Total Conversion Mod: New Dawn

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Alex18sb
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Joined: Mon 12. Dec 2022, 14:04

Total Conversion Mod: New Dawn

Post by Alex18sb »

Introduction

New Dawn is intended to be a mod that improves Spellforce 1 as a whole. What do we mean by “improve”? Spellforce 1 has many areas that still need some finishing touches. These include the skill system, which, especially in the Shadow of the Phoenix add-on, forced hybrid builds to specialize in most cases, and logical errors in the story, such as the design of the Wildland Pass map, which is actually structured in such a way that the orcs had to trudge through the village instead of bypassing it.
Our goals are to revise the skill system, spells, items, RTS units, enemies, and maps themselves to be consistent with the lore. We want to enabel as many build ideas as possible and provide everyone with useful tools to complete the campaigns.
The mod is currently being developed for the Steam standard version 1.61, as it offers a variety of quality of life features that 1.54 only offers with additional mods. Unfortunately, these are not multiplayer-compatible, which is also a major goal of this mod. Nevertheless, we are trying to keep the mod compatible with 1.54 as well.
Even though we initially wanted to design the TOoD campaign, we have to admit that the best test track is the FGM, and we also want to experience the Coop sessions together and not be separated by mod incompatibilities.

Please note that the following pages contain many details about the mod and should therefore be considered a whole spoiler.

The skill system

The skill system has been revised and no longer scales as harshly with attribute requirements in the skill level range of 10-12, so that any combination, provided that points are not excessively “wasted,” can bring all main skills within the physical and magical classes to 20, as well as any hybrid build to a physical and a magical main skill of 16 to 20 each, 17 to 19, or both to 18. This should ensure that every recombination retains its usefulness until the end. There is also no longer a limit to how many attribute points can be invested in an attribute.
Instead of Heavy and Light Combat Arts, there are now Offensive and Defensive Combat Arts, each of which are a mixture of the old main skills. We made this decision because Light Combat Arts, with its base attributes of Dexterity and Agility, was clearly inferior to Heavy Combat Arts, with its base attributes of Stamina and Strength.
Offensive Combat Arts has the base attributes Strength and Dexterity and features daggers, large bladed weapons, large blunt weapons and medium armor.
Defensive Combat Arts has the base attributes of Stamina and Agility and features polearms, small bladed weapons, small blunt weapons and heavy armor.
Ranged combat has retained its basic attributes of strength and dexterity, but has been given new subskills. These are now archery, throwing weapons and light armor.
White magic no longer requires only wisdom and charisma, but also intelligence. The subcategories of life, blessing and nature have remained unchanged.
Black Magic has remained virtually unchanged and still requires only Intelligence and Wisdom. The subskills Death, Necromancy and Curse are also unchanged.
Elemental magic has also undergone few changes in the skill system and still requires intelligence and wisdom, while the subskills remain Fire, Ice and Earth.
Mental magic, on the other hand, has been significantly redesigned. Like white magic, it now requires charisma, intelligence and wisdom to level up and the subcategories have been renamed. They are now Chaos, Manipulation and Mana Control.
Skillrequierments.png
The spell system

The spells are currently still in development, but most of them have already been defined and are already being tested in some areas.
As it is still a work in progress, things may still change here.
In connection with this category, we would appreciate your support in designing new spell icons. We are not really happy with our attempts (both personally using Paint and with AI).
We took inspiration from Spellforce 2 and designed a bunch of new spells for the warrior classes to give warrior gameplay a little more depth than just bashing away.
Each warrior class now has 10 exclusive combat abilities tailored to them.

