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[WIP] Belua Sanguinare Revisited


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#1
Jakisthe

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As everyone knows, being a vampire in this game is awful. No fun powers, too big of negatives, the works. So how's this for an improvement? It'll be long, as a heads up....[EDIT: NOW WITH REASONING]

RELEASE!


http://www.youtube.com/watch?v=blaVgu8uT1M&context=C45080daADvjVQa1PpcFOrEiBA1Vh7FZ-6TL72NLN48LtcMi40-Fk=

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Pretentious? Perhaps! Gets more people to come here and discuss? Absolutely.



 

Blue for added positive effects
Red for added negative effects
Green for change from a previous spell/non statistical increase.
Yellow for changes to the next stage.
Purple for new spells
Stat changes/multipliers are not cumulative. So at lvl 1, you get +5 to one handed, 2 you get +10 (not +15) etc.




Fledgling
New Good Things:
+5 to one/two handed and sneak
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+Speed mult 1.05s
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+10% time slow on bow zoom
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+3 each to illusion, conjuration, and destruction
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+20 to speech
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+1.1x health regeneration out of sunlight
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+Use of Fus do rah now plays sound file with Transylvanian accent, and says “Fus do bwah!”. Toggleable.
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+10 carrying capacity
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New Bad Things:
+20% weaker to silver and fire
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+Eating garlic drains half of players current health, magicka, and stamina.
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+glare is 1.2 times as bright as normal
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+0.5 health and stamina damage per second when in sunlight. Contingent on light levels. Can still fast travel.
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SPELL: Bite

sneak to enter "bite mode", which allows you to drain blood from someone instead of pickpocketing them (the option to do so would still be there; like the blood collecting quest for septimus). Drains 10% of their health every second, and does nothing else to the person in question. Has same chance of being detected as pickpocketing with a check every second, but otherwise not counted as aggressive unless seen.

Spoiler


TO GO UP A LEVEL: Harvest the blood of 1 person at least halfway, and sleep for 12 hours.
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Risen
+10 to one/two handed and sneak
+Speed mult 1.2x
+15% time slow on bow zoom
+40% weaker to silver and fire
+5 each to illusion, conjuration, and destruction
+glare is 1.5 times as bright as normal
+10 to speech
+1 health and staminadamage per second when in sunlight
+1.3x health regeneration out of sunlight
+20 to carrying capacity
New Good Things:
+Wolves, bears, saber cats, and skeevers no longer attack
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+Fus do rah now simply plays sound file “Bwah!”
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+Sneaking makes no sound.

New Bad Things:
+Cannot swim, simply sinks to the bottom
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+No benefits gained from food
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SPELL: Lightsap

-Can douse a light source when aiming at it.

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SPELL: Nighteye on self when crouched.
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+Bite: Same as lvl 1, but now, if they die to the bite, raises them as an undead for 60 seconds (think of it as a weak thrall)
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+Eating garlic drains half of players maximum health, magicka, and stamina.

TO GO UP A LEVEL: Harvest the blood of 4 people at least halfway, and sleep for 12 hours.
TO GET DOWN A LEVEL: Don’t suck anyone’s blood for 2 days.




Master
+15 to one/two handed and sneak
+Speed mult 1.5
+20% time slow on bow zoom
+60% weaker to silver and fire
+15 each to illusion, conjuration, and destruction
+glare is 1.5 times as bright as normal
+negative 10 to speech
Spoiler

+2 health and stamina damage per second when in sunlight.
+1.5x health regeneration out of sunlight
+30 carrying capacity
New Good Things:
+All wines in inventory become chocolate milk. No actual effects, but it’s listed as having 15 needed vitamins and minerals.
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+Can remain underwater indefinably.
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+Very, very rarely, when near walls in houses, the player can hear the tap sequence Di-dah-dah-dit Di-di-dah Di-di-dit Di-di-dit being tapped out on the wall.
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+Raise dead spell cost is halved.
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+Adds the “LightStep” perk.
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New Bad Things:
+Having garlic in inventory does 1pt health and stamina damage per close per second.
+Can no longer receive blessings of the divines, and coming within 5 ft of one of the shrines/idols increases the glare amount by a factor of 5x while doing 20 damage a second.
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+For every % of health lost, maximum possible stamina also decreases by 2. Comes back when health comes back.
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SPELL: Command

-Bears, skeevers, cats, and wolves can be given commands like attack or don’t move.


