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The Order

Posted: Sun Dec 26, 2010 3:17 pm
by Final Master
The Order will be a new module using the T4-Engine, created by DarkGod.
The Order will be a new module created by Final Master.

The Order is a steampunk influenced game that focuses on character creation and build, along with story and gameplay. With over 100 unique combinations of playable characters - you will have plenty to discover.

Key Hightlights:
T4-Engine base
More complex character builds
Completely original storyline and characters
Multiple story arcs
Multiple endings
Multiple ways to win
Multiple ways to die :twisted:
20 playable classes [This will become more accurate at a later date]
8 playable races [This will become more accurate at a later datre]
Hybrid sytem of current runes/infusions and potions/scrolls
No ammo
No light
SLIGHT use of food - just to prevent infinate resting - won't be nearly as required as other games
No tiles unless requested
New and more music/sfx
Roughly 35 npc types [meaning dragon/ghoul/bird ect]
Over 200 different npcs
40+ Unique/Boss/Elite Boss npcs
Pop up chats and normal dialogs
Expansive, multilayered world
More talents
More class points
More generic points
More category points
Open source using the same liscencing as T4
FREE

User Interface:
The UI will be up to date and probably the same as what DG will use in T4 with slight modifications. Mouse usage will be included as well.

Graphics:
Standard ASCII will be used along with color. T4 particle engine will also be utilized.

Sound:
Some sound effects and lots of new music will be included with The Order as a full download, a secondary download without sound/music will also be available at a later date.

System Compatability:
Once a beta gets released, never expect compatability from one to the next. Also, this will probably be a Windows only release unless someone would be kind enough to show me/do a converstion to other systems.

Story:
The Order is a zelous religious sect that is spreading their influence and power amongst the peasent towns, forcing them into worship of She Who Guards Us. Whilst The Order is slowing building a hidden empire amongst the outskirts of major cities around the world, the governments of the nations start to fear a One World Order.


This post will be updated and edited throughout the game design process.

No beta is available yet, and probably won't be until after a full Tome4 release - and most likely not for some time after that.

If you have any questions or suggestions, post em here!


1)- Taxorgian -
Quote:
Story:
The Order is a zelous religious sect that is spreading their influence and power amongst the peasent towns, forcing them into worship of She Who Guards Us. Whilst The Order is slowing building a hidden empire amongst the outskirts of major cities around the world, the governments of the nations start to fear a One World Order.

Will you be able to play either as an Order paladin/cleric/etc. and as a defender from them?
Yes - I'm unsure of if there will be 2 different stories to choose from at the beginning of the campaign, if you'll choose/switch sides during the game, or if it'll be represented in dialog based on class/race.

Re: The Order

Posted: Thu Dec 30, 2010 9:41 pm
by Taxorgian
Story:
The Order is a zelous religious sect that is spreading their influence and power amongst the peasent towns, forcing them into worship of She Who Guards Us. Whilst The Order is slowing building a hidden empire amongst the outskirts of major cities around the world, the governments of the nations start to fear a One World Order.
Will you be able to play either as an Order paladin/cleric/etc. and as a defender from them?

Re: The Order

Posted: Thu Dec 30, 2010 9:47 pm
by Zonk
Nice to see you finally start the thread, FM.
Looking forward to this :D

Re: The Order

Posted: Fri Dec 31, 2010 5:13 am
by Final Master
Current Class Descriptors


Warriors
Berserker
A two handed weapon wielding bringer of bloody death. Berserkers are from the northern reaches of 'add location here', and as such are used to the harsh conditions of battle and weather. In combat, they rush headlong at the enemy, shouting battle cries of challenges and threats of death. They always believe that an offense is the best defense and are rarely seen wearing anything other than hides of boiled leather into battle. In fact, they are hampered when wearing too heavy of armor. Berserkers rely on hitting hard and fast to survive in battle, along with their massive health and regeneration abilities. They don't believe in magic, and as such have an inherently high save against it. Their most important stats are Strength and Constitution.

Fighter
Fighters are heavily armored everywhere, never entering battle unless they are completely prepared. Using more defensive measures than any other class, fighters are the toughest of classes to bring down. Fighting with both a weapon and a shield they use a variety of tactics that involve shield bashes, counter attacking, multiple slashes and thrusts, and temporarily increasing armor/defense and health values. They may not be the most damaging class; however fighters prevail by simply outlasting their opponents’ resources. Fighters can use ranged weapons as well, however their true potential lies in melee combat. Their most important stats are Strength and Dexterity.