Combat abilities: Offensive Combat Arts
Level 1: Berserkerwalk (50% more damage for the caster for 45 seconds)
Level 2: Shelter (+200 magic resistance flat on all types of magic for 20 seconds)
Level 4: Renew (50% healing for 5 random units next to the character, including the caster)
Level 6: War Cry (100% more damage for all units within a radius of 3 for 12 seconds)
Level 8: Stun (Stuns an enemy for 5 seconds)
Level 10: Berserk (200% more damage for the caster for 12 seconds)
Level 12: Critical Hit (Caster has a chance to kill enemies instantly with one attack for 20 seconds if they have less HP than the caster)
Level 14: Einherjar (Creates a powerful copy of the caster that fights for them for 10 seconds, consuming the caster's mana reserves)
Level 16: Armor Split (Reduces the target's armor class by 80% for 10 seconds)
Level 18: Frenzy (If the caster get hit, they regenerate 20% of their maximum HP with each hit for 10 seconds)

Combat abilities: Defensive Combat Arts
Level 1: Vigilance (Increases the target's armor class by 50% for 60 seconds)
Level 2: Silence (Target becomes unable to cast spells for 7.5 seconds)
Level 4: Cloaked Blade (20% of the physical damage the caster takes is reflected back to the source for 45 seconds)
Level 6: Blessing (80% healing for the caster)
Level 8: Protect (+500 magic resistance to all types of magic for the caster and all units within a radius of 3 for 10 seconds)
Level 10: Support (20% healing for all units within a radius of 5, including the caster)
Level 12: Adamant Skin (The caster gains a shield that absorbs 10,000 HP of damage for 12 seconds)
Level 14: War Shout (Hypnotizes all enemies within a radius of 3 for around 10 seconds)
Level 16: Shared Suffering (Damage taken by the caster is shared between themselves and up to 15 allies within a 3 radius for 10 seconds)
Level 18: Riposte (80% of physical damage taken by the caster is reflected back to the source for 15 seconds)

Combat Abilities Ranged
Level 1: Focus (100% more ranged damage for 30 seconds)
Level 2: Decoy Bird (Creates 3 distracting copies of the caster that do not cause damage and remain for 10 seconds before consuming all of the caster's mana)
Level 4: Wound Care (60% healing for the caster)
Level 6: Anklet (Immobilizes an opponent for 10 seconds)
Level 8: Salvo (Hits up to 5 units within a 60° angle with a ranged weapon for 15 seconds)
Level 10: Stealth (Invisibility for the caster for up to 15 seconds, provided they do not move)
Level 12: Ambush (Reduces all of the target's stats by 25% for 10 seconds)
Level 14: Armor Breaker (Reduces the target's armor class by 50% for 10 seconds)
Level 16: True Shot (200% more ranged damage for 12 seconds)
Level 18: Pierce (Hits all targets standing in a row with a ranged weapon for 10 seconds)
Fighter skills.png
In addition to the new combat abilities, the spells of the magic classes have also been revised. Useless and very niche spells have been replaced with new spells. Most spells have been and are still being adjusted so that every spell category and every spell has its raison for existence. Of course, this has not been possible without cutting back on some overpowered spells, but that does not mean that the Avatar cannot become extremely powerful again. Don't be surprised if several spells become available at one level. We have also thought about how to better reward players for learning a main category of magic types completely, including all subclasses, or even all main categories.

White Magic
White magic continues to be divided into the categories of Life, Boons and Nature. We have rearranged things a bit and moved some spells around, as well as created new ones, with the basic goal of making Life purely dedicated to healing, Blessing relying almost entirely on buffs, and Nature primarily offering summons. It was particularly difficult to control the overpowered charisma scaling, which is primarily responsible for white magic being generally overpowered in vanilla. Logically, white magic will now be significantly weaker than in vanilla, but that doesn't mean it has become useless

Spell Life
Level 1: Healing (Heals the selected unit slightly. Enhanced by Charisma.)
Level 2: Cure Poison (Has a chance to cure a poison effect)
Level 2: Cure Pestilence (Has a chance to cure a pestilence effect)
Level 3: Sacrifice (Heals one unit at the cost of your own HP, but less MP. Enhanced by Charisma)
Level 4: Assistance (Distributes the damage suffered by a selected allied unit among several allied units)
Level 6: Divine Healing (Heals the selected unit greatly. Enhanced by Charisma.)
Level 8: Aura of Life (Distributes a fast-acting regeneration effect among units. Enhanced by Charisma.)
Level 10: Damnation (Marks an enemy that heals units that attack it.)
Level 12: Aura of Healing (Heals every injured unit within range. Enhanced by Charisma.)
Level 16: Zone of Healing (Heals all units in the selected area. Enhanced by Charisma.)

