Author Topic: A preview on coming Nagahaku Mod...  (Read 52863 times)

Nagahaku

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A preview on coming Nagahaku Mod...
« on: Aug 23, 2011; 11:08 AM »
it is so delightful that i am making some great progress on my "Nagahaku MOD for Hellgate London" it would be released in one month or two, and i believe it would bring you some superise :)

New features list:

Great Achievements

1.TCv4 skills
most TCv4 skills imported into SP. they may not be exactly like the original MP version, i had made some modifications my self.

2.Hidden skills
we know that flag ship planned to have 3 classes in one faction, and there are many hidden skills only have some discription but never really created, i had some of them resurreted and imported them into SP.

3.Global weapon types
though importing any new items of HGL Global is still not so easy, i have successfully imported its character animation groups, which allows 2hand swords, bazookas and staffs capable with SP. right now, i changed the fire katanas (Razorlord: Otachi, Dragon blade) and Holy Negotiators into 2hand swords, and they looked really cool in that form.

Since HGG animations does not capable with TCv4 uber armors, this would be canceled... :(

4.Diablo 2 features
Nagahaku MOD would be very simmilar as diablo 2, which means new skills simmilar to diablo 2, monster immune system, more types of champion monsters, greatly enhanced player characters and much more threatening enemys. some solid monster attack CD ticks are removed, and also they are using spells more frequently, though characters are also more powerful than before, they would face much terrible challenges...

Other Modifications

1. Full Skill Tree Access
you can access the skill tree of all 6 classes, thanks to Seferoth's Lost London ;). there would also be a seventh skilltab for universal skills for all classes, i chose them carefully from every class' skill tree, and also there are some new skills i created my self :). in this method, if you get an item with skills for another class, you can just use that if you like, and of course, you cannot learn them by spending skill points on those not belong to your class.

2. (Full) Map & Items Level Scaling
the level of monsters and items would just go with your character, which means you can go back to a map you interested in and farm certain bosses no matter how long after your first time passed there. all items' level would be based on the monster they loot from, even unique and named ones. this would need more discussion with Seferoth since some certain bosses' levels are solid ;)

3. Universal Items
Some items faction requirements are removed, Most weapon type 's MK1 version becomes universal. they may not be as powerful as MK2 or higher versions (even after the full item level scaling), but may be very effective in hands of another factions.

4. Missiles
Almost every missle weapon with an launching arc is changed, the arc has gone, the missile would directly charged twards your enemy. that would make them more effective, but also would lose some fun, i made fawkes grenade unlimitedly perchasable within the merchants, that may refill the blank they spared.

5. Enhanced Proc Skiils on Hitting or Killing an Enemy
as what i posted in another topic before, stuffs such as charged bolts, frag blasters or flame darts will explode on the enemy you hit instead of the character yourself.

6. Hidden Monsters
some monsters hidden and never shown, like normal pit barons, reapers, fiend masters, would appare in some maps, mostly like hell or acient blood. there would also be a new grim reaper boss called "Grim Spectre" spawn in the acient blood, he would first fly in the sky and throw fire bombs at you, after you shot him down, he would fight just like a normal reaper boss exactly like bloodblade. moloch will also be spawn some where.

7. Hidden Maps
Some hidden maps may be reactivated, like the old bloomsberry (just simmilar, not exact), perhaps moloch's square is also availabe.

8. TCv4 Items
Those are not such big superises i think, they are just easy to import if you like... sounds are not possible to import right now so sadly they are some kind of silent... and also there would be some changes, some cool shaped focii are modified into melee weapons ;)

9. Pets
i am still not sure if i should import some TCv4 pets, perhaps if time is enough, i shall do that or else it may appear in later updates. but i could garrantee that all pets already exist would be greatly enchanced. they would all be able to attack enemies, and fester festivus would be able to follow leaders.

Thanks to the Revival team's amazing tools and Seferoth's Lost London, also appreciated for the instructions from Revival developers, Nagahaku Mod is finnally going to release. i will post some pics later in the day and try more harder to finish the job asap :P
« Last Edit: Oct 14, 2011; 01:36 PM by Nagahaku »
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zart

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Re: A preview on coming Nagahaku Mod...
« Reply #1 on: Aug 23, 2011; 11:58 AM »
Hidden skills and monsters!?! WOW!

also this "Enhanced Proc Skiils on Hitting or Killing an Enemy" is awesome. I always wanted my charged bolts inside the mob instead of obscuring my view.

Really exciting work you are doing. So many good ideas and things i have never considered in here. I look forward to trying out your mod. Not sure how i will pull myself away from the online release, but there are so many new features and approaches you are taking that it sounds like a whole different game.

Keep on pushing forward with this nagahaku, you have my support and interest!
« Last Edit: Aug 23, 2011; 08:38 PM by zart »
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Nagahaku

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Re: A preview on coming Nagahaku Mod...
« Reply #2 on: Aug 23, 2011; 01:43 PM »
Sorry for post in wrong place before :P
ok now, here, we have some pics...
first is SP spider mines ;)
« Last Edit: Aug 23, 2011; 01:48 PM by Nagahaku »
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Jaknet

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Re: A preview on coming Nagahaku Mod...
« Reply #3 on: Aug 23, 2011; 05:20 PM »
Amazing.... :o

Really looking forward to trying this out, so many interesting changes. Love the 1/2handed sword animation and the way it swaps between them, being able to use skills that an item has while you have the item, etc, etc... ;D
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thumper

