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Gaias 1.2 ... and yes, I'm not joking.

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crits can be pretty good currently, especially with nuke damage like revenge

Revenge still got lower dps than Hateful Strike and Shield Slam so its only op with crit in PvP situations. I think it might do a lot better with high Crit Chance rather than higher Crit Damage Multiplier but that is my personal opinion.

Now the only thing I meant was that it would be nice to really feel that strength gives a boost to my critical strikes more than what they do right now, I only pick some points in the Strength stat on my Thief and Ranger for the Armor Penetration today since it makes a larger difference to my damage output more than the Crit Damage Does.

Currently a level 1 Squire with 5 Strength gets a 152% Critical Strike Damage Multiplier while a level 32 Berserker with 48 Strength gets 169% Critical Strike Damage Multiplier. +31 levels (and some items) made a difference of +17% in Critical Strike Damage which is in my eyes a very small difference. Its even smaller for non strength classes but they already have their passives to weigh it all up so in the end they only need Strength for the extra Armor Penetration.

The current equation for it is 1,5+STR/250= Critical Strike Damage.
If it was buffed to somewhere in between 210-230 in the dividing base number it would not make a radical difference but at least people wont be surprised when they compare the starting crit damage to a mid/high level character.

But I'm not gonna stay for long on this topic, this game has a very in depth type of balancing unlike any other rpg I've seen and with 1.2 coming up later on where people will be level 50 with even better items then the Crit damage Equation we have today might be more suited for that type of statistics.


Anyway, the WIS and CON buffs is something that I really would like to see in a update before 1.2. :thumbs_up:
 
Level 13
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I see what you mean really, I've just never been concerned with crits in the current content but it does make sense. As long as multipliers don't move too high, anything above x2.5 gets a bit heavy, especially for agil classes.

Also shield slam has awful dps idk what you're on about there.

But yeah, I'm all for multipliers going up as long as they don't get extreme
 
Level 10
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2009-02-27-professor_farnsworth.jpg

god damnit Vestra. It can not be unheard now.
 
Level 4
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Not at all, I'm saying armor roughly equals extra hp in the sense that it increases your combat durability. You try tanking late game units with 1000 hp and no armor, see how you go without a good healer.

Analyse your own thoughts, you're suggesting making tanks that function absolutely fine, tanker, for no reason whatsoever, no logic, just because you think constitution should increase more and that strength should do the same job.

This is why people jumped on your idea, your logic is flawed and your ideas are broken. The community and game maker justified this.

And again, I will mention, being stronger doesn't mean you last longer in combat. An axe to the face will do the same job. Strength basically affects how hard you hit, and that is exactly what it does: Damage for strength based melee classes + crit damage multiplier.


the only part that i dont agree.
1)logic and ideas CANT be flawed or broken they can only be false.
2)dont talk for others kid just speak for yourself you dont know what the others think.
3)now shallow your egoizm and dont write anything.
 
Some new ingame footage of the new day/night cycle model, water reflections and the new skyboxed floating island dungeon.


EDIT:
I also decided to release a 1.1M version as soon as I was able to fix all reported bugs and made some of the promised changes to the game.

The reason for that is that this way I can already gather public input on the changes and fix bugs that would probably have a bad impact on the 1.2 release beforehand.

This update will not contain new content, but will have a lot of the 1.2 features that affect the "old world":
- completely remastered terrain of the spider forest at the trade route area
- two new ground tiles which affect almost all of the existing terrain
- the new day/night cycle model, aswell as water reflections
- a HUGE fps improvement due to the new way destructables are handled
- remastered experience system such as level cap for base classes
- the new changes to WIS and CON
- a new internal spellcast algorythm which allows to remove the cooldowns of spamable spells
- skill scrolls are now actual items (however, bound when used once) with unlimited charges which can be kept in the backpack to allow relearning of those spells without having to find the spells again
- a truckload of bugfixes and balance changes, as well as the long awaited change to steal


OPTIONAL CONTENT WHICH REQUIRES A CODE WIPE (please give feedback wether you want this implemented or not!)
- a new npc in Mytargas that sells an upgradable storage which can be used to store (and save) items
- implementing the food resource into the save system to allow for a quest token system implemented in 1.2
 

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Level 10
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I'm all down for the optional content which would require a code wipe. It would reset the game levelin the playing field and it would allow us to test out the leveling cap systems and all of that. I think the idea of playing Gaias where you have to job change at level 25 or you can't advance is just awesome and worth a code wipe just to see that implimented and this would also potentially fix the 'saving' of quests to reach a level higher than game intended. Sure that won't matter in 1.2 but it would still be cool to see how it works before max level is obtainable. btw the screenshots look great as always!
 