Spell Boons
Level 1: Aura of Flexibility (Gives a buff that increases agility. Enhanced by Charisma.)
Level 1: Aura of Dexterity (Gives a buff that increases dexterity. Enhanced by charisma.)
Level 2: Dispel Black Aura (Ends the use of a black aura and leaves a debuff that temporarily prevents the activation of a new black aura)
Level 3: Holy Shield (Increases the target's resistance to black magic.)
Level 4: Divine Wrath (A powerful DoT spell that only works against undead. Enhanced by Charisma.)
Level 6: Aura of the Swiftness (Gives a buff that boosts attack speed. Enhanced by Charisma.)
Level 8: Aura of Windwalk (Distributes a buff that increases movement speed. Enhanced by Charisma.)
Level 10: Aura of Strength (Distributes a buff that increases strength. Enhanced by Charisma.)
Level 12: Aura of Stamina (Distributes a buff that increases endurance. Enhanced by Charisma)
Level 16: Divines Blessing (Marks an enemy, making units that attack it briefly invulnerable)
For each of these auras, there is a chain version at the respective levels, as unfortunately we do not have a multiplayer-compatible Multiple Aura mod available.

Nature Magic
Level 1: Summon Wolf (Summon a wolf whose primary task is to be strong in the pack)
Level 2: Thorn Shield (Creates a shield around an allied unit that inflicts physical slash damage on attackers)
Level 2: Vines (Immobilizes an enemy and inflicts physical slash damage)
Level 3: Summon Quillboar (Summon a quillboar whose primary task is to cause damage in ranged combat)
Level 4: Life Transfer (Inflicts damage on an enemy and heals the caster twice that amount)
Level 6: Dominate Animal (Allows you to control wild, hostile animals, such as spiders, and make them fight for you. This spell has a Charisma breakpoint to work at higher levels.)
Level 8: Summon Bear (Summon a bear whose primary task is to withstand damage)
Level 10: Summon Treewrath (Summon a treewrath whose primary task is to attack the enemy with magic)
Level 12: Invulnerability (Target unit becomes invulnerable for a short time)
Level 16: Summon Mantis (Summon a Mantis that is suitable for all situations, but weaker than the other summons in terms of specializations)

White Allmightiness Spells
Level 4: White Blessing (Heals the target unit greatly, gives it a thorn shield, and increases its dexterity and attack speed. Enhanced by charisma.)
Level 8: Tranquility (Gives all allies in the target area a regeneration buff. Enhanced by charisma.)
Level 12: Summon Tree Warden (Summon a powerful tree warden that is individually stronger than the other nature summons)
Level 16: Zone of Light (Increases all stats of all allies around the caster by a percentage)

Black Magic
Black Magic still has the subclasses Death, Necromancy and Curse. Similar to White Magic, it has been mixed up a bit in an attempt to mirror White Magic. While Death is the counterpart to Life, we have grouped most of the damage spells here. Curse is the counterpart to Boons and Necromancy provides access to another set of summons.

