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Report RSS Legend 9.0 progress, update 22: version 9 VS version 8.33

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After several massive all-out sessions with the mod, - i was able to iron out (probably) all the problems, bugs, crashes and the likes. At least for the first 6 levels, of which the demo is going to be comprised. Yeah, it's not some measly sub-sample: this is going to be around 6 hours of game time! During this extensive experience - i have come to a conclusion that the gameplay of Legend-9 - is still partially stuck on 8.33, which plays completely different... And so, another challenge had appeared (and i have already conquered it!): modify the gameplay to excise most 8.33-style tendencies.

The main difference is (beside the pretty v9 levels :-), that version 8.33 was to a great degree - a first-person-slasher. Strong and swift melee weapons for each class, - combined with a rather sleepy vanilla opposition, - resulted in a relatively low requirements for mana, as a lot of work could be done by the free weapons alone. And that was the point of 8.33. You were supposed to do that. Not to mention power-characters like The Mercenary, who could go through huge portions of the levels without any need for mana whatsoever...But that is no longer the game.

Legend-9 is an entirely different beast altogether: its opposition is not sleepy at all...they have a lot of tricks to whittle your health down in mere seconds. You have enemies that strike fast, hard and can go around cover. And i am strongly considering bringing in the enemies reserved for the Deathkings mod, - which are even deadlier than that. Almost certain to make that happen...So melee weapons this time are only used as combo finishers, occasional quick attacks or in situations where you know you won't get countered. Otherwise, Legend-9 is predominantly a shooter. Not a slasher. Even though the Fighter can do some serious damage with his melee weapons, yet he is dependent on his ranged weapon extensively. Against the Legend-9 bestiary - melee weapons only - won't get you anywhere. So i went on and dedicated a good chunk of time to experimentation and upgrading ranged capabilities for Corvus and the Mage. Here are the new changes:

- Corvus' Elvenwand is now faster, more powerful, wider shot, piercing projectiles...a true destroyer and a lot of fun to use. Very flashy. Takes 2:1 ratio of both mana colors per shot.

- Corvus' True Hellstaff has actually been downgraded, - otherwise it made the character way too powerful. The staff still has the same damage potential, but it takes a little while until the enemy is burned by the flames. Contrary to the Templar, - who is also a Cleric-class character, but his Firestorm spell delivers heavier damage on impact, yet next to none over time.

- Mage's Shock Lance has received a serious upgrade in a rate of fire and a little in damage as well. This has become a go-to weapon when you want things gone dead and fast...if you have the mana for it.

- Mage's Arc of Death - has been restored to a completely vanilla state, with graphics and all. I have discovered several issues with the previous sprites, which heavily impeded targeting indoors. Working on solving that. And i have finally matured enough to realize that Hexen and non-Hexen sprites don't mix well, even if both are lightning bolts, lol. Beside the graphics, it also means that the weapon no longer consumes 10 mana points per shot, but is back to vanilla's 5 points, - yet the increased damage is retained as it was in the previous version. You get to shoot the spell twice the times, and that is much more sensible.

Testing both characters extensively, the changes have been confirmed (even though they require a completely different mana supply reserves, compared to the previous Legend versions) - and they are a lot of fun to use. This does make the game a little bit easier, but also more dynamic and somewhat more streamlined (since you no longer have to jump through so many hoops), but having all things considered - those changes are most definitely for the best.

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