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Jade Empire in Style - a brand new mod! (Beta version)


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#1
pecoes

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Hi everybody!

Allow me to introduce my new mod. While I'd like to claim that it's finished, I have to admit it has become fairly large - extremely large in comparison to all the other mods I've seen. And it's not just the size of the code base: I changed the game's core mechanics quite a bit. My mod does not alter a few select scenes here and there. It modifies the entire game. And so it has developed past the point, where I can properly test it myself. It's probably wise to make a Beta phase before the final release. I'm looking for a handful of brave souls now, who want to playtest the mod and report bugs, if any, to me. Suggestions and critique are welcome as well, of course!

1.) Styles:

The mod started out as a compilation of all the other mods out there, that add new styles. All in all there's around 40 styles the player may learn - around 50 if you include weapon upgrades. Some of these new styles I added to the existing stores, but introducing all of them in that manner would have been a bit boring. So I devised a new mechanism for learning styles: Through combat.

You will have to fight for new styles. There's no specific opportunity to do so. You can learn a new style whenever you fight an opponent, who uses that style. Take Iron Palm as an example: In vanilla Jade Empire it was introduced through a looong and overcomplicated quest. But in my mod you may (or may not) be able to learn it, as soon as you fight Gao the Lesser. Or the Red Minister Transformation: You don't have to wait for the last third of the game to acquire it anymore. You can learn it – at least potentially – as soon as you fight the old emperor's ghost in the Necropolis.

There's little a catch, though: You will have to do well. Should you take any damage whatsoever, your chance to learn is gone. But if you truly prove that you can defeat a new style, a special store will pop up at the end of the combat round where you will be able to buy it for a tenth of what it would cost at regular stores. This way you can – at least potentially – acquire each and every style in the Jade Empire. Some of the best styles can be acquired by this mechanism alone: Blizzard for example (Master Li's magic style) or Death's Razor.

While having increased the total number of styles, I reduced the number of styles you get for free. Horse Demon and Toad Demon aren't simply granted to you anymore. You will have to buy them for quite a bit of silver at Zin Bu's store or fight for them. Red Minister and Jade Golem aren't granted anymore, either. And they aren't for sale. I'm thinking of adding Tang's Revenge and Mirabelle to that list.

No damage whatsoever may be a bit too much to ask, though. So if you would like to make it a little easier on yourself: There is a certain gem that'll allow you to lower that requirement from "no damage at all" to "not too much damage". Call it a cheat mode if you will, but my mod is not about making the game easier or harder. It's about adding flavor.

2.) Style Points:

Right. So now there are over 40 styles you can acquire. That's nice and all, but what good are so many styles, if you don't have the points to level them? Some people have apparently resorted to increasing the number of style points you get at level-up. That's possible. And rather simple, too. But also a bit dull. I went the opposite route. I reduced that number to zero. Yes, zero. You won't get a single point for free. You will have to fight for those as well. Opponents will drop them in the form of black orbs that look like health-, chi- or focus-power-ups. The lowly gimps may or may not drop a single point. Since there's so many of them, I added a bit of randomness here. Your chances lie at roughly 50 percent. And they sink even further, if you allow them to hit you. In other words: The better you do, the bigger your chances to get a style point. The tougher opponents will drop points, no matter how badly you do, and they won't just drop one, but several points at once. How many points they drop, however, depends on your performance. Get hit a lot and they'll drop less.

In short: How many styles you will get and how many of them you will be able to level depends entirely on how well you play the game. That's my own personal gaming philosophy right there: The more proficient you become at playing a game, the more variety in the game world should open up to you.

3.) The And:

But wait! Wait! That's not all of it. There's more. A lot more, if I say so myself. But this post has gotten long enough already...

Here's a quick and incomplete list of the other changes:
  • Lots of new autosaves, that'll allow you to skip the cutscenes and jump right into the fray.
  • New techniques and gems: Especially noteworthy is an open-palm-specific technique, that allows you to regenerate your stats while out of combat and a closed-fist-specific gem that allows you to replenish your stats in combat at your opponents' expense.
  • A number of styles have been modified. Especially noteworthy is Storm Dragon: It can no longer be used to incapacitate your opponents for ridiculous amounts of time. And it no longer damages your opponent's health either. Instead, you can regenerate your focus with it. My aim was to turn Storm Dragon into the equivalent of Spirit Thief.
  • Specializations: If you invest significantly more points into one stat than in the other two, you'll become a specialist and do bonus damage. Favor health and you become a martial arts specialist. Favor chi and become a magician. Or favor focus and become a weapon master. The bonus is applied after effects. That means gems count towards the bonus as well.
  • Lots of changes to the economy: You'll get more silver out of combat; there are new merchants; etc
  • other stuff

4.) Let me know!

So... if you want to give the mod a try, send me a PM with your email address and I'll mail the beta to you (ca. 5 MB). Should you find any bugs, contact me and I'll mail you the fix.

Modifié par pecoes, 07 décembre 2010 - 05:33 .


#2
Fred Amora

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I'm at a lost for words. No, truly, you got me struck with wonder. Even without having to try it yet, I can say that this is a work of a genius. I hope this changes the surpringly neglected attention on JE modding.



