Search found 14 matches

by BrightLord
01 Jan, 2018 11:08
Forum: Codename: Belzebub
Topic: My thoughts on Beelzebub
Replies: 30
Views: 87696

Hey. I know that there are parts of this mod that are not balanced. That was my first mod ever and there are many mistakes. However I don't think it can be fixed by just changing items. There are many factors to balance such game: items, spells, skills and the way stats like damage are calculated. W...
by BrightLord
12 Jun, 2017 18:16
Forum: Codename: Tchernobog alpha
Topic: Thought I'd Give Sprite Drawing a Go...
Replies: 4
Views: 20501

Nice work but your approach of the problem is wrong. :D Animations in diablo 1 are not drawn by hand. All game objects as well as level graphics were created as 3d models. After that they were rendered at correct angles into bitmaps and then paletized. Resolutions of all game objects are rather low ...
by BrightLord
15 Jan, 2017 11:01
Forum: Codename: Tchernobog alpha
Topic: Mod release 0.1.0 test
Replies: 64
Views: 344215

I'm sorry that this mod is not enjoyable experience right now but that's the way of alpha version. I have to experiment because there's no such thing like blueprints for this mod. Some changes are good while others fail and need to be scrapped. Now my goal is to slowly implement quest system and fix...
by BrightLord
15 Jan, 2017 10:55
Forum: Codename: Tchernobog alpha
Topic: Mod release 0.1.0 test
Replies: 64
Views: 344215

Mod will be retuned based on players feedback each patch so it will hopefully become balanced at some point. Mana cost of skills will be reduced next patch and bow damage calculation will be restored. If mana cost is removed from skills then might aswell remove all mana leach items from the mod beca...
by BrightLord
08 Jan, 2017 15:14
Forum: Codename: Tchernobog alpha
Topic: Mod release 0.1.0 test
Replies: 64
Views: 344215

I would gladly cooperate with a person who knows how to balance an rpg game. By that I mean to create complete and reasonable balanace of every aspect and not just balancing the game differently because that's not a big deal to do :D. I aim for game balance that is diablo 1 like for normal and progr...
by BrightLord
29 Dec, 2016 22:54
Forum: Codename: Tchernobog alpha
Topic: Mod release 0.1.0 test
Replies: 64
Views: 344215

Mod release 0.1.0 test

http://s000.tinyupload.com/index.php?file_id=38986610238880893758 I hope that all critical bugs are fixed in this release. I ran out of time to apply all fixes and improvements that were planned. :( Tchernobog version 0.1.0 - Fixed bug that caused weapon to disapear - Fixed bug that proevent seconda...
by BrightLord
19 Dec, 2016 17:26
Forum: Codename: Belzebub
Topic: Corrupt saves - restore?
Replies: 8
Views: 12280

Tchernobog mod in next alpha release will backup save files automatically before saving. There isnt much more you can do with simple filesystem.
by BrightLord
01 Dec, 2016 20:28
Forum: Codename: Belzebub
Topic: No zoom or screen shaking :'(
Replies: 2
Views: 5381

It's related to graphic card or driver missing some features required for these effects.
by BrightLord
29 Nov, 2016 22:45
Forum: Codename: Tchernobog alpha
Topic: Tchernobog mod continues
Replies: 33
Views: 153258

So far 45 fixes and improvements for the next patch. Progress can be checked in the bug tracker. Game freeze bug will require reengineering of quite a big part of mod multiplayer code but that's not something I'm afraid of. :twisted:
by BrightLord
23 Nov, 2016 18:34
Forum: Codename: Tchernobog alpha
Topic: Tchernobog mod continues
Replies: 33
Views: 153258

Dealing with bugs and implementing quests is just a matter of time. However I'm really sad about mod balance. It's somewhere between poor and non existing. I don't even see a possibility to fix it to the way it should be because it requires much testing and playing with calc sheets which would take ...
by BrightLord
21 Nov, 2016 22:56
Forum: Codename: Tchernobog alpha
Topic: Tchernobog mod continues
Replies: 33
Views: 153258

I have already fixed 25 bugs from the tracker. There are about 35 more that can be fixed without great effort or rewriting mod modules. After that I'm not sure whether I should first improve mod architecture that's needed to fix some heavy bugs like game freeze or items disapearing or implement ques...
by BrightLord
21 Nov, 2016 22:24
Forum: Codename: Tchernobog alpha
Topic: Game balance and immunities
Replies: 34
Views: 230536

I do not want to make sorceror or necro to feel underpowered. There is no problem with destroying 2-3 monsters at same time. It's chainlightning and similar spam that is too powerful. Adding cooldowns makes whole thing annoying to play. Progressive level requirement for spell books is definately goo...
by BrightLord
21 Nov, 2016 19:48
Forum: Codename: Tchernobog alpha
Topic: Game balance and immunities
Replies: 34
Views: 230536

Game balance and immunities

There are some serious balance problems in tchernobog/belzebub when it comes to spellcasters. Basically sorceror and to lesser extent necromancer grow in strength too quickly. Currently one way to stop them from destroying everything instantly are immunities. This is however rather lame and not fun....
by BrightLord
19 Nov, 2016 11:27
Forum: Codename: Tchernobog alpha
Topic: Tchernobog mod continues
Replies: 33
Views: 153258

Tchernobog mod continues

Hello. I recently started to tinker around with the mod again. There is a chance for bug fixing patches in near future. I realized that even with limited amout of time it's still possible to bring the mod to playability levels of belzebub. The problem is that progres will be slow. :twisted: My plan:...