Spell Death
Level 1: Pain (A common damage spell whose casting time decreases as your skill level increases)
Level 2: Poison (Debuffs a target with a fast-ticking DoT)
Level 3: Soul Fire (Uses your own HP to deal heavy damage to the target)
Level 4: Extinction (Kills all enemy units around the caster whose health points fall below a certain value. Also deals damage to injured units. The closer they are to the lethal value, the higher the damage.)
Level 6: Death (A powerful, mana-optimized damage spell)
Level 8: Aura of Rot (Poison enemy units and deal damage to them over a long period of time. The damage effect is stackable.)
Level 10: Death Zone (Causes damage to all units in the target area over time)
Level 12: Torture (Causes damage to all enemies proportional to the number of enemy corpses in the area)
Level 16: Zone of Pain (Causes damage to all enemies in the target area)

Spell Curse
Level 1: Aura of Inflexibility (Inflicts a debuff that reduces agility)
Level 1: Aura of Despair (Inflicts a debuff that reduces dexterity)
Level 2: Dispel White Aura (Ends the use of a white aura and leaves a debuff that temporarily prevents the activation of a new white aura)
Level 3: Pestilence (Debuffs a target with a deadly curse that causes more and more damage over time until the target dies or is healed from the debuff)
Level 4: Miasma (Creates a deadly cloud of poison that damages all non-undead units)
Level 6: Aura of Sloth (Inflicts a debuff that reduces attack speed)
Level 8: Aura of slow walking (Inflicts a debuff that reduces movement speed)
Level 10: Aura of Weakness (Applies a debuff that reduces strength)
Level 12: Aura of Suffocation (Applies a debuff that reduces stamina)
Level 16: Burning Blood (Marks an enemy who takes additional damage when physically attacked for the duration of the spell)
For each of these auras, there is a wave version at the respective levels, as unfortunately we do not have a multiplayer-compatible Multiple Aura mod available.

Necromancy Spell
Level 1: Summon Undead Goblin (Summon an undead goblin whose primary task is to be strong in the group)
Level 2: Cannibalism (Uses own HP to regenerate mana)
Level 2: Raise Dead (Raises fallen allied units as skeletons that can inflict heavy damage on enemies at the cost of their own lives)
Level 3: Summon Skeleton Archer (Summon a skeleton whose primary task is to inflict damage in ranged combat)
Level 4: Life Drain (Deals damage to the target and heals the caster for half the damage dealt)
Level 6: Control Undead (Allows you to control undead creatures and make them fight for you)
Level 8: Summon Mummy (Summon a mummy whose primary task is to withstand damage)
Level 10: Summon Spectre (Summon a spectre whose primary task is to attack enemies using magic)
Level 12: Covenant of Death (Buffs an allied unit to give it a chance to survive a deadly attack)
Level 16: Summon Reaper (Summon a reaper that is suitable for all situations but is weaker than the individual summons in terms of specializations)

Black Allmightiness Spells
Level 4: Black Curse (Deals damage to the target, heals the caster by the same amount and additionally inflicts a debuff that reduces agility and attack speed)
Level 8: Dark Current (Deals damage to all enemies around the caster and heals the caster by the same amount)
Level 12: Summon Iron (Summon a powerful Iron that is stronger than all other necromancy summons)
Level 16: Zone of Darkness (Weakens all stats of all enemies around the caster by a percentage)
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Alex18sb
Posts: 17
Joined: Mon 12. Dec 2022, 14:04

Re: Total Conversion Mod: New Dawn

Post by Alex18sb »

Elemental Magic
Elemental magic has remained largely unchanged. A few niche spells, such as Beacon and Fog, have been replaced, but most of our changes here involve adjustments to existing spells, such as increasing the damage of all earth magic spells, adjusting the freeze time in ice magic, and, of course, adding the allmightiness spells.

