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 Post subject: Halls of Legion (WIP) screenies etc.
PostPosted: Fri Jan 11, 2013 5:53 pm 
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Edit: As of 27/03/13 this is canceled.

==============================================================================
I'm working on adding some new levels and content to the game. It started as just something to make my SP HU new and exciting, but thought I'd share what I'm doing.
It's a way off from being finished, the maps need touched up and 3 big ones need to be built from scratch still. I'm open to suggestions for monster types/skills and level layouts. Also open to new mechanics ideas etc.

Also wouldn't say no to any help etc. I can explain how to edit maps if needed or design monsters (not the sprites unless you are a hardcore artist and have a lot of time) stat/AI/skill wise.

The Halls of Legion
You need 3 chars in "The Banishing Gate". In the center are 3 pillars that need to be activated at the same time. Once all 3 are activated, 5 portals appear and a Guardian will come through each one. Each guardian has a chance to create a portal to The Halls of Legion. (20% in norm, 10% in NM, 5% in Hell).

Once a portal is opened, you arrive in The Hall of Transference. Here, there are 4 seperate portals to the 4 halls.

The Hall of Ki
All enemies are immune to physical and magic damage. Enemies have a 5% chance of reincatnaring as a tougher version upon death
Only tougher versions can drop items.
Ki has an invincibility shield that drops for 4 seconds when he lands a hit on something.

The Hall of An
All enemies are immune to Fire and Poison. Enemies have a 5% chance of reincatnaring as a tougher version upon death
Only tougher versions can drop items.
An will summon sacrificial pawns to destroy. If she is allowed to kill a pawn, she will gain invulnerability for 8 seconds.

The Hall of El
All enemies are immune to Cold and Lightning. Enemies have a 5% chance of reincatnaring as a tougher version upon death
Only tougher versions can drop items.
El can only be hurt when in range of a Daybreak Soul. The souls wander from the start of the map to the end, but can be killed by the constant waves of enemies.


The Hall of Im
All enemies in this hall have random changing immunities
Each time an enemy is killed, it will burts into flames creating a rift that spawns a new enemy 10 seconds later.
Spread throughout the map are multiple bosses, enemies killed near each boss will be prevented from respawning.
killing "Im" will reward you with his soul shard.

When you have all 4 soul shards collected, cube all 4 shards with any elite item to return the unique version + a plain trophy charm.
You must repeat the process to do it again.
You can also choose to take any existing elite unique and make it ethereal instead. This also consumes the souls.

Normal/NM/Hell shards only work on coresponding item tiers (Norm/Exceptional/Elite).

==============================================
==============================================
==============================================
Some additional stuff that is thrown in:
Changelog:
(Items marked with a * are finished)

*Added new skill "Ashes to Ashes". Summons a number of corpses to exploit depending on level. (necro starts out with this skill, like unsummon)
*Replaced solar vine with "Natures Gift". spawns a vine pod that spits out a medicinal herb.
*Added new consumable item. only effects druid: regens hp over 1 min, and grants life and mana per kill (Aquired from natures gift skill).
Added new superunique in the cripts below the graveyard.
Minor map edits to account for new SU
*Recolored act 3 hirelings to match their respective element. (seems to be a hardcode that makes them spawn as regular Iron wolf after hiring till you rejoin the game)
Redone pre-izual map to get rid of the random crash.
*Fixed multiple bugs in the text files: (see addendum)
*Blade of arreat now makes enemies take flat additional damage per hit. (skill level * skill level *3) before phys resists are accounted for.
*Battle cry now reduces enemies magic resistance by 1% per hard point.
Add a new midgame challenge area
Add a new endgame challenge in multiple parts. "The Halls of Legion"
*Removed hardcoded blocks on ancients Whirlwind AI. Ancients AI now defaults to whirlwind type. Regular ancients are unaffected and use the regular AI's.
*LoS barbarian now uses whirlwind propperly

~==Addendum==~
1:- Fixed desc on increased stamina

2:- Blade of arreat -%defense reactivated (was somehow to 0)

3:- Inner sight broken def debuff fixed, (was somehow set to "#NAME?" changed back to -edmn )