Level 6
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i wouldnt mind about code wipe and tat new trader u talk about sounds really nice so in my opinion u can go ahead and code wipe.
New terraining looks outstanding as always ^^

Also did u fixed the save system bug, the one that after loading 3-4 times breaks the save system and no1 else can save
 
Level 11
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OPTIONAL CONTENT WHICH REQUIRES A CODE WIPE (please give feedback wether you want this implemented or not!)
- a new npc in Mytargas that sells an upgradable storage which can be used to store (and save) items
- implementing the food resource into the save system to allow for a quest token system implemented in 1.2

Another code wipe...
Well to be honest I would really like a "bank" feature, but if there is going to be a code wipe I'd like to have one final before 1.2 rather that several wipes to match with updates as they come.


Also shield slam has awful dps idk what you're on about there.

I use strength on my Crusader at the moment. xD
 
Another code wipe...
Well to be honest I would really like a "bank" feature, but if there is going to be a code wipe I'd like to have one final before 1.2 rather that several wipes to match with updates as they come.
Hmm... just a matter of planning things out beforehand. Not really a problem.
 
Level 6
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hey why u do that im in favor for the wipe not agains, i didnt slaped my face agains walls to be bleeding like that

cool image though loll
 
Level 13
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I wanna see face of some1 who just maxed all chars to 43 and collected shit loads of gold and mc xD

That would be me.

Tbh I'm a little disappointed, 'cause I worked my ass off to prep characters to test in 1.2 and here they go, again.

If there HAS to be a wipe, make it sooner rather than later please zwieb.
 
Level 4
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If you are going to make another code wipe, which is worth the content, please make sure that it will be the last one for a long time. It would just be extremely upfucking if you would make a codewipe in 1.2 then again, as soon as people managed to get a char to lvl 40 or higher. Just saying.
As always the screenshots look epic! Can't describe that beautiness with words :ogre_kawaii:
 
Just wanted to clarify:
Copewipes will always happen if one of those three conditions are met:

1) Adding content that has to be saved (adding more inventory slots, implementing a talent system, implementing the token system, adding a new character class, etc.)

2) Gamebreaking bugs occur which will have a permanent, save-able impact on player characters

3) The implemented continuous content (items, quests) exceeds the pre-determined limits of the current savecode.

-----------------------
1) is the case here. I can not add the bank/chest feature without editing the save/load routine, also, I can not store the food counter to the savecode without a code wipe, which will be neccesary for the token system that might be implemented in 1.2

2) hopefully we will never see that again

3) the existing limits still allow a huge number of new items and quests without changing anything on the system
-----------------------


So it's a matter of choice wether you want to see that bank account / token feature implemented or not. Currently, there is no need for a code wipe other than this feature. The talent system has already a defined room in the existing code, so I wouldn't have to reset as long as I don't change the numbers.

Codewipe is not required for 1.2. It's just a matter of wether you want this feature or not.
 
Level 13
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Well, I'm all for a wipe for bank space as it will go hand in hand with collecting skill scrolls.

Wipe away sir.
 
Level 4
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I'm for a codewipe too, because the new content is just epic. Anyway it will be nice to start all over again because of the new terrain etc.
 
Hmm... I'm not really satisfied with how the reflective water looks like.

For technical reasons, I can not add reflections of doodads below the water surface (well, it's possibly, but it looks horrible as shadows mess up the transparency of the alpha tile) ... It looks okay for coastal regions, but I think it looks crappy when viewed in the town.

What do you guys think? Discard the idea of reflective water or simply deal with the fact that only the sky is reflected, not units and doodads?
 

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Level 13
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Work on the doodads later, sky reflections will be enough for 1.1M

Any chance of chucking a world boss or some new items into 1.1M so there could be a small amount of new content/storyline?
 
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Came up with a different solution to the reflection issue. In the town, the water is "deeper" than on the open ocean, which results in less transparency, so that you still see reflections, but it's just very subtle. On a side note, the water looks more dirty that way, which suits the water of city canals.

Finished the reflective water stuff now and can finally start working on the code. But there's a lot of bugs to fix before I can put the new features in.
 
Alright. Fixed all the reported bugs now and can continue with implementing the promised new features.

Here's a list of everything that is done so far:

GENERAL:
- Rescaled almost all humanoid units and npcs to match the environment more than before
- Fixed cam modes have been altered to improve vision
- Free cam angle of attack now changes by a small amount if a high mountain is blocking the sight
- added a system that should greatly improve fps
- added a wall on the corner above the Shade encounter to disallow a ranger shooting at the shade from the other side to its spawn position
- Fixed a bug where picking up an unsaved stackable material will render a saved stack unsaved
- Fixed a bug that prevented other players from loading characters after one player exceeded the 3-load limit per game
- Fixed a bug that sometimes perma-stunned units when hit by the "shockwave" spell (i.e. Lieautenant encounter in D3)
- Fixed a bug that allowed Sergeant Gaspode to be duplicated
- Fixed Divine Fist tooltip appearing green instead of red
- Fixed Divine Fist sometimes remaining on friendly units permanently
- Fixed the duration of water globe soaked debuff
- Fixed a bug with the Coup De Grace ability not having a higher chance to score a critical hit
- Fixed the spawning of Sergeant Deakan encounter
- Pets will no longer retaliate when pet or master are attacked by friendly units
- Fixed a bug where the Nymph sometimes tried to 'heal' dead allies, thus doing nothing in combat


GAMEPLAY/BALANCING:
- All enemies will now reset their cooldowns when retreating/leaving combat (This fix was sponsored by: The Blazing Flame Corp.)
Please tell me if I missed a bug here. This was all I could remember being reported.
 