Soldier
Soldiers are the average grunt of the military’s of the world. They are usually lightly armored and either using launchers or single handed weaponry with small shields. Not having specialty training in any form of combat, they are probably the most adaptable of all classes. Soldiers lack unique abilities, but are able to dabble in just about everything but magic and prayer. Their most important stats are Willpower and Focus.


Conjurer
Deamonologist
Perhaps the wicked of people, Deamonologists make blood pacts with deamons. Pulling the foul 'servant' from the pits of the Abyss, Deamonologists command them to do their bidding for a short duration. Bringing imps, succubi, abyssal insects, demonic worms, massive multi-mouthed hordes, and even mighty Pit Fiends. The payment of the Deamonologist is almost always blood or part of their mind (that being their sanity). The deamons are mighty and will usually dispatch what foes the caller has quickly, but do not always come when called. Later Deamonlogogists can force deamons to become their ally and follow them as a body guard. Deamonologists are also sufficient fighters, having observed the ways that deamons do battle. Their most important stats are Willpower and Magic.

Druid
Transformations into animalistic beasts and calling such creatures to their aid are the way of the Druid. Taking on forms of animals such as bears, wolves, snakes and ants they battle the blights of the world. Enhancing the ways of the animals they portray, such as even greater strength, quicker movement, more hampering bites and stings and of course resiliency, Druids are a very formidable enemy and ally. They can even call upon these very beasts of the wilds to aide them. Bringing mighty bears, an army of ants, a variety of snakes and packs of wolves with them as they wander the world they hunt for their sworn enemies. Druid’s most important stats are Strength and Willpower.


Summoner
Calling upon a many beings, Summoners are masters at imposing their will. Bringing beasts as imps, hounds, minotaur, jellies, turtles, and even dragons into battle, they have a tool for any situation. Along with conjuring their allies into battle from no where, they further enhance their capabilities, granting greater health, better accuracy and damage, more intense magic, and extending the time that the summoned beasts can stay in this realm. Summoners also have access to a few fighting capabilities themselves, so they are not helpless without their servants. Their most important stats are Willpower and Focus.

Elementalist
Cryomancer
A master of all things cold and icy, Cryomancers are able to freeze the water vapor in your lungs. Being devoted to the magical studies of ice, they completely despise fire and lightning magic, but dabble slightly in earth magic. They are able to alter the terrain into ice and water, freeze their enemies, call massive tsunamis to crush foes, chill bodies to slow them down, shatter frozen beings and summon great blizzards to white out and freeze all trapped. They gain resistance to cold and the ability to enhance their own cold into greater cold. Their most important stats are Magic and Focus.


Electromancer
Electromancers are perhaps the most adaptable of the four elementalists, with the abilities to call forth storms of lightning, rain, and wind. Vying heavily in electric magics and dabbling in cold they disregard fire as earth magic and primal and weak. With the ability to silence and daze their enemies, they are the best equipped to deal with other range based enemies, and as such may be the strongest of the elementalists. With both single targeting and AOE spells at their disposal, and being the more heavily focused in movement magics, Electromancers have by far the most options of study. Using bolts of lightning they channel it through their enemies, create massive storm clouds to rain streaks of lightning and roars of thunder down, create flashes of both light and darkness to blind, and call minor storms to follow foes as they move about. They gain resistance to lightning and the ability to enhance their own lightning into white lightning. Their most important stats are Magic and Dexterity.

Gaiamancer
Gaiamancers, the masters of earth are tyrants of stone magic. Shielding themselves in stone and encasing foes in walls of stone and sand, they manipulate all rock to do their bidding. Raising spires of salt from the ground to skewer foes with, generating mass earthquakes to remodel the world, launching boulders of rock from walls to smash enemies, and calling nature to heal their wounds, Gaiamancers are the most defensive and hardy of the elementalists. They are also the most single enemy minded ones, with buffs for themselves and shields to deter physical combat. They completely abandon cold and lightning magic, along with some transportation magic, but revel in earth and fire. They gain resistance to earth and the ability to enhance their own earthen magic into greater stone. Their most important stats are Magic and Constitution.


Pyromancer
Make it explode or set it on fire, that's how a Pyromancer solves anything. If that doesn't work, make it a bigger explosition. The single mindedness of the elementalists of flame is effective, if a bit archaic. Surrounding themselves in flame, launching balls of fire, generating massive explosions, creating whirlwinds of flame and heat, setting everything on fire, making infernos of flame, and burning away all life are a few ways that an elementalist of fire will go about their days. They are the most effective 'mancer when dealing with groups of adversaries, and perhaps even the most damage dealing in regards to that, Pyromancers abandon cold and earth magic but revel in fire and electric magics. They gain resistance to fire and the ability to enhance their own flame spells into hellfire. Their most important stats are Magic and Willpower.


