[WIP] The Old Nexus 「 Grimrock XL 」

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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Mon Apr 29, 2019 11:30 pm

knr wrote: The balance of what you've already posted seems ridiculously all over the place.
Yep, my bad, I left a lot unexplained... a lot of traits are pretty overpowered but the idea is to make monsters tougher as well
knr wrote: Average Joe, carnivorous and built resistance are significantly worse than most worthwhile base game perks, while persistence and bite are must-have good (the latter if the stat bonuses are calculated as for weapons).
Each race has 3 perks and there are no base perks. You only choose 1 race perk per character. And yeah they'll need a lot of balancing. I made an active skills system and I'm thinking of turning Bite into a skill with energy cost instead
knr wrote: Block is a terrible waste of skillpoints, except maybe for the level 2 bonus. Accuracy is already pretty much never worth investing beyond 1-2 points, and for its capstone perk you have an insulting 'deal on average +2.5 damage vs some enemies'.
The monsters in this mod have a higher armor stat, so that pierce is more useful. Balancing will be done as the mod moves along
knr wrote: Putting herb growth as an alchemy 1 perk makes optimal play picking it up on all 4 characters and doing annoying inventory juggling. (unless the mod is so short herb growth isn't worthwhile at all)
I recreated the herb multiplication code and it doesn't allow exploits
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My Mod The Old Nexus (wip)

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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Fri May 03, 2019 1:19 am

I was making these description images using photoshop, by writing the description, publishing the mod, opening it in the game, taking a screenshot, isolating the text in PS and then moving it around to fit and add the colors

This isn't a good process if I need to chance the descriptions at some point

So I turned it into an html/css page, so I can edit and visualize it much more easily

https://7soul.github.io/log2_the_old_nexus/

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Yay
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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Wed Jul 31, 2019 11:02 pm

You can now check out all the classes, traits and skills online:

https://7soul.github.io/log2_the_old_nexus/

I'm about 95% done with implementing all that. After that I'll be able to focus solely on the maps

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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Mon Aug 05, 2019 4:01 am

Making some of the equipment more interesting. Most accessories will receive this treatment

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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Sun Aug 11, 2019 10:17 pm

No mod is complete without some COOL SETS

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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Fri Sep 20, 2019 2:34 am

Hot new Tinkering update

First you need a Tinkerer's Toolbox, and one level in Tinkering:

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(the requirement shows twice, I think it's a bug with requirements on usable items component :/ )

Next you put the Toolbox and the item in your hands:

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Right click it, and you'll see the required materials:

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Click Upgrade if you have everything. You will also need 1 Lock Pick on top of the materials

The result will be shown on screen:

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And there you have your new item:

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Some more points about Tinkering:
  • You can upgrade an item up to 3 times
  • The bonuses it gains are different depending on the type of item (armor, weapon, light, heavy, etc). You can either gain a new bonus or a % increase to an existing one
  • Upgraded items are heavier by about 30% but less so at higher skill levels
  • At Tinkering level 4 you can open chests without lock picks
  • Epic items can be upgraded at Tinkering level 5
  • You can dismantle items and turn them into extra materials
  • The Tinkerer class can add 2 bonuses to an item. They gain that effect once per level
  • This took a long time to make and it's over 1000 lines of code holy balls
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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Tue Sep 24, 2019 12:08 am

*me*: it's not worth meddling with the stats tab

*also me 2 days later*:

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Pompidom
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Re: [WIP] The Old Nexus

Post by Pompidom » Tue Sep 24, 2019 5:09 pm

Just out of curiosity.

The HP regen value is that +4 % regen value?
Does that mean that each point over 10 vitality offers +1 % hp regen?

I thought the vanilla game offered a 2 % HP regen for each vitality point over 10 or was I wrong all this time?

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7Soul
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Re: [WIP] The Old Nexus

Post by 7Soul » Tue Sep 24, 2019 7:17 pm

Pompidom wrote:
Tue Sep 24, 2019 5:09 pm
Just out of curiosity.

The HP regen value is that +4 % regen value?
Does that mean that each point over 10 vitality offers +1 % hp regen?

I thought the vanilla game offered a 2 % HP regen for each vitality point over 10 or was I wrong all this time?
Does look like it's 1% for each point over 10 (I didn't even know stats affected it!)
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7Soul
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Re: [WIP] The Old Nexus 「 Grimrock XL 」

Post by 7Soul » Thu Oct 03, 2019 4:23 am

Not that anyone cares, but class traits come with a little flair text at the bottom~

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All the mod traits can be seen here

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