» Wed May 16, 2012 8:32 pm
Out of curiosity.. Has anyone looked at the mod I've already made?
If you haven't, take a look at it. Many of the things requested, or some of the semi-fixes suggested, are actually in there. Including a higher level scaling for players, a wider loot range (loot inside a dungeon can range from .4x the player level all the way to 1.8x, compared to .6x to 1x the player level that vanilla has). Increased spawns are in the game, as are NPC's with potions and a couple AI tweaks.
My next project was to create a large list of names and do named bosses. There'd be chances to have the same boss names, but the objective would be to have different names for each set of levels, and a quite wide set of those names, so I'd hope it'd be unlikely to have repeats - at the least it'd be a say, 1 in 20 chance.
I've also been considering going through cell data and changing the references to create a less leveled feel, radiating outwards from the cities in range of difficulty. I've been considering it, only, because it's a long project in itself to do in hex code alone and I don't know if it's really worth it, because it'll change the entire layout of the game. The other alternative available is to make everything unleveled - basically, it'll spawn enemies from any level at any dungeon. Which could make things quite hairy for the game.
The other project I've been considering is revamping the loot, to make it more unique. This is probably what I'll do, because it'll be a bit less extensive and more people would enjoy it.
Now, bear in mind, these are things I am doing NOW, not when the CK comes out. No need to wait. These things don't take massive amounts of scripts. Heck, even the cells are editable. If someone gave me a location, I could go through and edit the loot inside it to be more specific.
I'm at the point where I've accomplished my main initial goals, and I'm looking for stuff more specific to achieve. So I'm fairly open to ideas.