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Wavebend's modding worklog


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#26
Wavebend

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Is it possible to change the properties of fade shield? Like give it an internal cool down and recharge rate? Or make it function like enemy barriers (spell binders, mages, etc)?

 

Yeah you can change the barrier decay rate to be negative instead, or simply give yourself the spellbinders barrier ability.

 

Awesome! Can you use the fact that it phases through things to get stuck in walls or other objects?

 

No

 

Also, can we have the DC butt punch?

 

Yeah you could play as a DC if you want, although I haven't tried, but theoretically you could now (Let me try to make this happen later today!)

 

I'm going to run some more tests today, but I still need to rework the code a bit, the process isn't 100% fail proof



#27
Wavebend

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Merged in the unused MP camera mode (as-is).

 

The MP aspect of the game currently uses the SP camera mode (yup), despite one existing exclusively for MP. I suspect this is because it wasn't good enough so they scrapped it, yet left it in the files. Makes the game a bit more immersive, but on a wide screen having the character take 90% of the screen is a bit awkward!

 

 

Next I'll move on on reworking the combat, using unused abilities, etc.


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#28
JiaJM98

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Merged in the unused MP camera mode (as-is).

 

The MP aspect of the game currently uses the SP camera mode (yup), despite one existing exclusively for MP. I suspect this is because it wasn't good enough so they scrapped it, yet left it in the files. Makes the game a bit more immersive, but on a wide screen having the character take 90% of the screen is a bit awkward!

 

 

Next I'll move on on reworking the combat, using unused abilities, etc.

I like it. Our good old lego looked... huge  :D



#29
HunterKipling

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Merged in the unused MP camera mode (as-is).

 

The MP aspect of the game currently uses the SP camera mode (yup), despite one existing exclusively for MP. I suspect this is because it wasn't good enough so they scrapped it, yet left it in the files. Makes the game a bit more immersive, but on a wide screen having the character take 90% of the screen is a bit awkward!

 

...(video clip)...

 

Next I'll move on on reworking the combat, using unused abilities, etc.

I can see where you'll have to rely heavily on the minimap for situational awareness, but I do love the lower FOV for the lego's viewpoint. Just can't imagine this view with Pala at full speed. Nice work! I like seeing the mods you post! Nice work!!  :D



#30
Wavebend

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Alternative basic attack. Just for testing the toggle functionality (notice the new ability in first slot)

 

Don't ask me why.

 


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#31
ThatBruhYouDK

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Alternative basic attack. Just for testing the toggle functionality (notice the new ability in first slot)

Don't ask me why.

https://www.youtube....h?v=SehmFs79wt8

Machine gun! I love it
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#32
Wavebend

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Machine gun! I love it

 

Spray and pray :P

 

That was mostly for the lulz though, I don't intend to use the toggle ability as a machine gun. I'll make it a default ability on a dedicated hotkey, to be able to toggle between two stances mostly



#33
Silversmurf

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I've always disagreed with changing the original code. You knew that already.

This is simply amazing work though.

I'd consider buying pc version for this lol.....

#34
Gya

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Spray and pray :P

That was mostly for the lulz though, I don't intend to use the toggle ability as a machine gun.


:(

#35
Wavebend

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Spent almost all day on something else, expect more really soon

 

I'd consider buying pc version for this lol.....

 

Well now you just gave me a purpose :)

 

:(

 

It was for testing but I'm considering it. The basic attack chain mechanic needs to be reworked, undoubtedly. the solution is either a constant damage ability (such as the "machine gun" in the video) with no risk/reward of committing to it, or a more elaborate attack chain with a big risk/reward for committing to the full chain. i'm just having issues figuring out what I want to implement. I don't have a full ingame editor for this, so implementing new stuff takes many many hours on my end and I don't have time to waste my efforts



#36
TeamLexana

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Other elemental versions of the Hakkon staff would be cool, particularly fire since I can't think of a good high level fire staff.

Making a bit more gold drop and xp drop off of Heartbreaker would be cool too. Not an excessive amount. Maybe a Nug in zones one AND three? Make the trapped treasure chests pop multiple Revanants and Arcanes? I was disappointed in the Heartbreaker treasure monsters. :(

For powers, anything with the Heartbreaker Despair Demons version of blizzard would be awesome. My blizzard can't do that and I have a stupid amount of willpower, lol.
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#37
JiaJM98

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Other elemental versions of the Hakkon staff would be cool, particularly fire since I can't think of a good high level fire staff.


A fire hakkon would be pretty OP for anthlok Saarebas.

#38
TeamLexana

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A fire hakkon would be pretty OP for anthlok Saarebas.


Saarabas is already OP. :P

Regardless, a high level fire staff is still missing in the mp. Outside of creating a completely new staff, the Hakkon seemed like the best one to put that much effort into changing.

Adding Heart of Rage could be cool, but that would also be super op and I think I read somewhere that the reason they didn't add it in the first place was that multiple mage's using in it in the same game could cause crashes.

Doesnt matter for me though, I have the game on Trashbox One, lol.

#39
ThatBruhYouDK

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Saarabas is already OP. :P

Regardless, a high level fire staff is still missing in the mp. Outside of creating a completely new staff, the Hakkon seemed like the best one to put that much effort into changing.