Fire Spells
Level 1: Fire Strike (Deals moderate initial damage and causes minor damage over time)
Level 2: Fire Shield (Now permanently active, like an aura, and damages enemies when they come within melee range)
Level 3: Fireball (Deals high initial damage and causes moderate damage over time)
Level 4: Burn Resistance (Reduces the target's ice resistance)
Level 6: Summon Servant of Fire (Summon a fire elemental that casts Fire Strike)
Level 8: Fire Wave (Deals moderate damage to multiple targets and causes further damage over a long period of time)
Level 10: Inner Fire (Increases the target's attack and movement speed, as well as their dexterity and agility. Is enhanced by charisma)
Level 12: Summon Fire Golem (Summon a fire golem that can inflict heavy damage on enemies in close combat)
Level 16: Fire Storm (Mark an area where a rain of fire will fall over a period of time, inflicting heavy damage on everyone)

Ice Spell
Level 1: Ice Strike (Causes moderate initial damage and a brief freeze, as well as steadily decreasing damage over time)
Level 2: Ice Shield (Now permanently active, like an aura, and freezes enemies within melee range)
Level 3: Freeze (Freezes an enemy in an area for a longer period of time)
Level 4: Freeze Resistance (Reduces the target's fire resistance)
Level 6: Summon Ice Servant (summons an ice elemental that casts Ice Strike)
Level 8: Ice Wave (causes moderate initial damage and briefly freezes enemies)
Level 10: Freezing Cold (creates an area where every unit is frozen for the duration of the spell)
Level 12: Summon Ice Golem (Summon an ice golem that attacks enemies in melee combat and reflects magic)
Level 16: Ice Storm (Mark an area where ice rain falls over a period of time, causing heavy damage and briefly freezing everyone)

Earth Magic
Level 1: Earth Strike (Causes physical blunt damage to the target)
Level 2: Rockskin (Increases the target's armor class by a percentage)
Level 3: Spark Strike (Damages enemies and their immediate neighbors)
Level 4: Decay (Reduces the target's armor class)
Level 6: Summon Earth Servant (Summon an earth elemental that casts Earth Strike)
Level 8: Rock Wave (Deals physical blunt damage to multiple targets)
Level 10: Splinter Shield (Affects an ally, dealing blunt retaliation damage to all enemies that attack them)
Level 12: Summon Earth Golem (Summon a stone golem that fights enemies in melee combat and partially reflects damage back to them)
Level 16: Rock Storm (Mark an area where a rain of rocks falls over a period of time, causing heavy physical damage to everyone)

Elemental Allmightiness Spells
Level 4: Elemental Strike (Deals heavy damage on impact and over time)
Level 8: Elemental Wave (Deals heavy damage to multiple enemies)
Level 12: Elemental Servant (Summon an elemental servant that deals high damage in melee combat and can take high damage)
Level 16: Elemental Rain (Marks an area where an elemental rain falls over a period of time, inflicting very heavy damage on everyone)

Mental Magic
Mental magic has undergone the most significant changes, primarily because so many spells do not appear to function properly. The new categories for this class are Manipulation, Chaos and Mana Control. While we felt that Mana Control was a more appropriate name for defensive magic, we renamed the offensive part Chaos and the enchantment Manipulation. We swapped and replaced some spells, especially in the latter two categories.

Chaos Spells
Level 1: Shock (Deals damage to a target based on their intelligence)
Level 2: Amok (The target can no longer distinguish between friend and foe and attacks everyone)
Level 3: Confuse (Prevents the target from casting spells for a period of time. The duration is extended by Charisma)
Level 4: Paralysis (Hypnotizes many enemies for a short time. The duration is extended by Charisma)
Level 6: Shockwave (Deals damage to all enemies around the caster based on their Intelligence)
Level 8: Break Will (Marks an allied unit. The physical damage of all enemies attacking this unit is reduced)
Level 10: Counter Shock (Marks an allied unit that reflects magical damage for the duration of the spell)
Level 12: Shock Blast (Melee spell that deals massive damage to a target based on their Intelligence)
Level 16: Psistorm (Marks an area in which a shock rain falls over a period of time, inflicting damage on everyone depending on their intelligence)

