Guys/girls i would love to know your opinion about the mod
Windows version, just unzip and run (recomended for Win users):
https://www.dropbox.com/s/lvvrfbu4v93tufc/flare-_v1.11-261%2BHeresy.7z?dl=0
Windows updated engine:
https://drive.google.com/file/d/1_SzRi5R4w6z8gJXiNT2g2FpVqkO20qer/view?u...
Linux updated engine:
https://drive.google.com/file/d/1Yvi0_6uhPennps8DSWsABOk0NaFYIFV2/view?u...
Heresy only Mod:
https://www.dropbox.com/s/wrr11qsnihajtzq/HERESY%20only%20mod.7z?dl=0
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Hello, early this year i decided to start my own flare mod. My main idea is to make it resemble Diablo 1/2 as much as possible, so i changed lots of game mechanics for that. The base is already in place, a similar stat system, different weapon classes with att times, range, etc...; i also added some unused content and lots of my own created content, more use of elemental damage/resistances, some ideas like summoning pets... and a heavier focus on brutal combat and loot variety (and blood, lots of blood).
One major change compared to Flare is going to be the character growth, the skill tree will be empty at the start and the player needs to search for masters (from guilds) that will unlock them after joining their profession. The guilds will be shown along the game progression, each will present different playstyles, unique skills and late game equipment. There are 3 basic proffessions that will advance/specialize into others as the acts progress: Soldier, basic melee warrior skills: -Knight, oriented to defense --Paladin, Healing and resistances --Dark Knight, Leeching and debuffs -Mercenary, Attk oriented, better loot drops, an all rounder --Duelist, high dodge and mobility enhacing skills, some support magic skills Archer, basic ranged skills -Shooter, pure damage oriented, get the crossbows unique weapons --Master Shooter, get the heavy crossbows and other ranged unique weapons -Hunter, stealth/dodge, magic --Ranger, animal summons and support spells (like slow) --Assassin, high evasion and movility, short range weapons like throwing daggers and short swords (hybrid melee/ranged) Magician, a mage apprentice -Enchanter, pure damage oriented --Elementalist, more destructive spells -Warlock, attack and support spells --Necromancer, summons undeads, poisons, leeching and debuffs --Druid, summons monsters, turn into monters (melee/magic hybrid) (Necromancer and druid are pet based builds, they will depend a lot on their summons)
Now on to the story, I dont know if it will be too wordy for the average Diablo player, i will adjust text quantity once i can get feedback after i release a "first act". It will have dark humour(or my attemps), adult themes and bad language (not a child friendly mod); Im a Terry pratchet and horror movies fan so it will show in here. To resume it without spoiling too much, you are after some guys in a quest for revenge and it will get mixed with fantasy gods and Eldritch horrors. I have a post on FreeGameDev full of spoilers for anyone interested. https://forum.freegamedev.net/viewtopic.php?f=22&t=14397&p=94459#p94459 I planned Acts in different biomes that will have a city or the like as a activity hub, with npcs for services and quest giving. The total work is humongeous, im adding lots of new enemies and art to the game, so it will take time. I would love to hear your suggestions and the like.
Actually, you could deliberately place the wolf-fetish near the entrance to the mine with all the bats and antlions and that would be about perfect.
I wonder if this is a case of "right about the problem, wrong about the solution".
The issue is that dying as much as you have is incredibly punishing due to the XP pentalty.
Is reducing the XP penalty the right solution, though? What is causing all the dying? I am guessing that simply excercising additional caution is not a viable solution, right? Are there any mechanics of the game that would allow you to survive those same circumstances better? healing? defensive play? If those are not viable because the game demands you defeat an unrealistically difficult set of enemies before gaining access to such features, then that is where the solution should be adjusted; make those features accesable at a lower initial threshold. If not, then the solution may be to enhance methods of staying alive instead of reducing the penalty for dying. Yes, no, yes?
EDIT: sorry, just noticed your follow-up response where you suggested many of the same alternatives.
--Medicine Storm
The mine is actually the level before the forest, since it doesn´t have anything serious inside except for a mini-boss: there is a fetish for many critters(wolf,rat,bat,boat,spider,antlion) but the drop is critter dependant and low (except for rat, trauma rat has a very high ratio).
The things is everything about modding flare is so vexing, you can see an example on the magic items; normally items are randomly generated basically everywhere, but not here. That means creating and keeping a big item table that goes moot if I change some value or skill elsewhere. Same for enemies, they need to be created with hand picked stats for every level (boar lv1, lv2...); while both can be done if you go for a small scope, it´s hell if you want go big; and I wanted to go big.
So, sadly, I decided to stop going at it when the current engine keeper declared they won´t code enemy scaling or item generation.
Edit; not gonna lie, it´s a hard mod and you are gonna chug down potion after potion until you get good gear and learn what enemies to avoid (boars early on), also movility is key, don´t stand on place simply trading blows; I copied a bit of "Nox" playstyle. An old Diablo-like that exceled at it.
