Relics of Damnation Ok so I have been working on this for at least half a year and now it comes live, or at least a first impression of it.
A new gameplay mod, with various rpg elements, akin to Wrath of Cronos, except 90% less menu scrolling.
Since I'm really bad at explaining things, I'll just drop some intel.
Spoiler: General Aspects (Open)THE CLASSESThe Stats:
You might have heard of Health and Mana, and that Mana can be Blue or Green(master race), now I also bring the Stamina(ST).
Blue Mana is used for your abilities that are just above the Stats corner. Green Mana can be used for enhancing said spells, and thus it's a far more rare resource.
Stamina is used in a range of physical interactions: Melee attacks, Blocking, Sprinting and some low mana usage abilities.
While Blue Mana regens very slowly (8 seconds default regen time) and Green Mana is only found rarely on drops, Stamina regens very quickly, but it first needs 4 seconds to rest(under normal circumstances), after which it begins its rapid recovery.
How to know when you have 0 Stamina? Here's a list of symptoms:
-Halved Speed.
-Unable to Sprint.
-Melee damage divided by a random number of 1 to 3.
-Slower Melee attacks.
The Skills:
Skills can be classified in a variety of kinds regarding several properties.
The more mana use intensive are regarded as Spells, and the ones that may use Stamina, as Abilities.
Then, we have things like Target Points: Be it any Actor, explicitly a Player, explicitly a Monster, any foe or any ally, or none at all; in which case it can be a Projectile, a Self cast or an Aura.
They all have 6 levels, the total amount of Skills dictates the max level of a class, they all have a Cooldown time. None of them can unlock a new ability -- Classes start with all the abilities they can level up.
The Levels:
Its max amount per class defined by: number of skills x 6, + 2.
There really isn't much saying about this, except it increases your Blue Mana, Health and Stamina limits by class-specific amounts each level, and that it also refills them. Also, 1 skillpoint per level.
Since you only have Skill# * 6 amount of Skillpoints to use on skills, the extra 2 can be used to exchange something in another feature.
The Monsters:
Remember HeXeN monsters? easy and dissapointing, for the most part. Also not very smart good job iceguy infight except it only appeared at like 3 maps? Ok enough meme.
To begin with, Melee monsters dont use the default melee action, instead they do a hitscan attack with very limited range at that, which most of the time (for ettins and centaurs at least) have a slight spread, meaning they can fail. However, monsters will cancel attack should something come into their direct line of sight that is not an enemy to them, thus effectively avoiding teamfighting in most instances. As for ranged monsters, this applies too, with the addition of trying to relocate to a better firing spot, but if a monster is about to launch a powerful attack, it will request monsters in the way to move. Worst case scenario, a very high tier monster will just sweep the mob with said attack.
Also, the Stats above, they all apply for monsters too, not just Health.
All monsters have Health, Mana and Stamina. Naturally, not all monsters will make use of their mana, and not all monsters will be melee centered enough to make use of their Stamina, like ettins or centaurs. Just like how a class is better suited for spells or melee combat, offensive or supportive, so are monsters. The more basic monsters will try to protect their spellcasters, congregating around them or at least staying close enough to block you from easily killing them; or die in the process.
Also, one of the few differences are that, for Stamina, once they have depleted all, they will have an increased spread to their melee attacks. They will try to run away from the player at any opportunity to sit and rest, interrupting it should their current target get too close. Also, entering pain may sometimes cause them to loss one point of Stamina.
The Armors:
Divided in 4 Slots, they play a much greater role in the mod:
Helmets grant minimal physical protection, but reduce the likelihood of critical shots directed at you of happening.
Chests grant great physical protection, but may reduce the movement speed or another speed stat of sorts.
Amulets grant most of magical protection, and may bring a buff or two, or even a debuff, depending on its nature.
Boots rgant minimal physical protection, but improve certain aspects of the pathing.
In the end, it depends on the quality of the armor, and the type of armor. The greater tiers become Set armors that, once all pieces equipped, bring yet another
quirk to the play.Spoiler: (Open)Spoiler: (Open)Delayed Damage:
Delayed Damage overrides the normal poison. It's divided in 4 Types:
Poison, Incineration, Melt.
They can be any of the magical damages in the mod:
Fire, Frost, Dark, Soul, Light, Thunder.