Spell Manipulation
Level 1: Dominate (Allows you to take control of a target and make it fight for you. This spell has a charisma breakpoint to work at higher levels. )
Level 2: Hypnosis (Hypnotizes a target for an extended period of time. The duration is extended by Charisma).
Level 3: Charisma (Increases the caster's Charisma).
Level 4: Invisibility (Makes the target invisible for a period of time. Movement commands cancel the invisibility).
Level 6: Demoralize (Causes the target unit to retreat from combat and no longer attack)
Level 8: Self Illusion (Creates mirror images of the caster that do not cause damage but can distract enemies and use weapon enchantments)
Level 10: Mirror Image (Creates a mirror image of the caster that can cause damage but cannot cast spells)
Level 12: Fear (Immobilizes enemies in an area and reduces their attack speed)
Level 16: Zone of Enchantment (Allows all enemies around the caster to temporarily fight for them.)

Spell Mana Control
Level 1: Mana Drain (Greatly reduces the target's mana. Enhanced by Charisma.)
Level 2: Mana Burn (Slightly reduces the target's mana and deals damage based on their Intelligence.)
Level 3: Mana Leech (Reduces the target's mana and replenishes your own supply with it. Enhanced by Charisma.)
Level 4: Summon Mana Crystal (Summon a mana crystal that gives itself and nearby units a mana shield and casts Mana Burn in close combat. (Mana shield prevents damage from units as long as the unit still has mana.))
Level 6: Mana Sacrifice (Transfers mana to an allied unit. Enhanced by Charisma.)
Level 8: Zone of Brilliance (Increases the Wisdom of all allies in the area. Enhanced by Charisma.)
Level 10: Mana Freeze(Reduces the Wisdom of the target. Enhanced by Charisma.)
Level 12: Aura of Mana leech (Reduces the mana of targets hit and replenishes your own supply with it. Enhanced by Charisma.)
Level 16: Enlightenment (Increases your own Wisdom and Intelligence. Enhanced by Charisma.)

Mental Allmightiness Spells
Level 4: Mental Overload (Causes damage over a wide area and steals a small amount of mana. Prevents enemies from perceiving the caster as a threat.)
Level 8: Summon Nightmare (Summon a nightmare servant that can inflict heavy damage through magical means)
Level 12: Meditation (Restores a large portion of your mana).
Level 16: Deep Sleep (Marks an area in which all units are hypnotized for a period of time. The duration is extended by charisma).
Magie 1.png
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Alex18sb
Posts: 17
Joined: Mon 12. Dec 2022, 14:04

Re: Total Conversion Mod: New Dawn

Post by Alex18sb »

Item System

The items are also still a work in progress. Most items have already been defined and added to the project with placeholder skins.
Here, too, we would appreciate some design assistance. We are still quite unfamiliar with editing skins using Blender and there are some weapon types that definitely need more skins to offer a better variety.
We have scrapped most of the old item system, simply because items often appeared that were worse than their predecessors in their category. Items that only require a certain level to be worn have been almost completely removed, as they seemed illogical to us.
Yes, this means that a physical class must learn a type of armor if they want to wear something better than starter equipment.
Basically, there is a separate weapon for each weapon type for each skill level.
We were also much more generous with the distribution of enchantments, so that most weapons in the endgame have at least one enchantment.
The biggest change to the vanilla system is the magic wands, which we have converted into ranged weapons with almost guaranteed enchantments, similar to Spellforce 2. In addition, all magical 1H weapons are equipped with mana leech, so that a mage melee build can also be worthwhile.
We will also be improving a number of unique items. With the jump to Shadow of the Phoenix in particular, many lorewise powerful items suddenly look weak. We want to change that. We will also be adding a large number of unique items.

