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 Post subject: [Mod]Hockety Pockety Magic
PostPosted: Tue Sep 06, 2011 10:16 am 
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Joined: Tue Sep 06, 2011 8:42 am
Posts: 4
I'd first like to extend my gratitude to the all those involved with Avencast's development and thanks for the help Michael :).

HOCKETY POCKETY MAGIC
A strategic combat, difficulty and Soul Magic rebalance project.

I'm happy to introduce what seems to be (but hopefully not!) the first mod project release for Avencast and my first publicly released mod as well! Although I'm quite late to the party, better late than never right?

The Mod (Link fixed)

The Readme:
Hockety Pockety Magic mod beta 1.43 for Avencast

This mod is a work in progress and feedback on the changes detailed below as well as well for other things that could use attention are appreciated.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INTRODUCTION TO HOCKETY POCKETY MAGIC
~~~~~~~~~~~~
HPM is a personal project, and thus, most changes are subject to personal playstyle and some things will remain unfinished indefinitely. With few exceptions, Blood Magic simply did not interest me and in my opinion, isn't as fleshed out as Soul Magic. The idea of HPM is to rebalance Soul Magic and add to its repertoire and in some cases replace a spell entirely while making the AI more challenging. Finally, I've tried adding more strategy to combat by changing how some spells act and react as well as the added cooldowns for most spells.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Installation
~~~~~~~~~~~~
After backing up any data that this mod replaces, extract the contents of the Hockety Pockety Magic folder into the main Avencast directory. Change the FoV in the game.cfg located in the cfg folder of main Avencast directory to 71 (see teleport description near bottom). I recommend not using the "Expert" camera as some spells are a bit awkward to use in that mode (Teleport, Fire Burst) and some look odd as well.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TO DO/OBSERVATION
~~~~~~~~~~~~
-Overall, the spell changes I've done may not play out as well as I'd like as I've not done full playthroughs with them. I'll get around to it, though, comments on this could speed things up for me :D. One in particular is 'Soul Bolt' which is probably not yet perfected due to technical problems and 'Fire Burst' and the 'Soul Missiles" line are still probably too powerful.

-I'm thinking of rebalancing Mana into a rapidly recovered low maximum pool. This will make balancing the spells much easier.

-I plan to add more attacks to enemy AI and change some behaviors. This is most especially for blood mages who I may convert entirely to the soul path.

-Summons are going to get a decent buff, especially Obelisk, which, I plan to expand into a 360 span of Obelisks

-Cooldowns: I would have preferred using visual cues tied to the UI to signal a spell's refreshment but I couldn't get them to show up. I may revisit this at a later date.

-Fire Lance: I feel like converting one to an enchant (and replacing the other) as the usage is a bit clumsy and forces band-aid balance fixes.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHANGELIST
~~~~~~~~~~~~
*****QUICK NOTE: The game is a bit of a cakewalk until after the Crystal Cave due to better early level spells******


**Version 1.43 beta**
-----------
Soul/Blood Magic
===
-Soul Meteor(1-3): Rebalance (positive except for longer cooldown)


**Version 1.42 beta**
-----------
Soul/Blood Magic
===
-**Wave of Power**: Replaced by "Soul Bolt", combo left, up
-Overall cooldown redux (Ice Sparks @ 90s)
-First Burst: Graphics & AoE tweaked
-Fireball: Combo up, down, up
-Soul Hail(1&2): Pattern of fire resembles buckshot and can hit a single target multiple times
-Various damage tweaks


**Version 1.4 beta**
-----------
Soul/Blood Magic
===
-Minor tweaks
-**Fire Wall**: Replaced by "Fire Burst"
-Greater Fire Wall: Extra damage while moving removed and compensated for, halved duration
-Ice Sparks: Added 120s cooldown between enchants and changed combo
-Blood Drain: Traded on-hit cooldown (which didn't work well) for on-cast cooldown
-Fireball: Custom hit sound


**Version 1.3 beta**
-----------
Soul/Blood Magic
===
-Added cooldowns to most spells
-Fire Lance 1&2: Damage collision radius raised exponentially, slight damage/scaling damage increase
-Frost Bolt 1&2: Added AoE and damage to make up slightly for lost DPS(cooldowns)
-Soul Nova 1-3: Lowered knockdown stun-time and reduced range

