Author Topic: Peewee's Mod Fork  (Read 11473 times)

peewee_RotA

  • Sr. Member
  • Posts: 272
  • Karma: +8/-0
    • View Profile
Re: Peewee's Mod Fork
« Reply #15 on: February 05, 2014, 04:21:29 PM »
So, big update this time:

...added class based skills for new classes. (Haven't decided if they should be added to existing classes in place of arcane magic.)


 - Barbarian gets battle rage which drains all mana and raises Str and Spd proportionally.
 - Ninja gets 9 skills all revolving around stealth and mobility. (with a few damage effects for balance)
 - Monk gets 9 traditional monk/cleric skills such as resistance, healing, and divine intervention.

Skills work just like magic but with only one rune at a time. These runes are earned through leveling and cannot be bought or found. The images need replaced with customized ones, but that will be a further out feature.

... Changed barbarian to have 9 separate skills instead of just 1
 - Added area of effect functionality
 - Fixed glitch with arcane runes for skill based classes


I'm probably going to move some of other class skills to have area of effect instead of shooting projectiles. (Like the ninja's confusion spell)
« Last Edit: February 06, 2014, 01:57:55 PM by peewee_RotA »

LysleShields

  • Administrator
  • Full Member
  • Posts: 208
  • Karma: +6/-1
  • Is the potion half full or half empty?
    • View Profile
    • Amulets & Armor
Re: Peewee's Mod Fork
« Reply #16 on: February 06, 2014, 10:25:38 AM »
Which brings me to a good question, what is the existing installer made in, and is it on github?
I did the installer recently with Nullsoft's NSIS installer.  I did not put that on github.

peewee_RotA

  • Sr. Member
  • Posts: 272
  • Karma: +8/-0
    • View Profile
Re: Peewee's Mod Fork
« Reply #17 on: February 06, 2014, 11:28:48 AM »
I remember their stuff. Pretty cool.

Still in XUL?
« Last Edit: February 06, 2014, 01:20:40 PM by peewee_RotA »

LysleShields

  • Administrator
  • Full Member
  • Posts: 208
  • Karma: +6/-1
  • Is the potion half full or half empty?
    • View Profile
    • Amulets & Armor
Re: Peewee's Mod Fork
« Reply #18 on: February 06, 2014, 02:18:16 PM »
I didn't do much more than the automated script maker.  This worked wonders better than the WiX stuff.

peewee_RotA

  • Sr. Member
  • Posts: 272
  • Karma: +8/-0
    • View Profile
Re: Peewee's Mod Fork
« Reply #19 on: February 10, 2014, 11:02:16 AM »
Well there were some major broken sections to fix that only showed up in release. The biggest being a working path issue that I think MSVC2010 Express caused when converting the projects.

But now I have an installer for what we'll call 1.0a. The mod is very far along in features. It just needs some art. So, I think that qualifies for an alpha.

[REMOVED. See latest version]
« Last Edit: May 08, 2014, 09:31:51 AM by peewee_RotA »

peewee_RotA

  • Sr. Member
  • Posts: 272
  • Karma: +8/-0
    • View Profile
Re: Peewee's Mod Fork
« Reply #20 on: February 11, 2014, 11:51:19 AM »
...updated monster damage types to add functionality to unused types

 - Acid damages monster weapons
 - Mana drain lowers monster missile firing rate
 - Dispel removes imunities

...added easter egg effects
 - (like shocking players who drink water and have lightning damage active)
 - Fixed unfinished Earthbind effect when used on players.

...Added steeper penalties for food/water
 - slowly take damage while starving
 - slowed movement while dehydrated below 50%
« Last Edit: February 13, 2014, 01:41:11 PM by peewee_RotA »

peewee_RotA

  • Sr. Member
  • Posts: 272
  • Karma: +8/-0
    • View Profile
Re: Peewee's Mod Fork
« Reply #21 on: May 08, 2014, 09:30:55 AM »
There were some pretty big issues in the first alpha. I've finally updated the installer and also added another feature, the throwing dagger will now reload like types. (So you don't have to keep opening the inventory to pull out a new one).

I think it's not too bad because you have to do a lot of inventory management and carry a lot of weight. Plus, only a couple classes can throw daggers and they don't have much strength to spare. At higher levels, they can do the same thing with a crossbow. So I'm not adding a new feature. Just a different way to "fire arrows" basically.

Here's the link for version 1.01a. The original post will also be updated:
(Removed. See orginal post)
« Last Edit: November 26, 2015, 05:16:10 AM by peewee_RotA »

peewee_RotA

  • Sr. Member
  • Posts: 272
  • Karma: +8/-0
    • View Profile
Re: Peewee's Mod Fork
« Reply #22 on: May 12, 2014, 04:04:35 PM »
Major update.

Added Necromancer class.


The necromancer specializes in attack spells and summoning minions to attack for him.  He even starts with a powerful attack spell (when no runes are selected). Focused so greatly on magic, he is stunted in all other areas. An added curse makes his mana regeneration almost non existent, but that does not bother this evil sorcerer. At level 2 the necromancer can sacrifice his own blood to regain mana.

At his best, the necromancer is an all powerful practitioner of the darkest of arts, but if he is caught without magic... he becomes as frail as whatever is left of his own humanity.

Download v1.1a here:
(removed - see original post)
« Last Edit: November 26, 2015, 05:16:34 AM by peewee_RotA »

LysleShields

  • Administrator
  • Full Member
  • Posts: 208
  • Karma: +6/-1
  • Is the potion half full or half empty?
    • View Profile
    • Amulets & Armor
Re: Peewee's Mod Fork
« Reply #23 on: May 14, 2014, 09:16:37 AM »
This is kick ass work, Peewee!

I had to try out the necromancer and like what you did.  Simple, but effective.  The Demon Spawn made my jaw drop.

I need to check out the barbarian and ninja next.  Trying to get the Lua conversion moved along a little faster.