SPELL: Darkfire

-The light taken in by lightsap now restores magicka
-New flame-like ability deals damage, attracts no enemy besides the one it is hitting, does not light up the area, and deals magicka/stamina damage equal to half of the health damage done.

Spoiler


SPELL: Enthrall

-Adds 20 to speech for 30 seconds.


SPELL: Darken

Cast to have weapons deal fire damage+restore 15 health per hit. No diminished effects against fire-resistant foes. Adds purple flames effect to weapon, akin to conjuring but much darker.

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SPELL: Telekinesis if they don’t already have it
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SPELL: Invisibility if they don’t already have it
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+Bite: Same as lvl 2, but now "charms" the target iff unseen to begin with so they don't move/notice at all while you feed on them whilst hidden. Basically, takes away the stealth check carried out by the target.
Spoiler

+Eating garlic now reduces 75% of the maximum health, and takes away all magicka and stamina
+Cannot fast travel during the day
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+Walking makes no sound.
TO GET DOWN A LEVEL: Don’t harvest anyone’s blood for 2 days. Each day adds +10 to each of the negatives, waiting does not count towards time.
TO GO UP A LEVEL: Harvest the blood of 9 people at least halfway, 1 person all the way(kill), and sleep for 24 hours.




Progenitor
+25 to one/two handed and sneak
+Speed mult 1.75
+25% time slow on bow zoom
+80% weaker to silver and fire
+20 each to illusion, conjuration, and destruction
+glare is 2 times as bright as normal
+Negative 20 to speech
+4 health and stamina damage per second when in sunlight
+2x health regeneration out of sunlight
+40 carrying capacity
New Good Stuff:
+Double cast telekinesis to have summoned weapon mimic your attacks for a minute, does nothing if not a weapon
Spoiler

+Player can "buff" their boots with an ash pile to give water walking for 30 seconds. Such a buff can overlap with existing enchantments. Buffing boots while underwater has no effect.
Spoiler

+Double cast “conjure [weapon]” to have it mimic attacks for its normal duration.

Press "E" to interact with wall where tapping sound is coming from to recieve a random quest to a random cave to kill a vampire who automatically drops a human heart and a "Black Armband".
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+Halves the recharge on the stop time shout.
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+1.5x stamina regeneration while outside at night
+All attacks with axes and swords refill 10 health, critical strikes with maces fills 50. Two handed weapons heal twice as much.
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+100% immunity to poisons.
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+An item "Black Armband" appears randomly in certain vampire caves which, when worn, removes the player gauntlets and strikes 24 hours off the time needed to go down a level.

New Bad Stuff:
+potions have half their normal effects
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+No access to restoration tree
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+No access to assist ally or calm spells.
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+0.5x stamina regen while in the sun.
SPELL: Stalker

-For 20 stamina per second, can walk on walls

Spoiler

-For 30 stamina per second, can walk on ceilings
-Cannot walk over overhangs.


SPELL: Sanguine Form:

-Can kill a bear/skeever/cat to be able to turn into it at the cost of half players maximum health. Lasts until canceled. Kill another such animal to “set” new transformation.

Spoiler


SPELL: Adds detect life if they don’t already have it
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+Bite: Same as lvl 3, but now raises them as a full blown follower (ie, a normal thrall)
+Lightsap now affects all sources in an area when cast (AoE spell)
+Feeding on a living individual also gains 5% max player mana per second
+Enthrall now adds +50 to speech. People talked to while spell is in use refer to player as Jonathan/Jane Harker.
+Eating garlic is instant death
+Having garlic in ones inventory does 2 damage per clove per second.
+Running makes no sound.

TO GET DOWN A LEVEL: Don’t harvest anyone’s blood for 3 days. Each day adds +10 to each of the negatives, waiting does not count towards time.
TO GO UP A LEVEL: Harvest the blood of 18 people at least halfway, 2 people all the way(kill), and sleep for 24 hours.