Necromancy
Ascendent
Ascendants are true masters of necrotic arts, slowly strengthening their bodies with undeath; eventually turning into mighty Liches. As Ascendants grow stronger they gain resistances to cold, fire, acid, poison, blindness, hunger, and hold life. They also learn the side of necromancy that revolves around draining and weakening those that they feel are too alive. Inficlicting various diseases and debuffs Ascendents are a very tactical class to play. Most of their damage is dealt over time and in various damage types. Their most important stats are Strength and Magic.


Reanimator
A ghastly and evil bender of death, Reanimators resurrect dead beasts and people to do their bidding. Relying on their pawns to do their bidding, Reanimators are the master of death. Preferring such things as dragons, hydras, minotaur, hounds and giants, they are never alone. With many talents and skill to enhance their returned servants such as enhanced strength and fortitude, regenerative properties, resistantance to poison and other effects, Reanimators can be a very dominating class as long as they have their servants. While weak on their own with low fighting abilities, they rely entirely on their resurrected slave. As they level they can create stronger undead and have more of them present at a time. Their most important stats are Willpower and Focus.

Here's a bit of development conversation I have had with Zonk and escargot:

I'm going to heavily rework the mastery system, more like what madmonk and I were discussing in the thread about masteries a while back. I'll also probably have most all talents be 10 levels, to better show gradual improvement rather than massive leaps. There also won't be an effective talent level when talking about secondary lvl depend effects. Mastery will only affect potency of talents. I'll also have the 3 separate trees for the varying 'core' spell groups, and each has progressively 'better' spells - but you need to learn the previous tree before you can even comprehend the new one. Because of the huge influx of talents related to each other, and that classes will have a lot more options [talents] to build from, and that they will have much higher lvl ranges, I'll probably end of having the T4 equivalent of 160 class points, and 100 generic points. Category points will also be granted mostly from quests actually I think, as someone is willing to show you a new way to do things. Aye, I'm probably going to have the route of 'repetitive' trees. A tree that won't have any new talents, but it has a talent from 2/3/4 different trees. The trade off is a condensed tree, but it's better than having to have 3 different trees to get these single abilities. So in essence, the other trees that the talents came from are 'locked/not gettable', but you have a hand chosen [by me, of course] talent from that tree anyway.

You're able to use what you want, but there is a recommended stat/ability to use the item properly. You can use it, but there will be a penalty. An example would be a two handed sword, a Claymore, that has a recommended strength value of 20. You can use it even though you have 9 str, but your accuracy, damage, and maybe even attack speed will be lower than someone that does have the value of 20. A second example, using armor: A scaled mail shirt has a stat requirement of 22 str, or 30 con to properly utilize. You have less in both stats than that, but you can use it. Because you can't properly wear it and resist blows dealt to you with all the added weight in odd places, your defense is lower, you might suffer accuracy penalties, and your spellpower will be weakened.

Well ya, a cast iron warhammer that weighs 30 pounds is going to have a pretty high str suggestion [like 35] to use properly, whereas some drakeskin armor may only weigh 20 pounds and so it will have a lower suggestion [like 28], because it is lighter, but also because all the weight is spread out over your body [torso] instead of just your upper body [hands/arms/shoulders/back]. Material is going to be a factor in weight, and weight is a factor for the proper stat requirement. I can think of plenty of cases where a mage might be reluctant but willing to wear scale armor [because of the weight and penalties for not being strong/heardy enough], but because of the magics imbued in it [egos], it's probably worth the trade off for a little while. Thinking about it again, I'll probably have a 'cap'. You can only 'carry' 200% of what your str/items allow, but you will still be hindered for going over 100% [what you can 'carry with ease']

Re: The Order

Posted: Fri Dec 31, 2010 5:31 am
by Final Master
Current npc Type and Subtype

Amorphous Jelly
Amorphous Ooze
Amorphous Slime
Ant
Aquatic
Avatar
Beast Bear
Beast Behemoth
Beast Boar
Bird
Canine
Deamon Greater
Deamon Minor
Elemental
Golem
Hound
Humaniod Giant
Humaniod Human
Hybrid
Insect Beetle
Insect Swarm
Mimic
Mold
Multi-Headed
Plant
Rockbeast
Snake
Spider
Sprite
Undead
Undead Ghost
Undead Ghoul
Undead Lich
Undead Skeleton
Undead Vampire
Undead Wight
Vermin Rat

