news:
- added the last spell on my current list: chain lightning
It's different from any other chain lightning in other games. Mostly the chain lightning is a beam that "instantly" travels between a few units and only damages the few selected ones or it was like in the original Diablo 1: it casted 1 lightning on each unit around the caster.
My chain lightning is a combination out of a lightning (which travels through enemies in a straight line and deals damage to every enemy around) and diablo 2's chain lightning which traveled like a lightning until the first enemy was hit, then it searched a few enemies around and dealt damage to them with beams that appeared one after another.
How does my chain lightning behave:
First it travels straight into the direction it was casted into. After finding an enemy, it turns to a random enemy within a radius around that unit and moves to the position of the new target. On its way it still damages all enemies that are traveled through. If it can't find more monsters around the position of the last monster, it will travel in a straight line still damaging everything it touches. The chain lightning has a turn amount that I can define. So it might start with 1 turn.
So it has the potential to deal a massive amount of hits.
edit:
Staves can have a suffix that grants a spell level (only if spell has been learned before) and gives Charges to cast that spell with your level of the spell (if already learned +1 to spell level), if equipped & requirements are met. So it grants you a stronger spell, if you already learned it and gives you free casts of that spell (if you want to use the charges).
news:
- charges on staves work now as described above
- Spells that use staff's charges instead of mana appear with a blueish background in the skill interface and are in the area where the scroll items appear. You can see your level and the bonus on the spell's tooltip.
- the repair costs don't consider the max charge count and the costs per charge. The selling and buying value however does. But having the spell suffix on the item raises the item's costs like other prefixes, too.
- spell charges (left / max) and scroll count are now displayed on the spell buttons
- Adria sells staves now
- staves can now have a suffix that adds a spell. 50% of the suffixs will be a spell suffix for normal magic items with a suffix. The chance is a little bit lower for rare items.
edit:
^ Spell charges, scroll amount, item tooltip
- Adria can now recharge items. The costs are based on the base item and the spell and the recharge amount atm.
- Added char speech in selection screen.
- Added "yeah/yes" sound after level up.
- Added some more details to Tristram.
I've played my map on highest settings on my desktop now and it's looking good except of some minor details. ;D
I guess I will host the map
tomorrow evening on sc2mapster's EU map night. I hope that I've created and added new formulas for the spells then.
edit:
I'm currently doing researches what is causing the "after map crash" when you try to play another map after this one.
-imported models aren't creating the crash
-crash disappears after deleting the 2 mod file dependencies
-crash disappears after only deleting the second mod file...
-crash is appearing again, if I load the ogg and wav files from the 2nd mod file to the first mod and map file and only use 1 mod. I've no idea why it is crashing. Maybe 1.4 will fix the problem...
edit:
news:
-converted all "t" which look like "+" into "T". Text is easier to read now. Took me a few hours... I'm not sure if I saw all. :S
-cleaned up character screen texts
-fixed "male" instead of "mail" in some armor names
-fixed pepin's gossip talk sound file to be to short
edit:
I'm currently struggling how I would make a hotkey setting system. I think that I will use QWERT as spell hotkeys that selects the spell on a mouse button.
edit:
I will add a hotkey functionality like it is used to be defined after 1.4 because some new dialog item events register mouse hovering over a dialog item. So you move your mouse over a skill and press a key from QWERT and you save it there. It's especially cool because I could simply add more hotkeys, if nessecary...
edit:
patch 1.4 only screwed up the collision with dungeon doodads that I marked as projectiles to filter them out in my mouse interface. Units with the set flag "projectile" won't have collision checks unless you set the "always check for collision" flag.
edit:
It seems like they fixed my "after map crash" (loading another map after playing this map used to crash the game).
edit:
news:
- added cast animations
- added skill hotkeys QWERT. To set a hotkey, just hover your mouse over a skill button in the skillchose window and press a desired skill hotkey. I still need to add saving support, a hotkey display.
- skill hotkeys are drawn onto the skill buttons now:
- hotkeys are now saved. I fixed mouse button skill references, too, because they weren't always loaded properly.
- banks are now saved with sc2's signature.
- bank files have now an internal version. Now I could update items or just wipe everything you have whenever I want.
- If your bank file is corrupt (signature does not fit), everything will be deleted.
edit:
- added mana shield effect
- added saving every few seconds
edit:
- New multiplayer balance:
2 Players: 150% HP, 150% XP, 150% Gold drop, 150% item drop
3 Players: 200% HP, 200% XP, 200% Gold drop, 200% item drop
4 Players: 250% HP, 250% XP, 250% Gold drop, 250% item drop
- 50% of the gold drops from containers like chests or dead bodies are shared now
- monster hp changed to 80% of their original multiplayer hp. So new hp equals 80% of the hp before.
edit:
- raised the item drop chance as seen above
- Made the character window's button more responsive. It uses 2 dialogs now: one for the background and buttons and 1 for the variable entries. I hope that you can't get another window between these 2 with the battle.net lag. So this needs some testing. But you won't move, if you rapidly click stat-raising buttons.
- removed Vitality limit for every class. Maybe I will remove or raise other limits in future, too, because you might hit some limits early.
Also, if you have a great idea how to teach new players the basics, it would be great to hear.
So basics would include using the mouse, changing mouse button skills, using hotkeys, using ALT to show item names, using SHIFT to force attack.
Post has been edited 29 time(s), last time on Oct 3 2011, 8:03 pm by Ahli.