Sire
+30 to one/two handed and sneak
+Speed mult 2x
+40% time slow on bow zoom
+100% weaker to silver and fire
+25 each to illusion, conjuration, and destruction
+glare is 3 times as bright as normal
+negative 50 to speech
+3x health regeneration out of sunlight
+7 health and stamina damage per second when in sunlight
+50 carrying capacity
+2x stamina regeneration while outside at night.
New Good Things:
+Can eat human hearts to get 100% of health back, cannot do while enemies are nearby
Spoiler

+Extreme counting ability. Inventory worth values are now listed directly in name of all items.
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+Human corpses are now labeled as "Miserable pile of secrets"
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+Automatically turn invisible when immobile for 2 seconds in fog
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New Bad Things:
+Guards will attack on sight unless wearing some face covering or having Enthrall up
Spoiler
.
+Players can no longer swim, and sink instantly unless they have some ash piles in their inventory (no need to buff).
+Once a day, there is a (5*t+3p)% chance for a group of bounty hunters to seek you down (they’re your level), where t is the number of towns you’ve been in while a stage 5 and p is the amount of friendly people from whom you've drank blood.
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+Coming within 15 ft of a temple door makes the player glow blue, and adds 1 to the above "t" count.
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SPELL: Phasewalk

-For 30 seconds once a day, can walk through walls (NOT floors/ceiling/doors that require keys) as long as there is a space on the other side, it is normally accessible, and requires no load screen to access normally.

Spoiler


SPELL: Embrace of Shadow:

-Using all of the players magic, player may invoke Embrace of Shadow, which lets out a large cloud of very dense, very black fog at location, as well as Lightsaping all light sources within 20 ft. For every 10% of their maximum magicka used in casting, the fog lasts another 3 seconds

Spoiler

SPELL: Formus Chiropteras

-Once a day+an additional time at night, can become a vampire bat. Drains 15 magicka per second.

Spoiler

SPELL: Rapture

Can cast on those who the player has bitten at least once to gain mind control; allowing them to control the actions of the character as they stumble through a euphoric haze. Only works on non-essential NPCs, drains 10 magicka and stamina per second. Takes half that amount when on NPCs of the opposite gender.

Spoiler


SPELL: Integra

-A backwards powerattack now makes bloody, shadowy spikes burst out from the ground around the player, dealing [destruction rating]+[weapon damage]+[5*p]. Takes 50% of stamina, and any opponents killed with this spell restore 10% of players max health and fills up a soul gem.

Spoiler


+Bite:Now turns the target into a thrall follower with a chance of {[(P)^2]100}%, where P=the percentage of health drained expressed as an integer (not a decimal). Assuming this change is triggered, the actual "turn" effect takes place after finishing feeding. Thus, it gives sires a chance to create a thrall without killing, but it scales to 100% exponentially instead of linearly (so you don't accidentally make them left and right while feeding)
Spoiler
.

+Enthrall now adds +100 to speech for duration.
+No stamina gain whatsoever in the sun
+Feeding on a living individual also gains 10% max player mana per second
+Telekenesed/conjured weapons now gain the health drain effect from the 4th stage.
+Potions have no effect at all
+Having garlic in inventory is now instant death.

TO GET DOWN TO LEVEL 1: Don’t harvest anyone’s blood for 5 days. Each day adds +10 to each of the negatives, waiting does not count towards time. Alternatively, do a quest+pay a large sum (20000 septims) at a temple of Arkay.


ADDENDUM
Auxiliary Bite and Fear System:
Anyone besides the target (and including the target for lvls 1 and 2) can see the player feeding, which instantly adds 2000 gold to their bounty. What's more, every thrall multiplies your max sneak lvl used in the feed/noticed while feeding check by 0.75, as to mimic the effect of creating a larger and larger army more and more suspicious, as well as increasingly difficult to do stealthily. At 3 followers, no one in the hold (and only the hold where the people came from) sleeps. The stealth minimizing holds true between holds, and however long the thrall is alive (as to not penalize a player who had a massive army, lost it, and wishes to begin anew but very much penalizing someone who travels over the entire world with 10 people in tow).


Issues Commonly Brought Up:
-Older vampires getting weaker in certain ways
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-Social and Speech Increase and then swift decrease
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So thoughts? Clearly, I need to do more balancing+add magicka costs to most spells, but I think it's a LOT more fun than the vanilla vampires...no? Anyway, comments, etc always appreciated.

Spoiler

Edited by Jakisthe, 22 May 2012 - 09:50 PM.


#2
Jakisthe

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Suggestion? I'm planning a similar turnaround for werewolves to make them "balanced", as it were.

#3
MofoMojo

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Figured I'd re-use this original post to showcase our Teaser videos. We're limited to two videos per post so please visit my youtube channel to check out the others!

