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[WIP] Belua Sanguinare Revisited


Jakisthe

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Ok, so I've been thinking about expanding the idea of clans. Progression within each, leading up to the city take-over. From what I can tell, there are a few clans likely to be in and around the skyrim area. I've detailed some of their questlines below.

 

-Volkihar: Mostly found up north. Underwater quests abound, as becoming part of the bloodline grants perfect underwater vision and swimming. I'm thinking the potential for underwater forts and turning them into strongholds to watch over the north coast. The "royals".

-Thrafey: To the south west. Quests could entail the gathering of blood from other vampire groups as to sustain their own regenerative powers, which are waning over generations. The "scholars".

-Quarra: To the east. Quests would deal largely with killing as many people as possible, and especially werewolf areas. Based around their new found power and the idea that they were meant to rule among the bloodlines. The "feral".

-Montalotis: A combination of bloodlines from Hammerfall Lilac Bay area, mostly in the north west. These vampires are largely unconcerned with the affairs of the others, instead focusing on transcending mere vampirism and becoming part of the blood mages I've made mention of before. Quests would entail testing out new spells and finding ley lines from which to power up the spells. The "mages".

-Order: The remnants of the ancient and incredibly secretive ones in Cyrodiil, there are in the south. Quests for these would be remaking their legend after it was damaged in the oblivion crisis, and subversion of powerful people into vampires. The "stealthy".

 

Beyond that, they'd each have their own abilities they'd get at the end of the quest, as well as leading into the various reasons to take back the holy city from humans whilst werewolves are trying to do the same.

 

MM, can you foresee any need for modeling so far? I can get a head start on that!

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Well, yes, buuuuuuuuuuut it's all very far down the line. As work gets done on the detail to detail part, I like to think ahead...WAY ahead :P.

 

Trust me, you think this is bad, it's only half of what I have planned altogether anyway, lol. But in the meantime, much headway has been made on the initial vampire changes, mostly due to MM and his Magnificent Modding (well, coding) skills.

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Well, yes, buuuuuuuuuuut it's all very far down the line. As work gets done on the detail to detail part, I like to think ahead...WAY ahead :P.

 

Trust me, you think this is bad, it's only half of what I have planned altogether anyway, lol. But in the meantime, much headway has been made on the initial vampire changes, mostly due to MM and his Magnificent Modding (well, coding) skills.

 

I don't see any work requiring modeling just yet. One thing that does stink is that we don't have the ability to add new animations into the game without replacing an existing one. (i.e. like Feeding Animations during Attack).

 

Oh, I got imagespace modifiers worked out so when taking sundamage it now applies an imagespace modifier which makes the screen a bit brighter, bloomier, etc,. The framework is in to support it, and I have it enabled for fledglings at the moment. I need to get more hunger mechanics in play now...

 

Unfortunateyl I suffered a HD failure on my primary system while I was away on vacation, fortunately I ONLY lost my Excel sheet I was using to track the current Spells, Perks, and Magic Effects I had worked out for the Fledgling and also so I could go through a renaming overhaul. All my script mod work for us is still backed up on my drobo. :) Anyway, rebuilding from the drive failure sucked up a good day of work I had planned on my return. Argh...but it could have been worse.

 

I am currently playing my vampire as a Fledgling, since I haven't worked in any of the other levels, etc,. The changes are very... minimalist at this level. Certain things aren't easily noticed. I'll try and put back together that list of Fledgling work that was done and then perhaps get an alpha of the mod up for some playtesting and feedback to those that are interested? Some things such as weakness to silver, garlic disabling abilities etc,. will not be readily noticed unless you're, for some reason, fighting random Silver Hand NPCs. I'd like to add Silver Weapons and Garlic to some item lists.

 

-MM

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Ok, so some serious work has been done! I've also updated the main post to indicate my reasons and sources for a lot of suggested changes, since I got asked so much and I love me some explaining.

 

I guess I should go reread that now! The entire framework is in place. Progression, Hunger, and nearly all passive abilities, bonuses, and weaknesses. I have some very cool stuff worked out (slow falling and levitation) if we're interested in levitation. Slow falling I definitely want in there. I hear some alpha testing approaching soon.

 

-MM

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Ok, so some serious work has been done! I've also updated the main post to indicate my reasons and sources for a lot of suggested changes, since I got asked so much and I love me some explaining.