Adding Heart of Rage could be cool, but that would also be super op and I think I read somewhere that the reason they didn't add it in the first place was that multiple mage's using in it in the same game could cause crashes.

Doesnt matter for me though, I have the game on Trashbox One, lol.

i can guarantee it doesn't cause crashes. The effect works really well together in MP...don't ask how I know..Bioware was probably just lazy.
Heart of Rage is awesome in MP :)

#40
DrakeHasNoFlow

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Anyway to get crescent shadow to proc different elements besides frost?

#41
TeamLexana

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i can guarantee it doesn't cause crashes. The effect works really well together in MP...don't ask how I know..Bioware was probably just lazy.
Heart of Rage is awesome in MP :)


What! Damn PC hackers! :P
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#42
Wavebend

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Dont have much to show yet

 

Here are some unused abilities (10 out of 30+)

 


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#43
Silversmurf

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Dont have much to show yet

 

Here are some unused abilities (10 out of 30+)

 

 

Oh for a cursor to aim with on PS4 .... :(



#44
DrakeHasNoFlow

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Is there anyway to limit the rng in this game and it make more user choice enabled? (Weapon unlocked, faction selection, etc)

I would totally play damp again with the scrubs on pc but the thought of dealing with hundreds of hours to meaninglessly grind to have a chance of being in the top loot pool is stupid. I'm sure I'm not in the minority when I speak of this but the emphasis on rng and luck really turns people off because the game should fun/goal driven/team based not about roulette and roll of the dice.

Even if it's not possible to craft hakkon weapons or a PI Amulet converting some masterwork gear into damp would interesting and would give players transitioning over, something predict able to strive for. Than again, not sure if all this is even possible?

#45
Luke Barrett

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Dont have much to show yet

 

Here are some unused abilities (10 out of 30+)

 

Just in case anyone is curious about these:

 

- The first 4 were intended to actually be part of a Tempest ability called 'grenade' (clearly didn't get a writing pass yet) which would be a normal grenade throw and then if you're in a tempest element it would also flavor the grenade ability. This was before we had an actual theme for the Tempest spec and it was more of a generic elemental rogue. We ended up removing this ability to mesh better with the goal of the spec (also it encroached on the grenade potions)

- The big AOEs were glyphs for adding elemental damage to weapons - basically works the same as the Templar blessed weapons ability. I believe we opted to make the Templar one more unique by just not having the mage ones

- The archer shot at the end was just a taunting shot, we ultimately decided not to put any direct threat gaining abilities on the base rogues (Tempest is the only one that can do it in the actual game)

 

 

Ultimately, there are always things that get removed before the game releases for quite a variety of reasons. Some of them come back in DLC/Patches after a bit of repurposing and some stay dormant in the files until someone decides to dig them out :)


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#46
Gya

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- The archer shot at the end was just a taunting shot, we ultimately decided not to put any direct threat gaining abilities on the base rogues (Tempest is the only one that can do it in the actual game)


Longshot works just fine for this :D
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#47
Wavebend

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Is there anyway to limit the rng in this game and it make more user choice enabled? (Weapon unlocked, faction selection, etc)

 

I haven't looked into it. If it happens to be completely server-side (which would likely be the case, but then again not everything is for.. some reasons), then no.

As for faction selection, as far as I can tell there's no way to put a selector in the lobby screen. However, it may be possible to lock a faction for a given route, then separate every route as a different map altogether. If not, then you could always create a patching tool that you could use to select a faction right before the game starts...

 

snip

 

That's pretty cool to know, thanks for sharing!


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#48
Wavebend

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- The big AOEs were glyphs for adding elemental damage to weapons - basically works the same as the Templar blessed weapons ability. I believe we opted to make the Templar one more unique by just not having the mage ones

 

It would have been overpowered anyways because it actually changes the damage type to be fully elemental. IMO elemental damage should always stick to mages. I think a self-buff that allows mages to temporarily change their staff element would be cool

 

I was thinking about another mechanic earlier today but it doesn't look like it would be possible to implement. Basically portals that allow you to move between two points or phase through walls.. I'll have to look how fallback plan is implemented :)

 

One issue is how the maps in MP are mostly small/corridor maps (with no obstacles in the middle, ugh) with a ton of no-go zones (dead ends) that serve pretty much no purpose other than chokepoints, so being able to warp back and forth to use that extra space would be cool (as long as it's done in a tactically meaningful way)

 

Trying to come up with new mechanics is kinda hard. I want to implement a dodge badly, but don't really want to go the dark souls way of repeating the attack/dodge (roll!) pattern that gets repetitive super fast. It also would be unreliable unless I slow the combat down quite a bit. Another way would be to add some form of CC to the dodge, but not sure how just yet


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#49
JiaJM98

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Trying to come up with new mechanics is kinda hard. I want to implement a dodge badly, but don't really want to go the dark souls way of repeating the attack/dodge (roll!) pattern that gets repetitive super fast. It also would be unreliable unless I slow the combat down quite a bit. Another way would be to add some form of CC to the dodge, but not sure how just yet

It's okay. Just give us the SP version of combat roll :)


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#50
HunterKipling

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I feel like a voyeur watching an archaeologist at work.

Loving the videos, praying for sanction and hoping

Wavebend develops killer tools for this awesome game  :)


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