Here's my two cents though on acquiring new styles: I'm certain many will find the "no-damage requirement" overwhelmingly challenging, too much if you'd ask me. I'm sure you have already proven your superiority and worth to learn the new style just by defeating the opponent who uses such style. But as you have put it, it's about adding flavor; and if that's the case then, toning it down to the "not too much damage requirement", in my opinion, would seem more realistic and at the same time, the challenge would still remain intact. While I appreciate the gem, I somehow find the thought of having such cheat item somewhat distasteful. I think many would share the same sentiment.



Regarding the specializations: Would the bonuses be too significant for us not to ignore specialization? Although this is indeed a creative and fantastic idea, this change will totally remove the balanced class out of the picture. But I guess that's exactly the idea, yes? However, if you can develop a little workaround for those that prefer a balanced fighter, then that's better.



But overall, I love all your ideas. This mod, I must say, is a masterpiece. I hope this gets the deserving attention. I can't wait to have this tried on my game. Keep up the good work!














#3
pecoes

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Here's my two cents though on acquiring new styles: I'm certain many will find the "no-damage requirement" overwhelmingly challenging, too much if you'd ask me. I'm sure you have already proven your superiority and worth to learn the new style just by defeating the opponent who uses such style. But as you have put it, it's about adding flavor; and if that's the case then, toning it down to the "not too much damage requirement", in my opinion, would seem more realistic and at the same time, the challenge would still remain intact. While I appreciate the gem, I somehow find the thought of having such cheat item somewhat distasteful. I think many would share the same sentiment.


Yes, I see what you mean. I may indeed change that.

Just let me tell you where I'm coming from:

1.) If a combat scene is so challenging, that the chances to make it to the other side unharmed are truly slim, that translates for me to: high replay value. Maybe I didn't emphasize it enough, but one of the key elements of my mod are the new autosaves, that I've placed *between* the introductory cutscene and the actual combat. Take the fight against Jia as an example. She's a tough one. Theoretically that would have been a fight with high replay value. Practically it wasn't, because of that suuuper slooooow animation of her walking down a staircase monologueing. That was unbearable. Not anymore. In my mod you can just load the autosave and get right into the combat. As often as you like. Me? I would take that opportunity and replay that fight until it becomes boring (read: easy). So, personally, I don't consider that requirement all that steep. But that's just me. Others may have a completely different play style. Maybe you're one of those people who relish continuity and wants to play the game from beginning to end with as few saves and loads in between as possible...

2.) Using the words "cheat mode" was a huge mistake. I see that now. The word "cheat" has terrible connotations, of course. But, let's face it, there's a great number of cheat modes in JE. Jade Golem is a cheat mode. Red Minister is a cheat mode. Hidden Fist is a cheat mode. And so on. I don't think that's bad at all. In fact that's something I like about the game. You can always have as much or as little challenge as you want. That's kinda luxurious, don't you think? Feel free to set your priorities as you like. Use the gem if you want to explore as many styles as possible. Don't use it, if you want to challenge yourself as much as possible. Both are fine with me.

Regarding the specializations: Would the bonuses be too significant for us not to ignore specialization? Although this is indeed a creative and fantastic idea, this change will totally remove the balanced class out of the picture. But I guess that's exactly the idea, yes? However, if you can develop a little workaround for those that prefer a balanced fighter, then that's better.


Specializations are the latest addition to the mod. I'm not entirely sure yet, how far I want to take this. I'm not even sure, if I want to play a specialized character myself...

As it is right now, you would have to increase one stat to be 30% higher than the other stats, to do double damage. 30% is a tall order. It can be done, but you would have to make certain sacrifices. I'm not necessarily someone who finds that appealing. I like variety more than superpowers. But what do I know?

#4
pecoes

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UPDATE:



After some deliberation with Fred Amora I decided to relax the rules a bit. You no longer need to play a perfect game, so to speak, to get access to new styles. I introduced an element of chance:

  • If you take no damage whatsoever your chance is 100%.
  • If you take 5% damage your chance is still 100%.
  • At 10% your chance is still 90%, but it goes downhill from there.
  • At 15% damage your chance is 70%.
  • At 20% your chance is 40%.
  • And at 25% your chance is gone.
(There's not just these 5 benchmarks, of course. It's a curve.)



The numbers are still subject to change, I suppose, but you get the basic idea: It's not about absolutes anymore. It's about chances now. The better you do in combat, the bigger the chance to acquire a new style. Being perfect helps, but it's no longer a requirement.



The "Gem of the Incomplete Master" with which you can make things a little easier, is still in.


#5
abramburici

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Hehe...



Indeed this sounds awesome and it goes beyond any mod I've seen. If only it existed before I played JE to death...

Out of curiosity though, does any of these styles include the shield Li uses? It's a cool looking shield; I think I've seen it on at least one othe NPC (maybe the arsonist).

#6
pecoes

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If only it existed before I played JE to death...


Sorry, about that. I only just started to play JE a few weeks ago.

That visual effect is not so exotic. It's the exact same effect Dire Flame uses. You don't need my mod for that. B)

But my mod adds two gems, that give your character a Fire Armor. They're less damaging than Li's Fire Armor, though. Otherwise they'd be huge balance breakers. I've given them an added benefit, however: They grant immunity to Dire Flame.

One you can get from that Arsonist. The other you would have to buy for a considerable sum from Zin Bu.

I also added Earth Armor gems btw...

Modifié par pecoes, 12 décembre 2010 - 11:09 .