Teaser 2 - Show Off Effects
http://www.youtube.com/watch?v=izkv47KINbs&feature=channel

Teaser 3 - Game Play
http://www.youtube.com/watch?v=Ybh6IIenkGo&feature=channel

Please check out the my youtube channel for all the other POC work and videos.

-MM




======================== ORIGINAL POST ========================

Suggestion? I'm planning a similar turnaround for werewolves to make them "balanced", as it were.


Man I thought I replied to this.

Like you I don't like the way Vampires work in Skyrim, and they took queues from their Oblivion implementation as well with a similar "Go without feeding and you become MORE powerful but MORE hated" approach. I like the idea of some level of progression to power THROUGH some means, whether it's like your idea with feeding, or whether it's some other route rather than starving yourself.

My approach will be a little different depending on the complexity of its implementation once the CK is out. I plan to make a Vampirism skill and associate all vampiric abilities with that skill so that the more you use your powers your skill will increase and as your skill increases you open up new powers. This way you don't have immediate access to all of your abilities. You'll actually have to work at becoming a "Master Vampire".

From a feeding perspective, starving yourself will cause the skill to go down, but I also plan to track how long it's been since you last fed and add certain, frenzy like, abilities when you are starved. For instance, I don't think vampires should be KOS at stage 4 in the current Bethesda implementation when you've starved yourself for four days, but I plan to keep it that way in my implementation because I think as you've starved yourself you SHOULD lose the ability to "hide" that you're a vampire from others. Starving should also disable certain abilities/spells.

To get back on track with your request for suggestions....

Fledlings:

+1.1x health regeneration out of sunlight - I like this idea and plan to implement something similar, my goal however is to require the player to have previously fed. To me it's the idea that feeding fills up a type of "Life Force" meter from which Vampire's use, similar to magicka, to use their powers

+20% weaker to silver and fire - Is this on top of the already implemented weakness to fire? If not, I think Fledglings should be +100% weaker to fire. I'm on the fence with Silver. From a balance perspective I like the idea that vampires are weak to flame/sun and that werewolves are weak to silver. There's a LOT of vampire lore to pull from though, and some suggests that it's not "Silver Crosses" that vampires fear, but the silver itself. From a metaphysical aspect, there are other reasons that Silver could be detrimental to Vampires depending on schools of thought.

+Eating garlic drains half of players current health, magicka, and stamina. - I like this idea, in fact from an alternate approach you should be able to make a "Garlic Extract" potion that could be applied to weapons as a poison and use this against vampires. I'm not sure if 50% of their health, magicka, and stamina is too much or not. For a fledgling, probably about right but I don't think vampires, when fought by the player, should be equally penalized otherwise it might prove too easy to kill one.

+0.5 health and stamina damage per second when in sunlight. Can still fast travel. - I like this idea, and plan to implement similar. I've got the groundwork to change even just the sunlight implementation so that it takes into account what the actual lightlevel is on the player if they are outside. I plan to have damage scale to the light level of the player when they are outside and in the sun, so that shade can protect you more than direct sunlight. The only caveat is that magelight and candlelight spells can alter this value and I'm not sure how to work around that, or if it's needed.

I'm not sure I like the idea of the "Fus do rah" change. A bit corny, to me, but that might be what you're after there! :) Vampire's shouldn't get a transylvanian accent if they were previously Nordic. I have a set of dental acrylic vampire teeth and while the first couple of times I wore them caused me to talk with a lisp, I eventually overcame it and now it's barely noticeable when they're in, but that still didn't translate to the ... dracula originated ... accent.

OK...I need to stop now. I'll get back to you on the other levels later...

Edited by MofoMojo, 23 March 2012 - 04:41 PM.


#4
Jakisthe

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I wasn't too sure about making it all based around a brand new resource like blood power...I've designed characters for other games that had systems like that, but I can't see it fitting into Skyrim. I mean, it's a land of lots of magic...so the vampires had to have some of their mysticism from the really old lore...but also one of a tough heartiness, so stamina was still in it for me. I am still wondering how to balance the starve/power/hate stuff, but clearly this is a starting work.

Thanks for the suggestions though! Some relevant comments on them:
-The +20 weaker to fire and silver is just that; +20% weaker. I don't know if players are innately "weak" to fire, but they take 1.2x times as much damage from fire/silver as normal. As far as the older=more damage is concerned, a Fledgling is still somewhat human...not as powerful, yes, but not as weak to vampire specific things either. Plus, if you grew stronger vs fire there'd be less incentive to go back down.

