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ReBalance -> Mod
http://www.runestorm.com/forums/viewtopic.php?f=109&t=77944
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Author:  hide_in_light [ Thu Nov 21, 2013 4:16 pm ]
Post subject:  ReBalance -> Mod

Name: ReBalance
Version: Initial

Download Link:
https://www.mediafire.com/?1qlyvaryh71988w

Short Description:
This is a complete rescale and re-balance of the game, lots have changed in order to make the game less exploitable, exposing numbers and giving them meaning and to keep the power creep in control. Blocking also now plays a much larger role in the game, no longer makes you near invincible.

You'll also find that it's not so each to win a match anymore. You have to pay careful attention in order to survive, the longer you survive the more powerful you become.

Long Description: (WIP -> This gonna take a while):
Some Notable Changes:
-Changed the health of every character to be multiples of 240. Each block segment in the GUI represents 240 health.
*A pawn will have for example 3 segments while a Bishop 4, this represent 720 HP and 960 HP respectively.
*If you do health upgrade, you'll get +1 block segment now.

-Blocking has been changed all around, in vanilla damage from normal attacks were blocked 100%, power attacks were almost negligible. If your close to an enemy you rarely let go of the block button.
*Now even normal attacks can chip away at your health if you don't react fast enough, it's now more optimal to counter a power attack instead of just absorbing the damage without much consequence.

-Less levels, more significant upgrades, a lot less excessive power/health scaling.
*In Rooks Keep the frequency of dying can be a lot, if you play with a gamepad upgrading becomes quite a chore, so I took the liberty of removing a level here and there. For example Regeneration will now be 25 x 4 levels instead of 20 x 5.
That's one less time you have to deal with the GUI and you feel the difference with each level.
*In order to balance the game I had to take control of the damage, which scaled to more than 150%. Damage is now 5 levels, 10% each level.
*The +300 Max health skill which also basically made you full health, and which made you nearly impossible to kill has been limited to 3 levels now and each level gives +240 (1 extra segment of health and heals another segment).
*Vampire has been buffed now, with more control of the damage I can make the number more significant, 15% x 4. Wanted vampire and regen to completely replace the somewhat "cheap" instant heal skill. Vampire for active combat, regen for passive, and make rune control the other option (still want to change the +health skill so that it increases the health gained from the rune instead)

-New Scoring and Character Cost.
*Kings on the battlefield was like pinatas, easy points. I rebalanced the cost and rewards so they closer reflect what that piece is actually worth. Kings are still high risk, high reward though.
*Piece Cost/Worth:
Pawn 0/2
Knight 1/4
Bishop 2/6
Rook 3/8
King 4/10
Queen 5/12

-Other
*Damage and how much Damage you do vs blocked targets is now shown in the character select screen.
*Beast Bishop now has a collision cylinder, it's now much easier to hit stuff, in Vanilla the fireballs kept missing the enemy even if it visually looked like it was a hit.
*Lower minimum damage has been increased. Pawns for instance do 150 instead of 100 with their normal attack. It would now take 8 attacks to kill a knight instead of 12. that's if you ignore the max health upgrade. Everything is dangerous now, even a pawn's spear isn't an insignificant poke anymore.
*Lots of balance all around, each character of each class is now a little bit more unique.

Author:  Black Eagle [ Thu Nov 21, 2013 5:24 pm ]
Post subject:  Re: ReBalance -> Mod

Aha, great stuff! >:D

Should address a number of balance issues. :handgestures-thumbupright:

Author:  hide_in_light [ Thu Nov 21, 2013 5:55 pm ]
Post subject:  Re: ReBalance -> Mod

Black Eagle wrote:
Aha, great stuff! >:D

Should address a number of balance issues. :handgestures-thumbupright:


Must be doing something right, because I'm having trouble winning against simple Knight difficulty bots when I use to faceroll Baron.
Didn't even touch the AI...

Author:  Black Eagle [ Fri Nov 22, 2013 1:59 am ]
Post subject:  Re: ReBalance -> Mod

Ah, excellent! :)

Author:  Captain Xavious [ Sat Nov 23, 2013 2:51 am ]
Post subject:  Re: ReBalance -> Mod

This sounds pretty great! I'll be giving it a shot soon.

Though out of curiosity, have you been able to do much balance testing with other players?

Personally I found blocking pretty useless when I can reliably parry every hit (in 1on1 combat) and follow through with an attack. Warlord difficulty bots gave me a serious run for my money too, you have to really rely on dodging into them and time your attack so it hits when you are in contact with them. Tricky stuff, but King was my piece of choice. :P

Its great to see someone working on this! I'm tempted to make a character set, but I'm waiting on a new mouse and I still haven't experimented with character animations just yet. Base character model that I will use for the various pieces is done though.

Author:  hide_in_light [ Sat Nov 23, 2013 5:00 pm ]
Post subject:  Re: ReBalance -> Mod

Captain Xavious wrote:
This sounds pretty great! I'll be giving it a shot soon.

Though out of curiosity, have you been able to do much balance testing with other players?

Personally I found blocking pretty useless when I can reliably parry every hit (in 1on1 combat) and follow through with an attack. Warlord difficulty bots gave me a serious run for my money too, you have to really rely on dodging into them and time your attack so it hits when you are in contact with them. Tricky stuff, but King was my piece of choice. :P

Its great to see someone working on this! I'm tempted to make a character set, but I'm waiting on a new mouse and I still haven't experimented with character animations just yet. Base character model that I will use for the various pieces is done though.


Can't find any players to playtest with, and not with low enough latency or experienced enough.
Been basically balancing against myself.

The thing about blocking is that it helps you out when you miss a parry or an attack, you'll have chance to take reduced damage.
If you don't hold block while attacking or doing a parry you will obviously take full damage if you fail. It also helps you settle into a "rhythm", sometimes it's better to just take the first attack, then to miss time the parry. If you miss time the first parry, there's pretty good chance you'll miss the follow up as well.

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