Items
===
-Potions now take 15-20 seconds to restore their total value


**Version 1.22 beta**
------------
Soul/Blood Magic
===
-More tweaks
-Soul Barrage: minor freeze effect on tier 3, added custom hit sound
-Staff Bolt: added custom sounds


**Version 1.21 beta**
------------
Difficulty
===
-Increased monster speed, projectile speed per difficulty
-Player HP regen lowered 40%

Player Character
===
-Doubled HP gain per point

Soul/Blood Magic
===
-various tweaks
-Soul Barrage 1-3: Cut cast times by 0.75ms
-Soul Chalice: Replaced with Ice Shot

===
-Blood Drain: Health Leech:Damage ratio increased to 2:1, Range & Width increased, Increased damage
-Teleport: Increased mana cost


**Version 1.2 beta**
------------
Player Character
===
-FoV should be raised to 71(from 60) to better accomodate Teleport

Soul/Blood Magic
===
-Staff missile speed doubled
-**Berserker Assault**: Replaced by an instant travel Teleport


**Version 1.1 beta**
------------
Soul/Blood Magic
===
-Numerous balance changes (some listed below)


**Version 1.0 beta**
------------
Soul/Blood Magic
===
-A few minor balance changes
-**Ice Bullet(1-3)**: Replaced with Soul Missiles line



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SOUL MAGIC DETAILS
~~~~~~~~~~~~
*Values in parentheses are the originals*

Soul Bolt ***NEW***
==============
Fire Wave Tier 1 has been revamped into a seperate spell which is quicker, smaller and has a small AoE. I made this spell to fill an all-rounded spell gap created by the removal of Soul Chalice. While it takes just a bit longer to release the added AoE gives it an advantage.

Blast Radius: 150
Damage/Scaling: 6/0.35
Mana Cost: 30
Cooldown: 1s



Fire Burst ***NEW***
==============
Firewall Tier 1 replaced with this mouse targeted AoE spell. Fire Wall was pointless in my opinion (certainly not worth 6 points) so I decided to make a seperate spell out of it. Fire Burst is somewhat tricky to aim but shouldn't be hard to figure out with practice.
-Custom sounds
-Combo changed to A-S-mouse2

Damage: Initial DoT+6 second DoT
Mana Cost: 48
Cooldown: 5s


Soul Missiles ***NEW***
==============
The Ice Bullet line has been replaced entirely with Magic Missile-isque spells.
-Projectiles waggle in a wavelike pattern and curve randomly
-Scaling minor stun & freeze
-Recolored effects(now purple-isque)
-Custom sounds

Soul Barrage
---
-Fires 8 bolts

Damage/Scaling: 2.50/0.7
Cast Time: 2.25s
Mana Cost: 40
Range: 1000
Spread: 5
Speed: 800
Cooldown: 4s

Twin Soul Barrage
---
-Fires 10 twin bolts

Damage/Scaling: 3.0/0.85
Mana Cost: 68
Range: 1200
Speed: 950
Cooldown: 5s

Soul Tempest
---
-Requires level 20(16)
-Fires 12 pervasive twin bolts

Damage/Scaling: 3.75/1.05
Mana Cost: 120
Range: 1400
Speed: 1100
Cooldown: 6s


Teleport ***NEW***
==============
I added this because I felt that a mage without teleport is a sad and longing mage. Teleporting requires a bit of finesse as the distance is tied to mouse position(buggy), however, it is reliable once you get used to it. Raising the cursor to the ceiling is neccessary to get the most range (otherwise it's very short). While the cursor's "invalid target" check does a decent job, you can still phase yourself through a wall (getting you stuck) if it's near Teleport's maximum range, so be careful. FoV should be increased to give Teleport something resembling decent range, you have to be scrolled out fully to take advantage of that. Stairs: Going up stunts Teleport's distance. Going down, Teleport acts like they aren't even there making it very easy to overshoot.
-Requires level 15
-Point cost: 4
-Instant travel
-Custom sound

Mana Cost: 48


Ice Sparks
==============
-Enchant combo changed to A-S-D-mouse2
-Requires level 16(20)
-Custom sound

Damage: 2.5(2.2)
Spread: 2(0)
Cooldown(enchant): 120s


Fire Waves
==============
-Custom Sounds

Tier 2
---
Damage: 8(7)
Range: 800(700)
Speed: 500(400)
Cooldown: 4s

Tier 3
---
Damage: 10.5(9)
Speed: 575(350)
Width: 240(200)
Cooldown: 4s


Soul Novas
==============
-Added purple bubble pulse effect
-Added a scaling knockdown stun
-Cast Time: 0.7ms(1s)
-Custom sound
Cooldown: 4s


Tier 1
---
Blast Radius: 140(100)
Damage: 7(8)
Knockdown: 850(500)
Mana Cost: 68

Tier 2
---
Blast Radius: 200(100)
Damage: 12(9)
Knockdown: 1000(600)
Mana Cost: 132

Tier 3
---
Blast Radius: 260(230)
Damage: 18(15)
Knockdown: 1100(600)
Mana Cost: 252


Mighty Soul Beam
==============
Damage: 40(30)
Mana Cost: 360(320)
Cooldown: 30s


Ice Bullet(Soul Chalice)
==============
I more or less made Magic Missiles to replace Soul Chalice and so I moved the Ice Bullet line here, they function like Tier 2 & 3 Ice Bullet respectively with slightly shorter freeze duration. Although, the effects use Tier 3.

Tier 1
---
Blast Radius: 60
Damage/Scaling: 1/0.5
Cooldown: 2.0

Tier2
---
Blast Radius: 85
Damage/Scaling: 1.5/0.6
Cooldown: 2.5


Meteors
==============

Tier 1
---
Blast Radius: 140(100)
Cast Time: 2.35(2.9)
Projectile Size: 28(26)
Cooldown: 6s

Tier 2
---
Blast Radius: 200
Cast Time: 2.25(2.9)
Mana Cost: 128
Projectile Size: 33(12)
Cooldown: 8s
Freeze: 2s
Slow: 5s

Tier 3
---
Blast Radius: 275
Cast Time: 2.1(2.9)
Damage: 8+32(30)
Mana Cost: 160(144)
Projectile Size: 50(12)
Cooldown: 10s
Freeze: 4s
Slow: 8s

Fire Wall(Greater)
==============
-Tick damage increase
-Increased damage radius
-Lasts 5 seconds

Mana Cost: 120


Fireball
==============
-Requires level 22(25)

Blast Radius: 230(120)
Damage: 24(from 20)
Mana Cost: 184(256)
Speed: 850(600)
Cooldown: 7s



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BLOOD MAGIC Details
~~~~~~~~~~~~