Poison Damagetype is restricted to Poison DD, and Acid to Melt DD.
They differ in the rate of damage.
Bleed, the 4th, deals damage when moving, unless Critical.
If Critical, it deals damag even when still, and moving makes it several times worse.
The Altars
Used to craft different Items, they are divided in 4 tiers. Each tier unlocks better artifacts and cheapens the requirements for the lower tier crafts.
It uses pieces of dead monster corpses to craft different things in a preset list. These pieces are stored in separate inventory. The altar may be used to smash high tier objects into other pieces, or the altar itself be destroyed for a big loot.
Spoiler: (Open)
Spoiler: Human Cleric (Open)Health: 125(3/Lv)
Mana: 180(4/Lv)
ST: 8(0.25/Lv)
Max Lv: 26
Starting Items: 10 Repulsion Discs, Cleric Amulet, Contrition Mace.
Flechette Type: Heal/Damage bomb, heal/dmg allies/foes over the impact area(Light)Spoiler: (Open)Skills:
Holy Smite: Heal, Area damage. Heal target friend, damage surrounding monsters.
Actor Target. Altfire to SelfcastSpoiler: (Open)Green Mana: Creates an Aura of weaker smite strikes around the target.Spoiler: (Open)Magical Resonance: Buff, increase magical damage output of Allied Target.
Altfire to SelfcastSpoiler: (Open)Green Mana: All attacks have an extra 30 - 40 damage shot with the dominant damage type.Spoiler: (Open)Telekinetic Barrier: Defense Buff, create a barrier to take some attack hits for ally.
Allied Target. Altfire to SelfcastSpoiler: (Open)Green Mana: Shield deflects any projectile.
Mana Syphon: Restoration Buff, transfer mana to Allied Target.Spoiler: (Open)Extra Weapons:
Purifier Crossbow: Powerful weapon that shots Pierce + Fire bolts.Spoiler: (Open)Cube of Force: Shots a wave of repulsion(Blunt) forwards.Spoiler: (Open)
Spoiler: Human Necromancer (Open)Health: 90(2/Lv)
Mana: 260(7/Lv)
ST: 8(0.25/Lv)
Max Lv: 26
Starting Items: 10 Flechetté, Dark Amulet, Blasphemous Dagger
Flechette Type: Poison Bag, summons a random Poisoning Dark, Frost, Poison Cloud.Spoiler: (Open)Skills:
Raise Undead: Raises long dead corpses to fight for you.
No Target.Spoiler: (Open)Spoiler: (Open)Green Mana: Adds 3 Necrolite summons.Spoiler: (Open)Shadow Cobra: Seeking, Bouncing Dark shot that extracts mana and returns it
back to the shooter.
No Target.Spoiler: (Open)Green Mana: Shots 4 extra Plague Cobras, instead of mana drain.Spoiler: (Open)Viper Strike: Seeking Acid shot that deals great flat damage.
No TargetSpoiler: (Open)Green Mana: Shots 3 extra attacks with area poison.Spoiler: (Open)Chilling Demise: Seeking Frost Fog that deals no damage, but stuns.
No TargetSpoiler: (Open)Green Mana: Shots a cone of freezing gust.Spoiler: (Open)Extra Weapons:
Dark Sickle: Shots a Dark homing shot, that stays a while on the target,
damaging it periodically. Deals Pierce melee damage along the projectile, click
again to drain with Slice damage.Spoiler: (Open)Spoiler: (Open)Unkiller Gauntlets: Shots a barrage of Dark energies, plaguing the target.
Reduces Spell Cast time when wielded.Spoiler: (Open)Spoiler: (Open)
Spoiler: Elvish Bounty Hunter (Open)Health: 115(3/Lv)
Mana: 125(3/Lv)
ST: 8(0.25/Lv)
Max Lv: 32
Starting Items: 7 Antidotes, 3 Flechetté, Hunter Helmet, Elvish Boots, Ambelir Crossbow, Eldrim Bow
Flechette Type: Caltrop bomb(Pierce), spreads bouncing ripper stone that then turns into tiny ground spikes.Spoiler: (Open)Skills:
Igneous Arrow: Next Strike is Explosive Fire.
Bow EnchantSpoiler: (Open)Spoiler: (Open)Green Mana: Adds 2 whirling fire bolts that pierce actors.Spoiler: (Open)Thunder Strike: Stunning Thunder.