Completed the brand new casting algorythm and added a spell haste stat as a new item flavour, affecting both channeling spells like crucify or remedy and ordinary spells with casting time (heal, fireball, etc.).

Also, I found a way to let Feline reflexes not cancel issued orders.
 
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Level 1
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Completed the brand new casting algorythm and added a spell haste stat as a new item flavour, affecting both channeling spells like crucify or remedy and ordinary spells with casting time (heal, fireball, etc.).

Also, I found a way to let Feline reflexes not cancel issued orders.

Oh look who just posted! I just dropped by to say I know what you're going through Zwiebel (the whole college + job + trying to have free time for anything else...thing)

Well, good luck with your papers and hope I'll get to see a new Gaia update before the exams start :3

Cheers, Zwiebelchen and team!
 
I did some more testing and tweaking now and all I can say is that I love the new spellhaste stat. Allows me much more freedom for interesting new items, abilities and proccs.
For example, to add more flavour to feline reflexes for druids, I added a 50% spell haste boost on top of it (which is just a slight improvement, as remedy is the only spell with casting time for druids, but I think it could still be useful).

Also, I will probably change one of the planned bard songs to give spellhaste instead of a damage boost.
 
The log keeps growing... :)

GENERAL:
- Rescaled almost all humanoid units and npcs to match the environment more than before
- Fixed cam modes have been altered to improve vision
- Free cam angle of attack now changes by a small amount if a high mountain is blocking the sight
- added a system that should greatly improve fps
- added a wall on the corner above the Shade encounter to disallow a ranger shooting at the shade from the other side to its spawn position
- Fixed a bug where picking up an unsaved stackable material will render a saved stack unsaved
- Fixed a bug that prevented other players from loading characters after one player exceeded the 3-load limit per game
- Fixed a bug that sometimes perma-stunned units when hit by the "shockwave" spell (i.e. Lieautenant encounter in D3)
- Fixed a bug that allowed Sergeant Gaspode to be duplicated
- Fixed Divine Fist tooltip appearing green instead of red
- Fixed Divine Fist sometimes remaining on friendly units permanently
- Fixed the duration of water globe soaked debuff
- Fixed a bug with the Coup De Grace ability not having a higher chance to score a critical hit
- Fixed the spawning of Sergeant Deakan encounter
- Pets will no longer retaliate when pet or master are attacked by friendly units
- Fixed a bug where the Nymph sometimes tried to 'heal' dead allies, thus doing nothing in combat
- Removed Divine Resistance and damage (Merged divine and magic damage into the magic damage/resistance type as I felt those two types had too much in common)
- Combat texts are now true local code to make it less likely to reach the 100 tag limit in the game in large battles
- Implemented a new, faster algorythm for adjusting HP and MP on units


GAMEPLAY/BALANCING:
- All enemies will now reset their cooldowns when retreating/leaving combat (This fix was sponsored by: The Blazing Flame Corp.)
- Added a new item stat: spellhaste, a %-modifier reducing the casting/channeling time of spells (channeling spells will have a shorter interval of ticks) - down to a minimum of 0.5 seconds
- all spells that had a cooldown equal to its casting time now have a cooldown of 0.5 seconds to allow for consecutive casting with spell haste
- Units can now have negative resistances
- The unit level of Doppelgangers has been reduced to 28.
- The CON stat now grants an increasing number of HP per skill level
- The WIS stat now grants only 12 MP per level but also an additional 2% to all resistances per level


CLASS CHANGES:
- Lightning Charge now has an improved critical damage modifier of 200% instead of 150%

Also, for those interested: here's the list of "Talent Lines" for each advanced class (3 lines for each class with 5 talents each). Happy guessing what will be inside those lines. :p

Crusader - Leadership, Tactics, Defensive Training
Berserker - Fury, Dedication, Valor
Bishop - Tenets of Souls, Tenets of Wrath, Tenets of Guidance
Monk - Martial Arts, Peace of Mind, Endurance
Sorcerer - Conjuration, Invocation, Enchanting
Necromancer - Black Magic, Elemental Magic, Forbidden Arts
Assassin - Dueling, Ambush, Perfidious Tricks
Bard - Lorekeeper, Minstrel, Bladedancer
Hunter - Archery, Pathfinding, Animal Bonds
Druid - Preservation, Force of Nature, Spirits
 
Level 13
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Strange that elemental magic is a necro chain, do summon buffs come under forbidden arts?

loving the changelog so far though zwieb, It's reducing my list of crap I want to show you significantly!
 
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