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 Post subject: Underground TA Dev Log
PostPosted: Sun Apr 20, 2008 9:40 pm 
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Location: Jim Thorpe, PA
Ive decided to start a DevLog, for the sake of..... well, i like talking to myself i guess.

Whenever i make some progress, i'll post it here.

I'll start with a quick summary of what Underground TA currently is, each subsequent post will detail other additions or modifications ive made.

As it sits right now, Underground TA is a little barren. I've re-designed T1, and designed a new t2. currently players are locked in t1, as the world isnt fit for players yet. But T1 will give players something to look at while i'm building.

I have a handful of outdoor areas built, as well as two dungeons. No barriers or triggers have been set yet, which is another reason why players are stuck in T1 for now. I have a couple dozen monsters worked up, and you can see some of them in the arena's in t1.


At it's base, underground ta will remain ta. The classes are still the same, but they may be modified slightly, for abilities and such. the entire world is going to be 100% new.

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PostPosted: Sun Apr 20, 2008 9:42 pm 
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I worked up some weapons tonight. and wrote an item MSG creator into my editor. The end result? All classes, except the warrior (ran out of steam before i got to him) have new weapons in Underground TA.

I'll do the warrior, and probably start thinking about armor next.
when all is said and done, i just might end up with a whole new item database.

ive started pondering changes to the weapon effects in the game. ive always disliked the old weapon effects, they seem useless. Looking for suggestions here.

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PostPosted: Tue Apr 29, 2008 9:05 pm 
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In the past few days ive been working with weapon effects.
Ive long thought that weapon effects in TA were implemented poorly, and were thus... useless.

So, i changed it.

The old "Use rimeax garg" method is no longer necessary.

Ive replcaed it with a "proc" type of effect.
When you attack a monster, or a player, with a weapon that has a proc, it will automatically have a chance of fireing on every attack. So, if you're lucky, you could effectively have 6 proc's in one round.
Each proc is worth up to three times your weapon's normal damage, which is the stock formula for weapon effect damage.

Rogues, also still get their skillfuls, which are 2x the damage of a normal attack. This may be modified later, but for now, its as it was in the stock game. A rogue, using a magical weapon has the chance of hiting with a proc, OR a skillful each round.
The skillful is checked first, if it hits, the proc is not even calculated. If the skillful misses, the proc is checked, if the proc hits, it hits, if not, you end up with standard damage.

The proc does not lock your attack delay as "use weapon target" did.

These changes are live on the development board. Go try it out!

:D

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In a world with no fences, why do I need Gates?
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 Post subject: a little more progress.
PostPosted: Tue May 20, 2008 9:13 pm 
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I've written barriers and lairs into my editor. which means i can really get going on map creation. So far i've been able to make maps, but wasnt able to put anything in them.

Now i can set terrain for spawning, set lairs for item drops and such, and add doors and other barriers just with a few mouse clicks.

I've started populating some areas. I'm starting with the dungeon under town 1. Which no one can access yet anyway. :P

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