I don't mind hard problems to solve in a game. I'm not generally bad at adapting my style of play and accepting that something is hard, and I don't mind adopting a "hit and run"
style of play. The problem is the fact that the game becomes such a slog - fail a couple times then the way to get enough experience to attempt the next level is to go back to a level you've previously cleared and do the same thing for the second or third time. Ideally, in a video game your character dies every once in awhile, and that's not a problem, and with the right mindset it's part of the fun. In fact, I really enjoy the "be careful, adopt a hit and run style of fighting" kind of play - it's exactly what the original Flare is missing most of the time, and I think you've got that part absolutely right. I enjoy trying to lure a single goblin away from the group so I can bushwhack them, and I certainly don't mind losing a boss or semi-boss battle. (I just lost to the spiked boar with the three spear-throwing goblins in front of it in the Boar Tribe level.) BTW, I loved the Goblins riding the boars - very well done! (Have you ever read National Lampoon's "Bored of the Rings?")
All that said, I think it can be calibrated fairly easily; if the experience loss means that someone has to go back to another level and replay the whole thing, it's not a good penalty.
That said, I was VERY pissed when the cut scene played in the middle of a battle inside the Goblin Mine in the forest - definitely a party foul! (You could fix that fairly easily; put a gate between the two parts of the mine, attached to a nearby switch, and don't trigger the cut scene until someone approaches the gate. but has not opened it. Or better yet, create a key instead of switch, so the cut scene plays before the open the gate, but after they can "see through" the bars in the gate.)
I think what you have is one big problem, and it's generating a lot of little problems for you. The Flare engine is really good at doing things like managing experience, levels and inventory, including the initial distribution of items, and you're trying to get it to be something it's not, which means you're throwing whatever playtesting the people who built Flare did right out the window (and then getting frustrated with the results.) So tell the story of the player character growing up and taking responsibility, and really lean into that, and let Flare do what it's good at.
A final thought, at least for this set of messages: If you want the game to be better at being hard, get rid of the stuff that changes a character's stats, like the Minor Rings of Intelligence and other items which affect character statistics. This will make the items* in the game much easier to manage, and it will give play a greater feeling of the poverty the main character experiences. Also, restrict the distribution of magical items to those the character might really need. If you do this and have the character lose 10% experience, I think it will be just as hard, but for much better reasons. (Or you could have the character lose the experience they've gained since they entered the new level, which would probably make the most sense.)
*One of my experiences playing today was when I threw out the wrong item, then it auto-removed my gloves, knife, armored pants and armored shirt. Then I had to figure out what I'd done to so weaken myself. My fault, but still an unnecessary pain in the gluteus - it definitely kicked me out of the story. And there have been a couple times when I removed Item A to use Item B, then couldn't use Item B because Item A gave me the bonus which made using Item B possible... This stuff also goes away if you stop arguing with Flare and just tell your story, (and do your world-building, etc.) and the story is the heart of what makes Heresy good! (I'm much more engaged with the character in Heresy than in Flare!)
Sorry, one more "final word." I finally figured out exactly why the experience loss is bothering me. (Note that the exact EXP numbers are made up.) Let's imagine that I gain third level halfway through the Forest. I then finish the Forest with 5500 experience points. Now I go into the Goblin Mine, where I gain 500 experience points then die. The game then removes 1800 experience points. 500 EXP was gained in the Goblin Mine. 1300 come from the Forest.
Now I have 4200 EXP left.
I think about what happened to me and try a new strategy, but it doesn't work. I rack up another 300 EXP, then die again, and I lose 1260 EXP. 300 points came from the Goblin Mine, and 960 came from the Forest.
I've now lost 800 Goblin Mine EXP and 2260 Forest EXP. I have 2940 EXP left. A couple more failed strategies and I've lost around 3500 Forest EXP. I don't merely have to repeat the Goblin Mine to regain my EXP, I also have to go through the Forest again.
So I think the way to do it is to remove all the EXP gained in the Goblin Mines, even if someone has completed 99 percent of the level (and generalize this to all the levels/areas of the game.) That way the worst slog anyone will endure is replaying a level, but they might lose ALL of the EXP for an entire level/area.
Hopefully Flare can do this. Does it store EXP in something that can be queried for this information? If not, can it emit a file with the information about the final EXP when someone leaves an area?
What's the game coded in, anyway?
The xp penalty is stored in engine.txt I think, you can modify it to 0, and yes it still need lot of polish and I was working into a more dinamic leveling system, but more players levels meant more of everything. To me Flare was a like a bicicle without pedals, it runs but you can´t really control it.
I got dissapointed with it, why keep modding it when you can only do 1/6 of what you want? I could get any other engine with everything I require; and you have no idea how many pointless steps there are to do even very simple things. Who wants to spends hours creating items one by one when you can be doing something actually fun with your free time?.
For what it's worth, I'm really enjoying it except for the EXP issue. I may play with the engine.txt just for fun. (I assume you played the original Flare, and you probably know it took gold instead of EXP.)
I think what I'd urge you to do is fix whatever issue starts the cut scene in the middle of a battle. That's just not cool!
Other than that, do whatever you'd like with the EXP, though I'd suggest fixing it.
You mean the one before entering the Mole tribe shaman? I do remember the way to be enemy free and having a warning to the player.
Yes, what happened to me was that I was in the middle of a fight, and I stumbled across whatever triggers the cutscene. So there I was doing battle and suddenly I couldn't see my character or the enemies - not a good place to be! This is why I suggested that maybe putting up a gate with a key might be a good idea. Then the player could look through the bars of the gate and see what's going on with the Shaman.
Does that make any sense?
Since you are inmortal while the cutscene goes it´s not that big of a deal. Same with all other cutscenes.
I just finished the ending of Part I. Very nicely done, it felt like you really put your heart and soul into that one!
Thanks, I hope that last battle was a good surprise.
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