
but now I have a "Retimer" utility, and maybe I can do something using this.Well, i test it and do not see much difference. :) I thought maybe this will affect weapon description(fast, slow, and very slow attack speed) - nope. More convenient to use the standard speed modifier.
We need tests here.
My idea:I feel that it is too slow, but the 0.8s for 1-handed weapons seems to me too quickly. :D
1-handed ~ 1.2s
2-handed ~ 1.8s
For other bonuses, what about...Oh, I like it! 8) This sounds great, especially "Polearms - 90% Interrupt chance" - just like in the video above!
Axes - 300% crit damage (all of the other weapons would be 200%)
Swords - +5% crit chance
Maces - Knockback and shield break
Polearms - 90% Interrupt chance
Maces - Knockback and shield breakMaybe Maces - Stun +5% and shield break?
Swords - +5% crit chanceNow my shovel looks like a very dangerous weapon! :D
Maybe Maces - Stun +5% and shield break?
What do you think about... no weapon arc for any melee weapons? It would be like TL1.Well, it's a question of balance and logic. This feature has a logic - it's cool to hit more than one target simultaneously. Also, it gives a bonus for melee weapons, compared with ranged weapons.
mb 1H - no arc, 2h - with arc?I agree with this logic but maybe not zero for 1H :) maybe 10 and 90?
This will give an additional incentive to use a two-handed melee weapon.
Hey Kva! I forgot, the Dark Palace mod will use the "suit" system you developed right? So these are all suits?Nope. :)
Requeres Level 99
or
Strength 10 and Dexterity 10
Requeres Level 99
or
Strength 10 or Dexterity 10
but it seems it does not work. :(
Looks like really good loot!Yes exactly! After I finished these icons, I wanted to play and find it all. :D
LOOT! LOOT! LOOT! :D:D
Wow, that is some serious loot!Well, I hope that it will replace the standard loot (gear and weapons). As you remember, I want to make loot logical, so weapons and armor will be deficient items. But the problem is that if you do not get a reward when killing monsters, it's boring. For this reason, I added as loot different items:
What do you think guys about consumables name? Ointment or Salve?It's a good idea, but how is it different from potions? What kind of benefits are you thinking these will give to the player?
It's a good idea, but how is it different from potions? What kind of benefits are you thinking these will give to the player?Well, I pursue two different goals:
What about allowing metal 'treasure' items to be melted down to ore in the transmutation device?I thought about it, so earlier I had 2 material: Gold Scrap and Gold Ignot. But now I do not have a plan how I can use it. :-[