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Re: A preview on coming Nagahaku Mod...
« Reply #4 on: Aug 23, 2011; 11:19 PM »
Amazing stuff! Looking forward to going back to SP and playing HGL in all of it's glorious DX10 textures. Kudos!

maeyan

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Re: A preview on coming Nagahaku Mod...
« Reply #5 on: Aug 24, 2011; 01:35 AM »
So wicked dude/dudette. :) Congrats to your achievements!!
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Jaknet

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Re: A preview on coming Nagahaku Mod...
« Reply #6 on: Aug 26, 2011; 12:48 PM »
Just a passing thought, but with the levelling mobs everywhere would it be possible to raise or remove the char level cap. I don't know if the weapons and armour would not keep up with this, just curious as to what level you could possible reach.
« Last Edit: Aug 26, 2011; 12:50 PM by Jaknet »
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Nagahaku

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Re: A preview on coming Nagahaku Mod...
« Reply #7 on: Aug 26, 2011; 07:08 PM »
based on the default setting within table playerlevel.txt, the cap would be max at level 101...
right now i donot know how to remove it, but i decided to make my mod's player/monster/item level cap at 100.
weapons & armours level would be all based on the monster they loot from, no matter the mk1 or higher versions, i would set higher versions has better properties than mk1 ones, but mk1 version would be universal items, and their level would also cap at 100 :)
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Jaknet

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Re: A preview on coming Nagahaku Mod...
« Reply #8 on: Aug 26, 2011; 08:40 PM »
but i decided to make my mod's player/monster/item level cap at 100.

Decidedly jaw dropping... "insert bowing smiley here" You are amazing... thank you.  8)

Really looking forward to trying this, getting the decent sp graphics back and no more lag
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Malachor

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Re: A preview on coming Nagahaku Mod...
« Reply #9 on: Aug 27, 2011; 12:59 AM »
I've had a couple of ideas regarding increasing the level cap(I haven't tried them though).
1) Adding new rows to each faction group in playerlevels.

2) Make all classes use the same unitTypeForLeveling(make them Templar, since that's the first in the playerlevel file), and change the cabalist and hunter rows into additional templar rows. So there would be 303 templar rows, instead of 101 rows for the three factions. If that makes sense.

I'm not sure it would be possible to remove the level cap though. While it may be possible to create some scripts to increase the various values in playerlevels, the one I'm don't think would work would be experience. But I could be wrong, I haven't tried this.

xViiRGIL

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Re: A preview on coming Nagahaku Mod...
« Reply #10 on: Aug 27, 2011; 04:28 AM »
OMG is all i can say! I am really looking forward to trying this out when you get it done, and just like others (i start bowing)"im not worthy, im not worthy!" lol.

mrmonsoon

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Re: A preview on coming Nagahaku Mod...
« Reply #11 on: Aug 29, 2011; 09:46 PM »
That sounds like a great mod...Cheers!!!!!!!!!

All the things u r adding makes me think thats what revivial 2.0 might/should be.

I love the online, but almost all of it and DX-10 goodness leaves me drooling for the modification to be released.

I wish I had the skills to do what you are doing!!!!

 8) 8) 8) 8) 8)

zart

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Re: A preview on coming Nagahaku Mod...
« Reply #12 on: Aug 30, 2011; 12:09 AM »
As i recall, the spiderbots on the test center were bugged, but i dont know in what way they were bugged because i never tried them myself. I assume that your materials are sourced from the TCv4 patch. Do the new skills seem to be functioning correctly?

Also, have you been able to get the abyss level focus items or armors in?

What is the likelihood you will be able to get Stonehenge and Parliament in?

Also is i possible to cobble together a whole new faction buy combining skills from the existing factions? For instance, a Techsmith class that can use bots, auras, and power/life drain.

I am a dreamer I know, but these are all the standard ignorant bullshit questions i would ask Maeyan, Malachor and Kite, so you are in a special club now, lonegirl.

Again thanks for what you are doing, you showed up at just the right time and hailed from the right country to make SP development exciting again. We all want to try this just as bad as those in China do.  :D
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Nagahaku

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Re: A preview on coming Nagahaku Mod...
« Reply #13 on: Aug 30, 2011; 08:10 AM »
yeah i think you are right, they were bugged... as when i just copy its contains into SP it never functional, so i fixed that method by studing more into the target bots and nano bots ;) and it worked, the SP spidermines are working fine, only problem is the sound, with table sound.txt unable to import right now, TCv4 Sound effects are still missing, so they walking & exploding silently :P

as for the abbyss focii, they are imported but not the same as TCv4, i made my own modification on them: those cool claws are now melee weapons but has both sword and focus functions, they would only be able to held in right hand (when in left, they looked suck :-\) and you can use them to cut, to cleave, and also, casting spells ;)

Stonehenge?... MMM i have to wait for revival 2.0 ;) i am not that good after all~

the new faction you mentioned might be possible with items offer you the certain skills, but also, the existing new universal skills may help you to create your new method of warrior. now i can say that one of my idea is that the undeveloped 3rd class of hunters: the Recon, may be able to build based on a marksman, or blademaster by choosing correct class skills and new universal skills ;)
« Last Edit: Aug 31, 2011; 09:30 AM by Nagahaku »
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Pepperhall

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Re: A preview on coming Nagahaku Mod...
« Reply #14 on: Aug 31, 2011; 11:15 PM »
On spider bots & nano bots. Is it possible to take the timers off? Im not going to use spider & nano bots on global because Ive heard they despawn too fast to waste the pts in them.
Im seriously going to try this out myself. I find im pretty much soloing anyway on global this sounds terrific. I suppose I have to start over with a new char o well.