Bow EnchantSpoiler: (Open)Spoiler: (Open)Green Mana: Adds 6 Auto homing thunder bolts.Spoiler: (Open)Bouncing Darkness: Next strike shatters in Dark Frags.
XBow EnchantSpoiler: (Open)Spoiler: (Open)
Green Mana: Makes the spell rip through enemies and steal mana.
Gust Arrow: 200% Firerate
XBow EnchantSpoiler: (Open)Green Mana: Triplicates the bolts shot.
Windmorph: Increased Movement Speed.
SelfcastSpoiler: (Open)Green Mana: Passing by enemies makes them lose ST.
Extra Weapons:
Soulfang Blades: Shots twin Soul Knives. Altfire shots a barrage of Soul Darts.Spoiler: (Open)Spoiler: (Open)Storm Staff: Shots a Dazzling Lightning ball.Spoiler: (Open)
Spoiler: Slayer Satyr (Open)ITEMSHealth: 300(8/Lv)
Mana: 25(3/Lv)
ST: 16(0.35/Lv)
Max Lv: 20
Starting Items: 5 Flechetté, 5 ST Flasks, Chainmail, Twin Edges, Crimson Axe.
Flechette Type: Grenade, violently explodes after some bounces(Fire) or on hit(Blunt).Spoiler: (Open)Spoiler: (Open)Skills:
Pounce: Leaps forward. Fire to change Mode, Altfire to cancel.Spoiler: (Open)Scarlet Whirl: Spins on the spot, cleaving all around.sometimeSpoiler: (Open)Spoiler: (Open)Green Mana: Gives the strikes chances to steal ST.
Bloodserk: Rage buff, increases firerate, kills restore part of the rage counter.Spoiler: (Open)Extra Weapons:For Sure
Spear: Light, quick piercing weapon of various combos.
Slash with altfire.Spoiler: (Open)Cinder Maw: Shots 3 (Blunt) blazing bullets that explode(fire) after some bounces
or on contact.
Altfire shots a trap-functioning version of them, with less speed.Spoiler: (Open)Spoiler: (Open)
Spoiler: Health Pickups (Open)BESTIARIUMAll health pickups have a chance of restoring 1 stamina and reducing all poison counters by 1 or 2.
Crystal Vial: 8 HP.
Quartz Flask: 25 HP.
Mircle Flask: 25 HP.
Antidote: 12 HP, - 2 Fire, Frost and Normal Poisons.
Stamina Flask: 4 HP, 1 ST.
Mystic Urn: Full Restore.
Spoiler: Ettins (Open)Twisted by Korax's dark magics, these former Dwarves are among the most basic minions in Korax's army, being the force in numbers, just next to Centaurs.
The Ettins are always armed with a Blunt weapon, of average speed at both movement and attack.
They're weak to Frost and Fire attacks.
Savager Ettins are quicker than the other variants, and have increased stamina and health.
Ravager Ettins are pack leaders, able to suddenly improve the damage of Savagers and Grawttins for a period of time. They are slightly resistant to all physical damages.
Dark Ettins possess a fair amount of health, and are magically adept at offensive Frost, Dark, and Fire attacks. Otherwise just as strong as a normal ettin. They are resistant to Frost, Fire and Dark.
Werethogs may spawn in place of Ettins, slow but buff and hard hitting creatures, that can easily dispatch humans and elves in few or even one hit. They posses
a great deal of Stamina and have increased melee reach.
Spoiler: Centaurs (Open)Satyrs proved easy to corrupt to the vile magics of Korax. These four legged beasts are usually found leading packs of Ettins and other lesser creatures.
Armed with Shield and Sword, they're quick on their feet and their galloping sprint will quickly reach warriors at large distances.
They're weak to Piercing attacks, resistant to blunt and Slice
The common Dread Knight is able to heal any nearby monster with 4 Health restore, using little mana.
Bristle Warriers cannot heal the surrounding mob, but are tougher and more energetic. They tend to raise their shields more often than other centaurs, and have a passive ability that allows them to damage attackers close enough to them.
Heretic Cavaliers have have a good deal of health, stand taller than the other centaurs, and have improved healing capabilities as well as melee damage. Overall the leaders of Centaurs. They also possess an offensive spell, a force jet that stuns the hit target.
