Pimping my new @soon to be released@ Arcanum expansion

Discussion in 'Arcanum Hints & Tips' started by chrisbeddoes, Jun 3, 2003.

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  1. chrisbeddoes

    chrisbeddoes New Member

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  2. EvilEyesBan

    EvilEyesBan New Member

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    Cool idea, but isn''t all that shit really, really heavy?

    And I always wanted to ask you, in your last mod, it seems like the Azaram's Star quest got taken out, what's up with that?
     
  3. chrisbeddoes

    chrisbeddoes New Member

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    Yes they are heavy . This stops them from being unbalancing .

    I might lighten the load a little.I playtest them right now.

    As for Azram star the quest has not been removed.

    Something buggy happened.

    91902, 39305 Divide by 64


    (1435, 614)

    Go manually to that location and you will find the entrance.
     
  4. King_Natstar

    King_Natstar New Member

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    How are you planning people get those god items??
    Weight needs to a hell lot lower e.g. Mages don't have a great deal of strength normally.
    :x
     
  5. Xan Emrys

    Xan Emrys New Member

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    Feed me, Seymore

    Feedback, eh? Can a person only have one of these things? If so, bravo, but isn't 2 hps or 4 fps a little low, considering their limited difference in the scheme of things (except in large quantities. Oh my I've gone in a circle)?

    Edit: also, have you matched the attributes with the gods?
     
  6. Ferret

    Ferret New Member

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    I can't say that I'd use any of those things. First off, they'd be way too heavy for many characters and the bonuses they give are not comparable to the weight penalty. Why lug a heavy +1 speed bonus around when you can carry a hundred or so potions of haste for the same weight? Why carry a heavy stone around when you could carry dozens of potions of thick skin around? Whereas the +2 to life hardly even seems worth the bother and the +5 to fatigue might as well be taken up by a mana-containing weapon for all the good it's going to do, allowing you one extra swing with a weapon, or a single level 1 spell.

    About the only ones I can see any possible use for are the extra follower and the poison resistance and I don't know many of my characters who could lug 5000 extra stone around just for another follower. The extra follower would e used purely to carry around the stuff you can't because you're lugging a great chest of gold around! :lol:

    Anyway, there's my feedback, although most of it's negative. Generally, the items are either too heavy for their worth or the bonuses they give are almost worthless and more than easily surpassed by cheapish and light items that you can buy anywhere in Arcanum already. Excellent ideas anyway, but it needs balancing to make them worth using. Otherwise there isn't much point in including them if noone is going to make use of them. :/
     
  7. chrisbeddoes

    chrisbeddoes New Member

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    Yes . Feedback at last .
    You can carry as much as you like.The restriction is inventory size and weight

    a) The 5K will become 4K
    b) Max speed for medium and big sized humanoids is now 18 .
    Max speed for gnomes and halflings 22.
    c) Potions of fatigue will become much rarer.
    d) The stones 3% to dr when you are a techie person 2% for a normal person 1% for a mage or 0% for a high aptitude mage.
    So a techie person carrying 15 of them gains 45% in DR (normal only)

    With armor and that liquid you might as well reach the cap 95 %

    A mage that would wish to compine with shield of protection will gain very little benefit.

    +2 to life
    You can get 30 of them for a +60 to life if you fill your inventory.
    Good for followers also.
    +5 to fatigue is a little low . It will certainly become +6 .(Kaitan globe)

    If you put ten of these you get a bonus of +60.

    The +10 to poison res will be very handy now (A lot more creatures now do poison damage)
    However if you equip one of those your max aligment can only be -10.



    Have you ever played a half-ogre with 24 strentgh ? it can carry a lot.

    I have created charms for almost all the gods.

    All the charms come in big quantities except one

    Velorien Charm .

    Everyone will love this . Pity that only one will exist.

    Also there are 12 new areas.

    Monsters have now elemental immunities.
    A lot to fire , a lot to harm , some to electricity.

    Now random enqounters are *5 times harder and completely stop at level 35.

    I also have weapons that cast spells for everybody when used.

    I also have a cool limited form of teleportation for everyone with runes of teleportetion that teleport you to binding stones of teleportation ( items needed very limited destination selection)

    Finally these are not ideas.They are already made.
    As for the charms.
    They work perfectly in game now changing stats flawlessly when you equip and remove.
     