Amorphous –
Splitting happens when dealt damage
A split results in 1 or 2 extra amorphous
A split makes new amorphous have ? hp each

Ant –


Aquatic –
Only spawn in water tiles
Only moveable in water tiles

Beast –
Behemoths are always alone
Bears come as solos or pairs

Bird –
Birds do not trip floor traps

Canine –
Always in packs
Will not follow down corridors

Golem –
Always have random spell caster escort

Hound –
Hounds come in larger packs than Canines
Will chase through corridors

Humanoid –
Come in two varieties, those solo, and those in packs

Mimic –
Always alone and not generated in pits
Mostly generated in vaults

Mold –
No molds are mobile, but some can phase

Rockbeast –
Always generated in a wall tile
Able to move through walls
Able to ‘chew’ walls

Undead (Ghost) –
Innate invisibility
Able to move through walls

Undead (Ghoul) –
High regeneration

Undead (Vampire)
Innate blur

Vermin –
Breeding requires an action, using a limited resource

Re: The Order

Posted: Fri Dec 31, 2010 5:35 pm
by Final Master
These are some google docs that show off some of the current talents that will be available. This is unfinished and almost all of it is uncodded, but hopefully some feedback and suggestions will help fill the talents out and help me figure out how to better code them.


https://spreadsheets.google.com/ccc?key ... y=CPn4z9EK

https://spreadsheets.google.com/ccc?key ... y=CJ6LybYJ

https://spreadsheets.google.com/ccc?key ... ey=CMm1kz8

https://spreadsheets.google.com/ccc?key ... y=CNP2uYAG

https://spreadsheets.google.com/ccc?key ... y=CMG0voQO

Re: The Order

Posted: Sat Jan 01, 2011 12:45 am
by getter77
Nifty potential sounds nifty indeed.

And, of course:

:waves for "Tiles Request" as surely the first of others:

Re: The Order

Posted: Fri Jan 14, 2011 10:13 pm
by Final Master
Racial descriptions to be used in game, along with their vital stats outside of the racial talent trees.

Code: Select all

Brownie – Size cat 2
	Brownies are small, technical and stern in their judgments.  Being the core designers of most cities and usually employed as mechanics and contractors, they are vital to the life of civilized areas.  Being so well employed and necessary, they have no need for war.  In fact, they really have no need for combat at all, except when it requires more construction.  Having the intelligence to know that technology plus magic results in a greater design, many finalized creations contain some of both.  They are responsible for many of the modern technologies that people take for granted, such as ventilation for homes and machinery, discovering the various sources of energy and mechanized transportation.  Despite what dwarves may say, these technologies were originally designed by brownies – not dwarves, unlike they claim.

HP	8
STR	8
DEX	11
CON	10
MAG	12
WILL	13
FOC	13

Dwarf – Size cat 2
	Dwarves are perhaps the most organized militaristic and religious people when speaking in races.  Forceful in their practices, shouting out passages and hymns at passersby, even at times forcefully converting people on the streets, they have no sense of other’s prides and practices.  Dwarves are also technical geniuses in general, much like Brownies, but in the more large machinery area.  Building such monstrosities as Battlecarts and Cattlepults, trains and the tracks they ride on are all the products of dwarven ingenuity.  Feeling force to share the light of creation with brownies, they tend to take credit for the more popular technologies that they did not necessarily have anything to do with – and as such have generations long of grudges against all brownies.  A brownie however, tends to overlook this, angering the dwarf even further.

HP	12
STR	12
DEX	9
CON	12
MAG	10
WILL	13
FOC	11


Elf – Size cat 3
	An elf is a manipulative, self proclaimed superior person in more cases than not.  They are also the most lawful of all races, following a set path – this makes them the masters of politics and planning.  Elves control all that happens in the massive cities, nothing happens unless an elf is involved.  Because of this, elves and dwarves tend to get along well – they both believe themselves to be the better of people, and have strong outward displays of it.  Unlike dwarves though, elves do not believe in ‘work’, and as such tend to hire out brownies, dwarves, spriggan and ogres to do what needs to be done.  Due to their distaste of labor and lack of desire to compensate people for it, there is a fair amount of favoritism when speaking of elves.  This tends to put elves either on the high end or low end of popularity with people, unless those wise to what the elves are really doing spread the drunken grumbles of the drifters …