The Offensive Combat Arts skill has access to the following items:
Daggers (daggers),
Heavy 1H axes (large bladed weapons), Heavy 1H swords (large bladed weapons), 2H axes (large bladed weapons), 2H swords (large bladed weapons)
Heavy 1H Maces (Large blunt Weapons), Heavy 1H Hammers (Large blunt Weapons), 2H Maces (Large blunt Weapons), 2H Hammers (Large blunt Weapons)
Medium Armor (Medium Armor), Dragon Shields (Medium Armor)

The Defensive Combat Arts has access to the following items:
Light 1H Axes (Small Bladed Weapons), Light 1H Swords (Small Bladed Weapons)
Light 1H Maces (Small Blunt Weapons), Light 1H Hammers (Small Blunt Weapons)
Polearms (blade) (Polearms), Polearms (blunt) (Polearms)
Heavy Armor (Heavy Armor), Tower Shields (Heavy Armor)

Ranged combat has access to the following items:
Bows (Archery), Crossbows (Archery)
Throwing spears (throwing weapons)
Light armor (light armor), fist shields (light armor)
Fist shields and throwing spears are currently only provisionally integrated and somewhat awkward to use. They fulfill the function they are supposed to fulfill. A visually appealing use is in the works, but requires higher programming skills.

White magic gains access to the following items:
White magic 1H Mace weapons (white magic), white magic orbs (white magic)
White magic shields (white magic), white magic robes (white magic), white magic helmets (white magic)
2H Damnation Staff (Life), 2H Thorn Staff (Nature), 2H Holy Lightning Staff (Boons)

Black Magic gains access to the following items:
Black Magic Daggers (Black Magic), Black Magic Orbs (Black Magic)
Black Magic Shields (Black Magic), Black Magic Robes (Black Magic), Black Magic Helmets (Black Magic)
2H Pain Staff (Death), 2H Life Drain Staff (Necromancy), 2H Darkness Staff (Curse)

Mental magic gains access to the following items:
Mental 1H Staff (Mental Magic), Mental Orbs (Mental Magic)
Mental Shields (Mental Magic), Mental Robes (Mental Magic), Mental Helmets (Mental Magic)
2H Shock Staff (Chaos), 2H Hypnosis Staff (Manipulation), 2H Mana Burn Staff (Mana Control)

Elemental magic gains access to the following items:
Elemental 1H Swords (Elemental Magic), Elemental Orbs (Elemental Magic)
Elemental Shields (Elemental Magic), Elemental Robes (Elemental Magic), Elemental Helmets (Elemental Magic)
2H Fire Strike Staff (Fire), 2H Ice Strike Staff (Ice), 2H Earth Strike Staff (Earth)

The following types of rings will be available:
Warrior rings (offensive), warrior rings (defensive)
Mage rings (attributes), mage rings (spell speed)
Protection rings, time rings

RTS system

We are planning to redesign our own units, as well as the heroes and enemies.
We have high expectations for ourselves, especially when it comes to the design of our own RTS units, and we want every unit, no matter how early or late it becomes available, to always have a use. We are trying to break through the system where you simply spam one or two specific units of a race and solve all problems with them.
In addition, instead of a large number of heroes, we want to provide only a small number that level up with the avatar. As things stand, this will be simulated using interchangeable runes. However, if it becomes possible, we will have the heroes level up automatically.
Opponents are, of course, at the heart of the fun of the game. If there is no challenge, it is boring. Therefore, it can be expected that these mod opponents will be stronger than in Vanilla. After all, we have to find a way to prevent heroes and armies consisting of only one specific unit from mowing down everything.

RTS races

At the moment, very little has been defined for the RTS races. The last attempt, which entered the test phase, unfortunately showed once again that ranged fighters of any kind are significantly stronger than all melee fighters.
However, we are trying to establish the following system:
Tank unit (designed to absorb damage but cause little damage)
DPS unit (designed to cause damage but die quickly)
Ranged fighter (designed to cause low to medium ranged damage, dies quickly in close combat)
Mage (inflicts magical damage, has a ranged staff, dies quickly)
Healer (restores health to allies in some way, not suitable for combat)
2 support units (micromanagement units that support the army and are only really strong when used in a targeted manner)
Elite unit (the only unit that is supposed to serve as many areas as possible, but is significantly more expensive)
Swarm units (task not yet really defined)
Siege units (all equipped with siege spells, but can also do significantly more than vanilla in normal combat)
Titan (have unique ability combinations, are significantly more expensive, but also significantly stronger, based on SF2)