Mighty Ice Quake
==============
-Point cost: 4
-Requires level 8(13)

Cast Time: 0.7ms(1s)
Mana Cost: 45(36)
Radius: 255(180)
Cooldown: 3s


Shadow Undertow
==============
-Point cost: 4

Cooldown: 25s


Blood Drain
==============
-Point cost: 4
-Damage to HP Leech ratio returns twice the HP

Cooldown: 12s
Mana Cost: 80



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CONTACT
~~~~~~~~~~~~
Brandellrynn@gmail.com



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CREDITS
~~~~~~~~~~~~
Thanks ClockStone Software for this badass game and releasing a mod kit!

Testing & Advisors:
ReMortis
Fohshizle

Obsidian Entertainment (Neverwinter Nights 2 sound clips ripped & remixed)



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LICENSING/LEGAL
~~~~~~~~~~~~
You must contact me and obtain my permission before re-packaging any part of this mod.


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 Post subject: Re: [Mod]Hockety Pockety Magic
PostPosted: Mon Sep 12, 2011 2:48 pm 
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Site Admin

Joined: Mon Oct 29, 2007 2:53 pm
Posts: 12
Location: Austria
Hi Aaron!

I haven't played your mod yet but I have just downloaded it and am looking forward to testing it (when I finally find the time to do so!).

No matter what the outcome of your mod is, let me thank you in advance for making it! It's very nice to experience this kind of feedback and commitment from Avencast gamers.

So long!

Matthias


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 Post subject: Re: [Mod]Hockety Pockety Magic
PostPosted: Mon Sep 12, 2011 9:55 pm 
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Joined: Tue Sep 06, 2011 8:42 am
Posts: 4
Cool, hope it lives up to the description I've given it :). Don't be shy to criticize anything if you decide to give me your thoughts. I'm unsure where to proceed from here aside from the continuing with the first item on the 'to-do' list (the rest I don't feel like messing with at the moment :P).


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