4:-Impale broken def penalty fixed, (was somehow set to "#NAME?" changed back to 100-(blvl*5) )

5:- Berserk broken def penalty fixed, (was somehow set to "#NAME?", changed back to 100-(blvl*5) )

6:- FingerMageSpider (the red shit that drains your mana) broken mana drain fixed (was somehow set to "#NAME?", changed back to -par3 * lvl )

7:- Mon lifetap lifedrain effect was set to 0, (reset back to -monsterlvl per sec)

8:- Blood witches defense curse was set to 0. Changed and buffed it (overrides 50% of your def like zerk instead of reducing Enhanced def% by 50%)

9:- Bloodmana hp and mana drain were both set to 0. set values to 10 hp a sec and -50% mana recovery

10:- Holy fire, holy shock, sanctuary, merc pois aura, holy fire b, holy shock b all use "resistmagic" state as targetstate (the state that is applied to enemies)
This state is unstackable, meaning none of those auras will work together. Whatever one is applied first takes effect. (-enemy res wise)
Fix for above, created a new state for pois/fire/lightning holy auras and any other variations. Each element must use the same auratargetstate to prevent
the "B" variations stacking with pally variations or merc variations.
Ie. holy fire merc + holyfire on equip item not piercing resistances by 20%

11:- Added states "holyfireaddeff" "holyshockaddeff" "poisauraaddeff"
(Additional, states.txt only has 18 free lines till cap)

12:- Holy freeze broken slow effect fixed (was somehow set to 0, changed back to -dm34)
13:- Monster cold aura (looks like resist cold but acts like holy freeze) broken slow effect fixed (see above)
14:- Merc freeze broken slow effect fixed, see above
15:- Holy Freeze B broken slow effect fixed, see above
16:- A number of the enemy holy auras had enemy res reduction effect set to 0. Changed back to -10

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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Fri Jan 11, 2013 6:04 pm 
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Load of screenies:

Bone merc
Image

Cold merc
Image

Lightning Merc
Image

Druid vine replacement (The description is old, it's bonus is dependant on skill level instead)
Image
Image
Image


Legion stuff:
Banishing Gate
Image
Image
Image
Image

Hall of Transferance
Image
Image
Image
Image

Halls entrances
Image
Image
Image
Image

Hall of Im:
Image

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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Fri Jan 11, 2013 11:22 pm 
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your content never fails to impress! Sorry about the fire :(

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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Sun Jan 13, 2013 3:16 am 

Joined: Wed Mar 23, 2011 9:22 pm
Posts: 116
Nice, looking forward to it. :)


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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Mon Jan 14, 2013 7:33 am 
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Posts: 354
looks good :)

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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Mon Jan 14, 2013 8:59 pm 

Joined: Mon Jan 14, 2013 8:57 pm
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This is fantastic.


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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Mon Jan 21, 2013 2:25 am 

Joined: Mon Jan 14, 2013 8:57 pm
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I'd love to see this out sooner than later, so let me know if I can help.


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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Tue Jan 22, 2013 4:14 pm 

Joined: Mon Aug 31, 2009 10:29 am
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+1


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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Tue Jan 22, 2013 11:15 pm 
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Small update, not had much time till tonight.

Replaced the solar vine skill fully.
Image

Changed golem mastery so have an active side + passive side.
The active use is to create corpses for skele's during boss fights. Passive side remains the same as ever.
Image

Off to make "Im" and populate his hall. :)

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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Wed May 15, 2013 4:54 pm 
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Joined: Tue Sep 01, 2009 5:07 pm
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Location: Hell
Reminds me of some of what Laz is doing with MxL... :?

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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Fri May 17, 2013 7:31 pm 

Joined: Wed Sep 02, 2009 8:43 am
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some good stuff here, well done mate


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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Sat May 18, 2013 12:15 am 
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OP was updated, kev is no longer available to work on this

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 Post subject: Re: Halls of Legion (WIP) screenies etc.
PostPosted: Sat May 18, 2013 1:02 am 

Joined: Wed Sep 02, 2009 8:43 am
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:( what was the reason for project cancel in the end? seems a shame


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