-Same thing as the fire for the garlic. A human isn't hurt by them, but vampires are, so the more vampiric the player gets, the more damage. As it is now, it's more of an "easter egg" of sorts, since not many people eat garlic. You'd think to yourself "I'm a vampire now...I wonder if garlic hurts me?" to which the answer is...yes!

-Well, lightlevel brings in a whole issue of how much gradient of a health loss I'd want to have for each stage v each level, which might be more complex than people want. As it is now planned though, if you can see the sun, you take the damage.

-Fus ro bwah is indeed an easter egg :P. I have a lot of those... :whistling:

#5
PuppetSin

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How bout a nifty little quest to help improve speechcraft a legit way such as having to be invited into a home (like traditional vampire tales) or else you can't enter the house at all? Just a fun little idea

#6
MofoMojo

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How bout a nifty little quest to help improve speechcraft a legit way such as having to be invited into a home (like traditional vampire tales) or else you can't enter the house at all? Just a fun little idea


Oh man, that would actually be... kind of cool, and frustrating, and probably VERY time consuming to mod.

Hey Jakisthe,
In regards to the comments on the suggestions, I see what you're doing there now. I didn't really focus on the other couple of levels due to some time constraints I was under and didn't want to hit you with a wall of text but I see where you're going. Essentially the weakness to certain elements, fire, garlic, silver, become greater the more vampiric you become as opposed to the more capable to withstand them. Come to think of it, I've seen it handled both ways in various lores.

In regards to sun/shadow damage:
I'm thinking of sun damage being a base value and then the lightlevel applies a percentage with 100% being the maximum percentage applied (because you have have more than 100% light level if I remember my GetLightLevel tests properly). So for instance, say you have this for fledling:

.5 damage per second in light.

If you're standing in the shadow of a house, the light level (I tested outside of an Inn in the Skyrim worldspace, not in Whiterun or anything) was 35. In this case instead of .5 dps you'd take 35% of .5, or .175 dps.

As a sire you mentioned 3x damage. I assume that's 3x of your .5 base or 1.5 per second. In my shade test, you'd take .5, but moving out into the open I think the light level was 95 so you'd take 1.425 per second.

I think the dynamic damage could be pretty fun to play with. Think about being closed to death, looking for a place with shade to hunker down and hope you can survive until night fall and not get attacked. There are lots of overhanging rocks, patches of trees and archectural structures that cast shade outside and I *think* it will be easy to implement if I can get write a proper script to get the player lightlevel that either SkyEdit will use, or the CK once it's release.

I need to read up on your other levels.

Really enjoying seeing everyone's ideas on this.

-MM

Edited by MofoMojo, 13 January 2012 - 03:09 AM.


#7
Jakisthe

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Yeah, as close as I like sticking to vampire lore, the house part would be too difficult, too potentially game-breaking (in the bad way) and just not very fun :/. I feel like I was pushing it far enough with the river thing. I guess I could have people always be angry when you enter their house (as though trespassing) no matter the time unless they, say, have the key to the house, but then that still might not work.

That's a very interesting idea...I liked the round numbers since it would be easier to work with, but I guess since it happens over time then it wouldn't be too bad. Also, a clarification: you take 3 points of health damage as a Sire, not 3*0.5
Shoulda made that clearer, sorry...But yes, that whole shade aspect would be immensely fun, thinking about that scenario you presented. I do wonder, however, if there is a way to distinguish between natural light and torches/candles/whatnot...since it's apparently the UV that hurts vampires, not simply being visible. As I can tell...they're considered the same, right? Although I suppose I could just have the lightlevel modifier be turned off when you entered a building, but..that just adds another layer of complication.

Anyone else have thoughts? Too many passive changes? Suggestions?

#8
MofoMojo

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Yeah, as close as I like sticking to vampire lore, the house part would be too difficult, too potentially game-breaking (in the bad way) and just not very fun :/. I feel like I was pushing it far enough with the river thing. I guess I could have people always be angry when you enter their house (as though trespassing) no matter the time unless they, say, have the key to the house, but then that still might not work.