Vile Fauns are magically adept Centaurs, rid of any armor or weapon. They only use their claws to inflict Fire and Slice damage at melee range. Their spells are offensive dark and fire attacks.
The Fire spell summons a pair of bouncing heads that change behavior when impacting walls, floor or an actor. Always provoke Incineration on hit enemy.
The dark spell consumes less mana and has a faster cooldown. Shots a volley of dark shards.
Spoiler: Afrits (Open)Awoken from their restless stone slumber, these noble creatures now enslaved by Korax serve as leaders of the scouting parties. Soaring through the sky, the incandescent Afrits will set ablaze all that opposes their new master.
Pyrants, frail but quick, are lesser variants of Afrits, agile harrassers of feeble but not to be underestimated fire shots.
Blazeverms, one of the initial states of an Afrit, levitate through unknown means, slow and graceful. They will fend off their attackers with continuous streams of flames.
Proper Afrits, resilient and unexpectedly fast, can shot barrages of flames towards their target, spray a burning liquid over their surroundings, or concentrate said substance into one alarming, unhindered by water, chunk of fire.
Lifbrisidets are ancient strains of Afrit, imbued with Life infusing magical properties. They may bring forth a champion from ages past to fight for them.
Umbredest, drown in dark, necromancery energies, may rise an army of corpses to swarm their targets.
Koldrizin, a species of Umbredest of a time long forgotten, enhanced with a burning frost, are a force to be reckoned with. They can freeze their targets solid, the cold hurting them, and may extend the ice's life at will once the victim has been hit. Their summoning skills allow them to invoke a weak kind of golem, as well as better undeads.
Spoiler: Chaos Serpents (Open)Drawn forth into Cronos from Korax's homeworld somewhere in the outer vacuum, these highly adaptable creatures have made home in the many lands across the world.
Many of the Chaos Serpents never make it past their initial stage, much unlike Korax's serpent... probably...
Weak to Piercing attacks, they're usually sensible to Fire and Frost.
Ironhorn Serpents inhabiting the rocky highlands, spit fire to roast their hunt alive. Mildly resistant to fire, increased weakness to Frost.
Sludge Serpents of the dark fens, throw up a noxious slime that spreads tiny fragments on impact. The serpents themselves will burst into this toxic substance when killed.
Searblut Serpents of the arid barrens, shot a red bright acid that melts away the skin of its prey.
Frostfire Serpents of the frozen caves and arctic regions, expell a chilling and dense fog towards its victim. They may also channel this frost into a more widespread attack or a concentrated icicle. Arguably the most dangerous of the 4, competing with the Searblut. Immune to Frost, highly sensible to Fire.
Spoiler: Swamp Stalkers (Open)Elves unfortunate enough to be out of their villages with their magic barriers were turned into these, slithering aquatic beasts that stalk in the dark of marshes.
The common Fen Stalker is able to shot toxic spikes at large distances, and otherwise strike with their poison claws.
A stronger variant, the Shadow Slither, is capable of shooting arcane homing bolts, and become ghostly when surfacing for a short time.
A more uncommon morph is that of Blade Crawlers, melee based fighter that can perfectly blend with the environment. They can also use an strange organ that digs the ground and strikes from below with several ground spines. Both attacks cause a bleeding, making them one of the most dangerous creatures in Korax's army.
Spoiler: Dark Wizards (Open)Forced or willing, these former mages serving Korax's ill predicament, sustain great amounts of Mana and poor physical abilities. Their basic trait is that of levitation, requiring a despicable amount of energy to function, especially for one with great amounts of it.
The most novice Apocryphal Apprentices, while comparably feebler to their superior peers, are still a considerable treath with their abuse of poison strikes.
The Dark Disciples, a rank above, can also cast freezing magic bolts with minuscule cooldown time.
The Profane Priests have obtained a stronger grasp on bouncing Dark Magic and Fire homing shots, but may still ocassionally shot wider barrages of Venom or, a slowing frost.
The Blasphemic Bishops usually stay around of either two Heresiarchs' hideouts, as their personal guards. They have great mastery on dark spells capable of raising corpses and leeching souls, rarely making use of any other kind of magic.
More Screenshots:
Spoiler: (Open)
Spoiler: Test Gameplays (Open)I'll add more content as I get closer to releasing the first demo, intended for singleplayer.phpBB [media]
Bai.