HP	10
STR	10
DEX	13
CON	9
MAG	12
WILL	11
FOC	12

Ogre – Size cat 4
	Ogres make up the majority of the workforce when it comes to manual labor.  Hired out mostly by Elves, who in turn think ogres are nothing more than machines used for draining swamps or shaping the land, not much is thought of with ogres.  Most ogres have no desire to do otherwise either, because any work is good work for them.  While any ogre would be content with such a life, it doesn’t mean that they are unaware of the prejudices against them.  In fact, many ogres have started to join this new religious movement that is spreading across the regions…

HP	15
STR	13
DEX	8
CON	11
MAG	11
WILL	8
FOC	9

Goblin – Size cat 3
	Any goblin is either a direct threat to your sanity or a minor nuisance with some potential.  All are a bit crazy and lack logic when it comes to all aspects of life – culture, technology, politics and militant tactics.  Goblins however are quick schemers, usually ending in them stealing what they believe to be good ideas from others, and attempting to make their interpretation of it come to fruition.  However, with all things a goblin does, it either equates to a more masterful design than anything before it, or a complete flop.  As such, goblins are always watched with a bit of caution, but are generally accepted in all walks of civilized life.

HP	11
STR	10
DEX	12
CON	9
MAG	8
WILL	11
FOC	13

Human – Size cat 3
	Humans, once the most influential and generally accepted rulers of the world, being the most prosperous and advanced in both culture and technology, have fallen.  Now, all human life is devoted to The Order, and all that it involves.  Invoking battles with all peoples if they do not follow The Way, humans have severely dropped in population.  All technology once was touched by the hands of a human, but now most all such devices come from brownies and dwarves.  Even goblin technology has started to surpass that of humans.  Now, as a semi-nomadic race, the only place any human has to call home is The Tower.

HP	10
STR	10
DEX	10
CON	10
MAG	10
WILL	10
FOC	10

Spriggan – Size cat 2
	Spriggan are looked down upon more than any other race in the world.  Goblins are more trusted and trolls are less violent than any spriggan.  The general populace will openly avoid a spriggan and as such, they are rare to see in towns and cities.  Favoring to not let such hate towards them affect their efforts for life, they work hard.  However, this often leads to them getting the more shadowed jobs – stealing building plans, removing a merchant from their shop, ending a politician; all are the only work a spriggan can really expect to see.  Forced from society, little is known about spriggan origin – where they come from, what they do or who they are.

HP	9
STR	9
DEX	13
CON	10
MAG	13
WILL	9
FOC	12

Sprite – Size cat 1
	The tiny sprites are either the most popular or least popular in any given region, and depending on whom you ask.  The most concerned with the way that civilization has advanced, and its costs on nature, they are small but outspoken.  However, they are also prominent in the industries of entertainment, politics and crime.  As such, a sprite could easily have mixed priorities.  Being the only known civilized people in the world with innate magical powers, sprites are also slightly feared.  Able to blink and see beyond sight, they are a danger to pass in anger.

HP	7
STR	7
DEX	12
CON	8
MAG	13
WILL	12
FOC	11

Troll – Size cat 4
	Priorities of a troll: eat, sleep, screw, fight.  If a troll is forced into a position other than those, be prepared for a very vicious person.  Though physically similar to ogres, trolls are much more abrasive and foreword.  As a populace, trolls general idea of a good time is to run asunder and taking what they think belongs to them.  They are not ones to stay still, converse or be constructive in any manner, they’d rather drink and screw.  As such, they are almost always seen being removed from inside the city gates or battling their way into them.  Self absorbed – no troll will work for anything other than what he wants.  Unique amongst people though, they are very powerful physically – having a high natural regeneration of the body.


HP	13
STR	13
DEX	10
CON	13
MAG	7
WILL	9
FOC	7
The statistics are:
Size Category - This is the overall size of the race - this has various effects, both good and bad
Health Points aka Life - this is what the race will gain on level up without considering a constitution modifier
Strength - This effects carrying capacity, minimal effect on accuracy, bonus damage with weapons and physical save
Dexterity - This effects dodge and greatly alters accuracy
Constitution - This directly effects your maximum life and physical save
Magic - This directly effects spellpower and magical save
Willpower - This directly effects maximum stamina and ether capacities along with mental and magical saves
Focus - This effects your critical chance with both physical and magical attacks along with mental save

Re: The Order

Posted: Mon Jan 24, 2011 9:05 pm
by Final Master
There is going to be a major update to the system of talents and a post to explain it all will come soon. I think it's unique and you guys are going to like it.