 

I guess I should go reread that now! The entire framework is in place. Progression, Hunger, and nearly all passive abilities, bonuses, and weaknesses. I have some very cool stuff worked out (slow falling and levitation) if we're interested in levitation. Slow falling I definitely want in there. I hear some alpha testing approaching soon.

 

-MM

 

Ok, I'm very happy with where we currently are in the design phase. Just a status update for everyone. Here's a list of what we have implemented in the game (and what isn't). This is NOT an exhaustive list of the current features planned, but it's what I'm tracking on. Apologies for the... formatting. Some of the mechanics behind the feature aren't fully discussed.

 

 

 

Level	Type	NAME	Description	Implemented
0. General	Bonus	Attack for Blood	Implements Feed when combatant is Bleeding Out	Yes
0. General	Bonus	Resist Disease	100% Disease Resist	Yes
0. General	Bonus		Provides for more Undead "followers"	No
0. General	Weakness	Sun Damage	Damages Vampire when in Sunlight	Yes
0. General	Weakness	Trespassing Damage	Damages Vampire when Trespassing	Yes
0. General		Hungered for Blood	Detect Enemy's in Exterior	Yes
0. General		Hungered for Blood	Detect Enemy's in Interior	Yes
0. General		Hungered for Blood	Detect Friends in Exterior	Yes
0. General		Hungered for Blood	Detect Friends in Interior	Yes
0. General		Hungered for Blood	Dummy Effect to apply script to recast spell	Yes
0. General		Weakness to Sunlight	Applies Image Space Modifier in Sunlight	Yes
0. General			Tracks whether player is in sunlight	Yes
1. Fledgling	Bonus	Fledgling Health Regeneration	10% Combat Health Regen Bonus	Yes
1. Fledgling	Bonus	Fledgling Health Regeneration	10% Health Regen Bonus	Yes
1. Fledgling	Bonus	Fledgling Strength	10% Decrease in Fall Damage	Yes
1. Fledgling	Bonus	Fledgling Strength	10% Increase in Bow Zoom	Yes
1. Fledgling	Bonus	Fledgling Strength	3% Increase in Illusion Magnitude	Yes
1. Fledgling	Bonus	Fledgling Strength	5% Increase in Attack Damage	Yes
1. Fledgling	Bonus	Fledgling Strength	5% Increase in Bashing Damage	Yes
1. Fledgling	Bonus	Fledgling Strength	5% Increase in Power Attack Damage	Yes
1. Fledgling	Bonus	Fortify Carry Weight	+10 to carry weight	Yes
1. Fledgling	Bonus	Vampiric Evasion	10% Evade Power Attacks	Yes
1. Fledgling	Bonus	Vampiric Step	10% Reduction in movement noise	Yes
1. Fledgling	Bonus		+20 to speech	No
1. Fledgling	Bonus		5% Speed Increase	No
1. Fledgling	Weakness	Affliction to Garlic	5% Extra Damage if attacker carries Garlic	Yes
1. Fledgling	Weakness	Affliction to Silver	20% Extra Damage if attacker uses Silver Weapon	Yes
1. Fledgling	Weakness	Weakness to Fire	20% weaker to Fire	Yes
1. Fledgling	Weakness	Weakness to Sunlight	-5 Damage Health Value	Yes
1. Fledgling	Weakness	Weakness to Sunlight	-5 Damage Magicka Value	Yes
1. Fledgling	Weakness	Weakness to Sunlight	-5 Damage Stamina Value	Yes
1. Fledgling	Weakness	Weakness to Sunlight	Disable Health Regen	Yes
1. Fledgling	Weakness	Weakness to Sunlight	Disable Magicka Regen	Yes
1. Fledgling	Weakness	Weakness to Sunlight	Disable Stamina Regen	Yes
1. Fledgling	Weakness	Weakness to Trespassing	-5 Damage Health Value	Yes
1. Fledgling	Weakness	Weakness to Trespassing	-5 Damage Magicka Value	Yes
1. Fledgling	Weakness	Weakness to Trespassing	-5 Damage Stamina Value	Yes
1. Fledgling	Weakness	Weakness to Trespassing	50%  Health Regen	Yes
1. Fledgling	Weakness	Weakness to Trespassing	50% Magicka Regen	Yes
1. Fledgling	Weakness	Weakness to Trespassing	50% Stamina Regen	Yes
1. Fledgling	Weakness		Aversion to Garlic	No