  8. Ferret

    Ferret New Member

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    You forgot to mention that they were multiple items in your first post. Now that I realise that, then their worth automatically becomes greater. There wasn't much point in gaining 5 fatigue, where you could gain 20 mana just by equipping a staff or dagger, but if you can stack them then that worth becomes very much a factor in gameplay. :)
     
  9. chrisbeddoes

    chrisbeddoes New Member

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    "Weight needs to a hell lot lower e.g. Mages don't have a great deal of strength normally. "


    That is the idea. That mages should not get those things .

    I never mentioned that you could equip only one.

    Globe of Kaitan will now give you 6 mana for 1000 stone.

    So say that you can equip 5 of them ( this will slow you down even with 20 st)

    You gain 30 fatigue.


    This could come handy in certain builds . But it is not overpowering.

    That is the main idea.Customise your build.
     
  10. chrisbeddoes

    chrisbeddoes New Member

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  11. Ferret

    Ferret New Member

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    That second lot doesn't seem too bad. However, don't you think that you're unbalancing the magick/tech thing? Most of those new items are for technologists only, or greatly favour technologists and those that don't favour technologists are just too heavy for the average mage character. :(

    And don't you mean the Durin Stone? :razz:
     
  12. King_Natstar

    King_Natstar New Member

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    Don't make them cheap in shops at least make them cost 1000gold
    also you could balance them by only letting one of each those items be found in the game and put something protecting each one so they are not easy to get this gives people a challenge when getting them.
     
  13. chrisbeddoes

    chrisbeddoes New Member

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    These items help a character with tech and high st more than a char with tech and low st .

    Why ?

    To discurage builds like


    20 dex = 25 speed
    +Haste =50 speed

    ( 2 times faster than anythging in the gameworld)
    Then aptitude of 100 magickal

    then harm harm harm with a speed of 50 and blue potions drinking .

    So you use just 2 spells haste+harm and you are unbetable at level 25 .

    And if you go trolling for random enqounters level 25 is 30 minutes away and level 50 1 hour away.

    On the other hand a level 50 tech can die in a tough battle.

    In this mod.

    Maximum speed of any big or medium sized creature 18 no matter dex,harm, or anything else.

    Lower sized humanoids 22.

    Harm is now magickal damage ( 75% or original damage)

    Many creatures are now immune to fire.(wererats ) as an example.
    A lot are immune to magick (harm)
    A few are immune to electricity.

    Random eqounters are now 5* times harder and around Shrouded Hills and Tarran they happen much less rarely.

    After level 35 random enqounters stop.

    You cannot now use (EXPLOIT) random enqounters to gets lots of level FAST .
    After a few reloads you will think :
    A)
    This is hard I have a life lets uninstall this.
    OR you will think
    B) Oh that exploit has been closed . I have given it a try it does not work so I better go and do some quests then.

    And yes this can help tech people not make then "NEO" godly like a mage was but at least make them better.
     
  14. chrisbeddoes

    chrisbeddoes New Member

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    Whatever is in shops cost a lot more like that except Moorindal charms .
    Even if you equip just one your max aligment goes down to -10 .

    Why ? Because by using them you are using the stuff of Moorindal the staff of the devil .
    Moorindal will do a lot more things to you now . In the previous game (mod) he appeared to you you could either beat him (extra extra hard Or join him for a big happy suppa ending with one slide)

    Now he will do more things.


    A way to get most of these things is to LIBERATE them from casual or not so casual city people .

    Some of these people are IN the Boil (Boil in Tarrant)

    A lot cost a lot and you can buy them later in the game )

    Some will be found in dungeons and mayby just mayby if the enemy was EXTRA EXTRA hard they will be a little lighter ( but not more than 25 % lighter for example Kerlin charm +1 follower 4K stone then normal versin (15 K ) in stores the light version 3K stone (and unique) ( labeled as Unique Kerlin Charm ) if you beat some really bad monsters ) and will be labeled otherwise ( I am thinking about the lighter idea not that i certainly do it)


    Finally only one All Father book of essence only one will exist and everyone will want it .

    The trouble is that it will be INSANELY HARD to get it .
     
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