| 08-04-2003, 03:12 PM | #1 |
I am in the process of remaking my HeroQuest RPG for TFT (episodes 1 and 2) Since it no longer works with Wc3 (because of the changes in 1.10). Cubasis is helping with the remake and making sure I dont take shortcuts due to my lazyness this time :) The New Features: Basic Play: -100 levels using the exp bar this time (not using a leaderboard and custom exp system) -5 hero skills per hero (skill levels varry from 2 levels to 5 levels) but total for 20 levels -Updated my stat system to support 7 Hero stats. All non related to Wc3's usual 3 stats. Stregnth(normal damage and physical power) Dexterity (piercing damage and Armor) Intelligance (magic damage and mana points) Vitality (hit points) Quickness (attack and movement speed) Health (hit point regen rate) Spirit (mana point regen rate) -Wc3's Stats are still in use: 1 Strn is the same as 2 Vit and 2 Health. 1 Agil is the same as 1 dex (excluding damage) and 2 Quickness. Intelligance is the same as 2 Intel (excluding damage) and 2 Spirit. -Each hero starts off with 2 in the main stat, and 1 in each other (for the Wc3 stats). Each level will give 0.5 to the main and .25 to the other 2 stats (wc3 stat again). -All the old quests have been erased and alot of brand new ones are being made (with ideas from myself, Cubasis, Electromancer, Mr.Safety) -All the cinemas are being redone with new camera angles / sceens (Thanks to Cubasis) and with new script following my old story (Thanks to Mr.Safety) New Damage Tabels: Each hero is either unarmored, has light armor, or heavy armor along with Normal, Piercing, or Magic damage. The damage tables have been altered. Each dmg type has 1 weakness and 1 strength (same for armor) the bonus penality is 25%. While I am still fooling with what gets bonus and penality, I will not state which is which yet. New Item System: There are 6 types of items now: Weapons, Armor, Accessories, Charms, Potions, Useables. Each hero can only equip one weapon, armor, and accessory (Takeing up 3 inventory spots). The other 3 spots are for Useables (scrolls, spell items, exct) or Charms (passive bonuses). Weapons and armor now require Stren, Dex, or Intel to wield, and some are class specific (Melee users cannot wield a bow, bow users cannot equip axes, swords, or staves, exct...) Armor will be purly Strn based, and accessories, anybody can use. Item Types: There will be 4 item types for weapons and armor. Non-magical, Tempered, Set, Uniques. Non-magical will have just +dmg or +defence. You can take a non magical item to a Smith and have him temper it with 1 of 4 types of power. Hit Power, Defensive, Magical, Nimble (names subject to change...) Each item can be tempered up to 4 times (making the item go from level 1 to 5) Once you pick a path for the base item, you cannot change it and only can use the same type of tempering each time. Hit Power will boost Wc3's Strn, or more damage (and other effects regarding to damage). Defensive will boost defence, hit points, hit point regen (and other effects like evasion, damage reduction, spell reduction, spell block). Magical will boost Wc3's Intel, mana, mana regen (and other effects like granting abilities to the item, example: the item could gain bloodlust, chain lightning, curse, faiery fire). Nimble will add to Wc3's Agility, attack speed, move speed, and low damage bonuses. The bonuses granted with tempering will be based on the quality of the non-magic item you start with. Monsters in the area can drop pretempered weapons. Set Items: There will be multiple sets just like in Diablo2. When you equip the full set special magical properties will be rewarded to you. Unique Items: These will be rare, but powerful items. They will have no requirements but will still be restricted by classes. ---More to come later--- |
| 08-04-2003, 03:31 PM | #2 |
A overview shot of the Orcish battle camp, Cranbrin. |
| 08-04-2003, 03:34 PM | #3 |
A shot of one of the last remaining unpoisoned forests (not fully redetailed still a WiP) |
| 08-04-2003, 03:35 PM | #4 |
mmmhh tasty |
| 08-04-2003, 03:43 PM | #5 |
A small portion of a forest that is tainted with corruption |
| 08-04-2003, 03:49 PM | #6 |
The once Quiet Plains near the summoning Temple and the human town of Tol'Calm |
| 08-04-2003, 03:53 PM | #7 |
Another shot of the Quiet Plains. In the distance you can see the Castle Qual'Xel (the evil demon raging havok on this world) has taken up residence. |
| 08-04-2003, 03:57 PM | #8 |
The rocky waste land along the shores of the Great River and the impassible mountains. This is the site of Qual'Xel's tunnel that passes though the mountain allowing his minions access to the last of the pure lands. |
| 08-04-2003, 03:57 PM | #9 |
Ok, WOW !!! :D How did you get the fog like this? when I use fog it´s like a fadefilter emote_sweat hodi |
| 08-04-2003, 04:00 PM | #10 |
Inside the tunnel its self. A very dangerous place. Jampacked with minions. |
| 08-04-2003, 04:04 PM | #11 |
An overview shot of the Human town Tol'Calm. |
| 08-04-2003, 04:10 PM | #12 | |
Quote:
1 of 2 ways: Scenerio -> Map Settings (TFT only) OR though triggers: Evnironment - Set Game Fog There you can adjust Fog (color, Z start, Z end, density and type). The best effects seem to come from Linear style. Density usualy around .7-1.3 Zstart 0 (this is how far the before the fog actaul starts) and ZEnd can varry.... Z-End is where the fog "ends" and becomes really dense. From the z Start to the z end points. the fog will graduly become more dense until it hits the z end and becomes extremely thick. For cinema settings, 7000+ is good unless you want it really dence. Useing the editor feature, and pushing V will show you how the fog will look in game. |
| 08-04-2003, 05:05 PM | #13 |
Cool, thx I didn´t know this Z start/end thing I always left this at the default value |
| 08-04-2003, 10:00 PM | #14 |
Wow, that looks good! I wish I had your talent for terraining. :) Sounds really fun, too. I look forward to playing this when you complete it. |
| 08-05-2003, 01:01 AM | #15 |
The pic with the castle in the blue fog looks good, but are you sure blue is the best color for that scene. I think dark green or just black might match better. Just a suggestion, it's good the way it is. |