1. Fledgling	Spell+	Bite	Drains health of target while stealthed. Absorbes 10% a second. Detection check every second. Can kill target. If it does, target arises as a neutral+aggressive zombie after 10 seconds. Must be sneaking. Chance of detection every second.	Pseudo
2. Risen	Bonus	Resist Poison	33% Poison Resistance	Yes
2. Risen	Bonus	Strength of the Risen	+20 to carry weight	Yes
2. Risen	Bonus	Strength of the Risen	10% Increase in Attack Damage	Yes
2. Risen	Bonus	Strength of the Risen	10% Increase in Bashing Damage	Yes
2. Risen	Bonus	Strength of the Risen	10% Increase in Power Attack Damage	Yes
2. Risen	Bonus	Strength of the Risen	10% Reduction in movement noise	Yes
2. Risen	Bonus	Strength of the Risen	15% Increase in Bow Zoom/Time slow	Yes
2. Risen	Bonus	Strength of the Risen	20% Decrease in Fall Damage	Yes
2. Risen	Bonus	Vampiric Evasion	20% Evade Power Attacks	Yes
2. Risen	Bonus		+10 to Speech	No
2. Risen	Bonus		20% speed increase	No
2. Risen	Bonus		30% Combat Health Regen Bonus	Yes
2. Risen	Bonus		30% Health Regen Bonus	Yes
2. Risen	Bonus		6% Increase in Illusion Magnitude	No
2. Risen	Bonus		Feed Corpses	No
2. Risen	Bonus+		Wolves, Bears, SabreCats and Skeevers no longer attack	Yes
2. Risen	Weakness	Affliction to Garlic	10% Extra Damage if attacker carries Garlic	Yes
2. Risen	Weakness	Affliction to Silver	40% Extra Damage if attacker uses Silver Weapon	Yes
2. Risen	Weakness	Trespassing Damage	Damages Vampire when Trespassing	Yes
2. Risen	Weakness	Weakness to Fire	40% Weaker to Fire	Yes
2. Risen	Weakness	Weakness to Sunlight	-15 Damage Health Value	Yes
2. Risen	Weakness	Weakness to Sunlight	-15 Damage Magicka Value	Yes
2. Risen	Weakness	Weakness to Sunlight	-15 Damage Stamina Value	Yes
2. Risen	Weakness	Weakness to Sunlight	Disable Health Regen	Yes
2. Risen	Weakness	Weakness to Sunlight	Disable Magicka Regen	Yes
2. Risen	Weakness	Weakness to Sunlight	Disable Stamina Regen	Yes
2. Risen	Weakness	Weakness to Trespassing	-15 Damage Health Value	Yes
2. Risen	Weakness	Weakness to Trespassing	-15 Damage Magicka Value	Yes
2. Risen	Weakness	Weakness to Trespassing	-15 Damage Stamina Value	Yes
2. Risen	Weakness	Weakness to Trespassing	Disable Health Regen	Yes
2. Risen	Weakness	Weakness to Trespassing	Disable Magicka Regen	Yes
2. Risen	Weakness	Weakness to Trespassing	Disable Stamina Regen	Yes
2. Risen	Weakness		Garlic Allergies	No
2. Risen	Weakness+		No Food Benefit	Yes
2. Risen	Spell+	Breath of Frost	Player can use voice to do cold damage shot that also has a chance to paralyze	No
2. Risen	Spell+	Light Sap	Douses lights from torches, etc,.	No
2. Risen	Spell+	Vampire's Sight	See in the dark (Ditch Blur)	Yes
3. Master	Bonus	Master Strength	+30 to carry weight	Yes
3. Master	Bonus	Master Strength	12% Increase in Illusion Magnitude	Yes
3. Master	Bonus	Master Strength	15% Increase in Attack Damage	Yes
3. Master	Bonus	Master Strength	15% Increase in Bashing Damage	Yes
3. Master	Bonus	Master Strength	15% Increase in Power Attack Damage	Yes
3. Master	Bonus	Master Strength	20% Increase in Bow Zoom/Time slow	Yes
3. Master	Bonus	Master Strength	40% Decrease in Fall Damage	Yes
3. Master	Bonus	Resist Poison	66% Resist Poison	Yes
3. Master	Bonus	Vampiric Evasion	40% Evade Power Attacks	Yes
3. Master	Bonus		10% Reduction in movement noise	No
3. Master	Bonus		50% Combat Health Regen Bonus	Yes
3. Master	Bonus		50% Health Regen Bonus	Yes
3. Master	Bonus		50% speed increase	No
3. Master	Bonus+		Get's Lightstep Perk	No
3. Master	Bonus+		Raise Dead cost 1/2	No
3. Master	Bonus+		Walking makes no sound	No
3. Master	Bonus+		Zombies created by bite are created instantly, and are allied to the player	No
3. Master	Weakness	Affliction to Garlic	20% Extra Damage if attacker carries Garlic	Yes