That's a very interesting idea...I liked the round numbers since it would be easier to work with, but I guess since it happens over time then it wouldn't be too bad. Also, a clarification: you take 3 points of health damage as a Sire, not 3*0.5
Shoulda made that clearer, sorry...But yes, that whole shade aspect would be immensely fun, thinking about that scenario you presented. I do wonder, however, if there is a way to distinguish between natural light and torches/candles/whatnot...since it's apparently the UV that hurts vampires, not simply being visible. As I can tell...they're considered the same, right? Although I suppose I could just have the lightlevel modifier be turned off when you entered a building, but..that just adds another layer of complication.

Anyone else have thoughts? Too many passive changes? Suggestions?


Hey! Before the drugs kick in from my surgery... lol.

GetLightLevel just returns a light level that is applied. To ensure the proper effects are applied I'm just doing the following conditions:

Function Param1 Param 2 op Value
GetInWorldSpace Sovngarde 0x00000000 == 0
GetGlobalValue GameHour 0x00000000 <= 19
GetGlobalValue GameHour 0x00000000 >= 4
IsInInterior 0x00000000 0x00000000 == 0
GetLightLevel 0x00000000 0x00000000 > = 120

I need to work a little more on the proper light level.

This is really only one additional condition applied to the previous conditions, but just ensures the player is NOT in an interior, and the hours are between 5am and 7pm game time, and the light level is greater than or equal to 120 before it applies the effect. Of course, the problem is that spells such as MageLight, Candlelight, and Flame increase the surrounding light level, so if you're outside and in the shade, or it's overcast, you may not be taking damage, but if someone casts those spells (or you do) then it's possible that you'll increase the light level > 120 and the affects of the effect will kick in. I doubt people will be casting MageLight or Candlelight during the day, so not much of a worry, but Flame and others may cause the effect to be applied off and on. I'd like to remove that kink but in the long run over the effect being applied ALL The time, or variable based on the light level and being outside in the sun, I'll take variable.

On to some suggestions:

Risen: (some of these apply as a whole)

Increase to skills:
I think one/two/sneak/block/unarmed should all be increased appropriately. The idea for everything but sneak is that the vampire is stronger. His attacks, and his blocks should be properly fortified. I am doing this in my current work as well. Love it!

Speed increases:
I like the speed multiplier but any chance this could be.... spell/toggle based? There are times where I actually won't to walk slower than I actuall can walk and being put into a situation where I have no control over my speed might be frustrating, but I definitely think a speed increase (or capacity to do it) is warranted.

Time Slowness:
I like the time slow on the bow zoom idea. Actually it would be interesting to, in a similar fashion as speed increase, perhaps be able to slow time (similar to the shout) at each of the levels for a limited time.

Glare:
Glare might be too much at times. A lot of people use realistic lighting and some other effects that actually brighten up the days (although darkening the nights). Adding increase glare may be visually unappealing.

Damage in Sunlight:
Completely agree here.

Carrying Capacity:
I think a fledling should be just about as strong as his original self, so perhaps leave carrying capacity alone on the fledgling and then start off with +10 for the Risen?

Wildlife:
In Dracula's lore he had some element of control over wolves. I think adding bears and saber cats to the list at such an early stage is more than a Risen should get. Perhaps add those to a future stage, and leave Wolves and Skeevers

Swimming:
I personally like the idea of implementing the ability to not be able to cross water, but I wouldn't do it. You're suggesting sinking, but I think if you disabled the ability to swim the player could put themselves into a situation where they couldn't get out of the water. Speaking to that... Since they are UNDEAD, they have no use for breathing and all levels should be able to be in the water indefinitely.

Food:
Great idea! Food should give NO benefit to a vampire.

Bite:
I think it was either mentioned here or in another thread (I'm very lazy right now...drugs kicking in) but Vampire lore traditionally stays away from biting corpses. My take on this is that blood is the carrier of the lifeforce throughout the body, but once the individual is dead, while blood still exists in the body, the lifeforce is gone. I know in some lore/fiction that drinking from the dead is like a poison to a vampire. Personally I think drinking from the dead should just simply serve no purpose, much like eating food.

Garlic:
Love the idea! I know you think of them as easter eggs, but I love it.

Master:

Speech:
So as a Risen they are +10 to speech but in Master you start going backwards. I think the more powerful they are the more speechcraft they should have, but I imagine this goes inline with your thoughts on weaknesses at higher levels? Perhaps they look more.... unappealing at higher levels and thus lack speech? I think of their speech as a magical effect they can have on people. Dracula was able to ensnare control/influence the harkers and many other people, except those of strong will.