Hero System

We currently plan to offer 17 different heroes that can level up in increments of 5 up to 50.
Unfortunately, we were unable to include special heroes such as Gitzo or the Iron Ones in this leveling system, as their appearance is closely linked to a very specific ID.
Of these leveling heroes, 6 will be available in The Order of Dawn and Breath of Winter, and 5 more in Shadow of the Phoenix. However, no more than 5 heroes will accompany the avatar at any one time.

Heroes The Order of Dawn
1. Cord (available from level 1, evolves into a paladin)
2. Caitlyn (available from level 5, evolves into an archer)
3. Antarus (available from level 10, evolves into an elementalist)
4. Thalia (available from level 15, evolves into a dark priestess)
5. Ishtar (available from level 15, evolves into an offensive warrior)
6. Istvan (available from level 20, evolves into a death knight)

Heroes Breath of Winter
1. Dunhan (Available from level 1, evolves into an offensive druid)
2. Reowys (Available from level 5, evolves into a fire shooter)
3. Ragna (Available from level 10, evolves into a defensive warrior)
4. Siobe (Available from level 15, develops into a priestess, focus on blessings)
5. Zoe (Available from level 15, develops into a mentalist)
6. Dragis (Available from level 20, develops into an ice mage)

Heroes Shadow of the Phoenix
1. Orvo (available from level 30, evolves into a curse singer)
2. Mirjami (available from level 35, evolves into a necromancer)
3. Siri (available from level 35, evolves into a fire priestess)
4. Catlan (Available from level 40, evolves into a Master)
5. Syrene (Available from level 40, evolves into an offensive Frost Warrior)

Enemy Design

The enemy design is also currently still in the planning phase. We are currently preparing initial tests with which we want to get a little closer to the actual enemy design.
As already indicated, the enemies will be significantly more dangerous in order to challenge the ever-present hero squad and the RTS armies. First and foremost, we will focus on greater diversity in the enemy armies. There will no longer be pure melee armies, unless explicitly mentioned in a voice line. The goal is to confront the player with as wide a variety of enemies as possible and to occasionally introduce them to a new unit.
We will also take the wording used in certain places a little more literally. An endless gray ocean? It's just a few skeletons outside the door. Time to change that.

Maps

Maps sind der letzte Punkt, den wir bearbeiten wollen. Es wurden bereits einige Pläne gemacht, aber die Umsetzung dieser wird voraussichtlich als letzter Modpunkt erfolgen.
Wir planen viele Maps zu überarbeiten und lebendiger zu gestalten.
Zum Beispiel sieht ein Plan vor, dass wilde, feindliche Tiere immer wieder respawnen werden.
Ein Anderer sieht vor, dass bereits befreite Maps sich entwickeln, indem Siedlungen vergrößert werden und allgemein werden viele Städte ein wenig aufgehübscht.
Lorefehler, wie der bereits erwähnt fehlende Weg am Wildlandpass, der den Orks ermöglicht am Dorf vorbei nach Westen zu marschieren, werden behoben.
Auch werden wir auf vielen Maps die Monumente ändern. Menschen-Monumente bei einer Elfensiedlung? Ändern wir es in ein Elfenmonument. Achtet auf Freund-Feind-Erkennung. Die Gegner sind Menschen, wir haben nur Elfen und Zwerge, also überhaupt kein Problem. Wir achten auf Voicelines und Umgebungen, passen die Monumente an und versuchen möglichst allen Rassen ähnlich viel Screentime zu geben.

Wir freuen uns auf Feedback und um jegliche Unterstützung bei 2D- und 3D-Design.
Glück auf und Aonirs Segen
Urias 2.png
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