3. Master	Weakness	Affliction to Silver	60% Extra Damage if attacker uses Silver Weapon	Yes
3. Master	Weakness	Weakness to Fire	60% Weaker to Fire	Yes
3. Master	Weakness	Weakness to Sunlight	-30 Damage Health Value	Yes
3. Master	Weakness	Weakness to Sunlight	-30 Damage Magicka Value	Yes
3. Master	Weakness	Weakness to Sunlight	-30 Damage Stamina Value	Yes
3. Master	Weakness	Weakness to Sunlight	Disable Health Regen	Yes
3. Master	Weakness	Weakness to Sunlight	Disable Magicka Regen	Yes
3. Master	Weakness	Weakness to Sunlight	Disable Stamina Regen	Yes
3. Master	Weakness	Weakness to Trespassing	-30 Damage Health Value	Yes
3. Master	Weakness	Weakness to Trespassing	-30 Damage Magicka Value	Yes
3. Master	Weakness	Weakness to Trespassing	-30 Damage Stamina Value	Yes
3. Master	Weakness	Weakness to Trespassing	Disable Health Regen	Yes
3. Master	Weakness	Weakness to Trespassing	Disable Magicka Regen	Yes
3. Master	Weakness	Weakness to Trespassing	Disable Stamina Regen	Yes
3. Master	Weakness		-10 to Speech	No
3. Master	Weakness		Enhanced Garlic Allergies	No
3. Master	Weakness		Enhanced Garlic Allergies	No
3. Master	Weakness		No longer be blessed by divines	No
3. Master	Weakness		Stamina is health bound	No
3. Master	Weakness+		No Fastravelling by day	No
3. Master	Spell	Enthrall	+20 to speech	No
3. Master	Spell+	Command	Command Certain Animals	No
3. Master	Spell+	Darken	Equipped weapons do fire dmg/absorbs health	No
3. Master	Spell+	DarkFire		No
3. Master	Spell+	Fear	Area of effect spell that has a chance to fear enemies that are at the same or lower level of the player	No
3. Master	Spell+	Flicker or Blink	Player can cast, which will cause them to blink out and back in, causing combatants to lose them. Similar to 100 Level Sneap Perk	No
3. Master	Spell+	Into the Shade	Vampre will be able to turn invisible/into a shadow form if the light level isn't too high. Cannot cast in combat. Could Flicker and then cast!	No
3. Master	Spell+	Invisibility	Player turns invisible for a duration	No
3. Master	Spell+	Raise Dead	Player can cast on corpse and re-animate the recently departed. This will scale with the player. They will not be able to raise anything higher than their own level.	No
3. Master	Spell+	Slow Fall	Slows fall for a short duration	Yes
3. Master	Spell+	Telekenisis		No
4. Progenitor	Bonus	Progenitor Strength	+40 to carry weight	Yes
4. Progenitor	Bonus	Progenitor Strength	25% Increase in Attack Damage	Yes
4. Progenitor	Bonus	Progenitor Strength	25% Increase in Bashing Damage	Yes
4. Progenitor	Bonus	Progenitor Strength	25% Increase in Bow Zoom/Time slow	Yes
4. Progenitor	Bonus	Progenitor Strength	25% Increase in Power Attack Damage	Yes
4. Progenitor	Bonus	Progenitor Strength	60% Decrease in Fall Damage	Yes
4. Progenitor	Bonus	Progenitor Strength	60% Increase in Illusion Magnitude	Yes
4. Progenitor	Bonus	Resist Poison	100% Resist Poison	Yes
4. Progenitor	Bonus	Vampiric Evasion	60% Evade Power Attacks	Yes
4. Progenitor	Bonus		10% Reduction in movement noise	No
4. Progenitor	Bonus		100% Combat Health Regen Bonus	Yes
4. Progenitor	Bonus		100% Health Regen Bonus	Yes
4. Progenitor	Bonus		75% speed increase	No
4. Progenitor	Bonus		Attacks with axes and swords replenish health	No
4. Progenitor	Bonus		Stamina regeneration is increased 50% at night	No
4. Progenitor	Bonus+		Running makes no sound	No
4. Progenitor	Weakness	Affliction to Garlic	40% Extra Damage if attacker carries Garlic	Yes
4. Progenitor	Weakness	Affliction to Silver	80% Extra Damage if attacker uses Silver Weapon	Yes
4. Progenitor	Weakness	Deadly Garlic Allergies	Eating garlic kills you	No
4. Progenitor	Weakness	Deadly Garlic Allergies		No