Wines becoming chocolate milk and tapping sounds? Explain this! :)

Gotta run for now...sleepy.

-MM

#9
MofoMojo

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Swimming:
I personally like the idea of implementing the ability to not be able to cross water, but I wouldn't do it. You're suggesting sinking, but I think if you disabled the ability to swim the player could put themselves into a situation where they couldn't get out of the water. Speaking to that... Since they are UNDEAD, they have no use for breathing and all levels should be able to be in the water indefinitely.


Alternatively, what if the water simply repelled you and you could ONLY walk on water? There's a water walking MGEF already built into the game. If we added that as an ability I wonder if that would keep you from entering into the water.

-MM

Edit: Alas, I cannot get it to work. I have gotten water breathing added into mine however...

Edited by MofoMojo, 18 January 2012 - 04:13 AM.


#10
Jakisthe

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As you've gleaned, what we have now doesn't really allow for convenient light damage, what with the possible magic light sources and lack of fast travel...I was going to remove the light emitting property of my Darklight spell, but I don't know if that's possible. Also, as far as I'm talking about what's possible: have mod made teleportation spells ever worked? That's certainly a possibility, no?

The other stuff:

-Skill increases: I wonder how I should do the growth. Linear is obviously easiest, but I feel like vampires don't grow in a linear fashion. Logarithmically? Exponentially? I think exponentially, but it would require some tuning.

-Speed increases: Hmm. Good point. Isn't there a walk button though? Regardless, I could always apply the speed change to sprinting, and keep general movement speed the same. Actually, yeah, that just seems like the better all-round solution to begin with.

-Slow time: I was planning on a slow time shout cooldown modifier change, I think it's somewhere in the later levels. I figure that as long as such a spell already exists, no reason to overbloat the character with active skills. As far as the bow thing goes, I was HOPING that if a character already had the 50% slow thing, then there would be some way to get rid of the effect it has on the player...so a really good archer/vampire could fire off several arrows while his foes are effectively immobile, the arrows hang in the air, and when the player unzooms, they all fly right to their targets at once. OOOOOR I could just end up slowing the player down to a crawl...we'll have to see!

-Glare: True. Very true. However, I still don't know. This one is probably one the most out of my control, since as you noted, players can independently change their glare already. Still, this change, more than any other I feel, makes the player really feel like a vampire, and does so without player statistic means. Maybe tone the multiplier down, but I want the sun to FEEL bright...this might also help with directing characters out of the sun (where they might be taking damage amounts they were unaware of).

-Carrying: If one armed goes up for a fledgling, I feel that CC should as well. Admittedly, not by much, as 10 lbs fills up quickly, but a newborn vampire might think (if they were to actually exist) "Hmm..I guess I am slightly stronger now..."
Or at least I imagine.

-Animal control: Good point on the bears/cats thing, but I want to save all wolves and their related interactions besides not-attacking-the-player to werewolves. As I said...uh..somewhere else, that's kinda their domain, their thing, if you will. And I will!

-Swimming: Contentious topic! Probably the one I've thought about most...but as far as I can tell, even a player always sank, there is nowhere where they'd be stuck forever, as all (?) pools of water have some sort of ramp leading out. Sure, that ramp might be farther away than if they could swim, but that's why they should be paying attention to their weaknesses!

-Biting: True. I'll change that to only working on living actors.

-Speech: Another odd one. I (and again, just me) always thought of vampires as being vaguely attractive in their lore...but the more vampiric they became, the more monstrous. Thus, they start out as more attractive than normal, which regresses as they "age"...but of course, this aging also grants them powers of persuasion, which I implemented in the spells. Think of it as them, at a certain level of being a monster, must expend mental energy to maintain a veneer of humanity or beauty.

-Water walking: See, I see waterwalking as a water based power of sorts, not to much a weakness. Of course, if they have their "grave dust" (another conundrum I'm grappling with) on them, they can walk/swim for a period of time before the "charge" runs out (perhaps an apply anywhere enchantment/"poison" on boots that grants water walking for x seconds?), but I really think this makes playing a vampire truly...like a vampire, as opposed to just some dark wizard of sorts.

As for the tapping and chocolate milk, well...there's no fun in telling! Suffice to say they come from well known tales of incredibly powerful vampires.

Spoiler





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