4. Progenitor	Weakness	Weakness to Fire	80% Weaker to Fire	Yes
4. Progenitor	Weakness	Weakness to Sunlight	-45 Damage Health Value	Yes
4. Progenitor	Weakness	Weakness to Sunlight	-45 Damage Magicka Value	Yes
4. Progenitor	Weakness	Weakness to Sunlight	-45 Damage Stamina Value	Yes
4. Progenitor	Weakness	Weakness to Sunlight	Disable Health Regen	Yes
4. Progenitor	Weakness	Weakness to Sunlight	Disable Magicka Regen	Yes
4. Progenitor	Weakness	Weakness to Sunlight	Disable Stamina Regen	Yes
4. Progenitor	Weakness	Weakness to Trespassing	-45 Damage Health Value	Yes
4. Progenitor	Weakness	Weakness to Trespassing	-45 Damage Magicka Value	Yes
4. Progenitor	Weakness	Weakness to Trespassing	-45 Damage Stamina Value	Yes
4. Progenitor	Weakness	Weakness to Trespassing	Disable Health Regen	Yes
4. Progenitor	Weakness	Weakness to Trespassing	Disable Magicka Regen	Yes
4. Progenitor	Weakness	Weakness to Trespassing	Disable Stamina Regen	Yes
4. Progenitor	Spell	Enthrall	+50 to speech	No
4. Progenitor	Spell	Levitation	Levitates the player. 	Yes
4. Progenitor	Spell+	Charm	Vampire will be able to have influence over lower level NPCs to turn them against others in combat	No
4. Progenitor	Spell+	Light Sap	Light Sap AOE	No
4. Progenitor	Spell+	Night Eye		No
4. Progenitor	Spell+	Slow Time	Slow time by some amount	No
4. Progenitor	Spell+	Summon Fog	Conjure foggy weather to hide from sun	Yes
5. Sire	Bonus	Resist Poison	100% Resist Poison	No
5. Sire	Bonus	Sire Health Regeneration	300% Combat Health Regen Bonus	Yes
5. Sire	Bonus	Sire Health Regeneration	300% Health Regen Bonus	Yes
5. Sire	Bonus	Sire Strength	+50 to carry weight	Yes
5. Sire	Bonus	Sire Strength	20% Increase in Illusion Magnitude	Yes
5. Sire	Bonus	Sire Strength	30% Increase in Attack Damage	Yes
5. Sire	Bonus	Sire Strength	30% Increase in Bashing Damage	Yes
5. Sire	Bonus	Sire Strength	30% Increase in Bow Zoom	Yes
5. Sire	Bonus	Sire Strength	30% Increase in Power Attack Damage	Yes
5. Sire	Bonus	Sire Strength	80% Decrease in Fall Damage	Yes
5. Sire	Bonus	Vampiric Evasion	80% Evade Power Attacks	Yes
5. Sire	Bonus	Vampiric Step	90% Reduction in movement noise	Yes
5. Sire	Bonus		Turns Invisible when standing for 2+ seconds and it's foggy	No
5. Sire	Weakness	Affliction to Garlic	50% Extra Damage if attacker carries garlic	Yes
5. Sire	Weakness	Affliction to Silver	100% Extra Damage if attack uses Silver Weapon	Yes
5. Sire	Weakness	Weakness to Fire	100% Weakness to Fire	Yes
5. Sire	Weakness	Weakness to Sunlight	-60 Damage Health Value	Yes
5. Sire	Weakness	Weakness to Sunlight	-60 Damage Magicka Value	Yes
5. Sire	Weakness	Weakness to Sunlight	-60 Damage Stamina Value	Yes
5. Sire	Weakness	Weakness to Sunlight	Disable Health Regen	Yes
5. Sire	Weakness	Weakness to Sunlight	Disable Magicka Regen	Yes
5. Sire	Weakness	Weakness to Sunlight	Disable Stamina Regen	Yes
5. Sire	Weakness	Weakness to Trespassing	-60 Damage Health Value	Yes
5. Sire	Weakness	Weakness to Trespassing	-60 Damage Magicka Value	Yes
5. Sire	Weakness	Weakness to Trespassing	-60 Damage Stamina Value	Yes
5. Sire	Weakness	Weakness to Trespassing	Disable Health Regen	Yes
5. Sire	Weakness	Weakness to Trespassing	Disable Magicka Regen	Yes
5. Sire	Weakness	Weakness to Trespassing	Disable Stamina Regen	Yes
5. Sire	Weakness		Attack On Sight	No
5. Sire	Weakness		Garlic in inventory kills you	No
5. Sire	Weakness		Potions have no effect	No
5. Sire	Spell	Allure	Removes the Attack on Site flag temporarily. 	No
5. Sire	Spell	Bite	Bite kills will now create a fully fledged follower	No
5. Sire	Spell	Call of the Storm	Conjure stormy weather	No
5. Sire	Spell	Enthrall	+100 to speech and removes AOS flag for duration	No

 

 

 

Feedback welcome, although this is just really a list.

 

-MM

 

Edit: Wrapped in spoiler tags and here's a legend explaining the first two columns a bit.

Legend for the above table

 

  • 0. General - These are things that don't necessarily apply to a specific vampire level or category
  • 1. Fledgling - This is the first level of vampirism
  • 2. Risen
  • 3. Master
  • 4. Progenitor
  • 5. Sire - The highest level of vampirism
  • Weakness are just that
  • Bonuses are just that
  • Spells are just that
  • + items are permanent bonuses/weakness/spells that apply to the current level and up
     

Edited by MofoMojo
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So many "Yes" in the list. :woot: Sounds pretty much like what you have is already past a first beta version. I feared to have to wait for month but after seeing that my hope comes back that playing Skyrim will be much more fun in a few weeks.

 

"Tracks whether player is in sunlight Yes"

You are using the overall brightness for this, right? Or have you found something even better?

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So many "Yes" in the list. :woot: Sounds pretty much like what you have is already past a first beta version. I feared to have to wait for month but after seeing that my hope comes back that playing Skyrim will be much more fun in a few weeks.

 

"Tracks whether player is in sunlight Yes"

You are using the overall brightness for this, right? Or have you found something even better?

 

Hey Leeira, I think once we get most of the remaining items on that list to a YES and I make sure to re-scour our thread here to ensure I haven't lost any ideas and Jakisthe's updated post... then yes. We'll be close to an initial .... alpha release I'd say. The first release will be a chance to introduce the players to the mechanics, get some feedback on the spells and implementations, etc,. But there's still a long road of quests to build after that. :)

 

Oh, on the sunlight thing. Well, one of the things I'm considering is that many of the vampire's bonuses will not be applied when in direct sunlight. Getting down what "Direct Sunlight" was, and having to update EVERY spell condition was becoming a tremendous investment in time. So I implemented a single spell to do the tracking for me, and have ALL other spells rely on it to determine the result. This way, I only have to update one spell script to determine whether the player is in light. And yes, it's tracked by light level (one of the conditions). It works this way:

 

Is the Player outside, are the hours between 5am and 7pm, the player is NOT in Sovengarde, and is the light level greater than X. 

 

I'm sticking to a light level around... 90 right now, but playtesting will probably find a more suitable level. I'd like to exclude light from surrounding lightsources other than the sun but there's just no way around it that I've figured out right now.

 

But... the light mechanics are fun. At lower Vampire levels you take damage in the sunlight relatively slowly...ok relatively slow depending on your player level and health. I play a mage vampire who has 200 health so at the first stage of sunlight damage I can last a decent time out (200 seconds as it stands). Although 200 seconds goes by quickly, there's plenty of shade to get under to recover. At the more extreme levels, 200 health goes by quickly... I mean... ~25 seconds of light and you're dead. Jakisthe's hasn't mentioned (yet) whether she likes the idea, but I implemented a "Summon Fog" spell that allows you to turn the local weather foggy, blocking the sunlight, which reduces the brigthness and provides shade during the light. It lasts about 30 seconds and my plan is for it to cost about 100 or more mana to use it. I figure this... Players that don't focus on magic won't have the mana to cast it, but they'll have a HUGE health pool and will survive much longer. Players that focus on magic don't have a huge health pool and can't survive long, but they have a huge mana pool and can counter with the spell.

 

Levitation and Slow Fall need to be tweaked mana wise, but they're hella fun to play with.

 

Speaking of... If anyone wants to go through that list and think of some more creative names, please let me know! "Summon Fog", "Levitate" and "Slow Fall" are not me at my most creative. lol.

 

-MM

Edited by MofoMojo
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