Archives des forums MMO/MMORPG > Dark Age of Camelot > DAoC - Général > Shrouded Isles
Shrouded Isles
Par Nihil' le 27/8/2002 à 2:53:13 (#2035254)
http://www.shroudedisles.com/shots/si006.jpg
Joli non? en fait c'est le moteur de Morrowind ( NetImmerse 4) appliqué a daoc...
Est egalement sur ce site tout plein d'info sur les nouvelles races et nouvelles classe de chaque royaume... des traducteurs se sentent en forme ? :)
Par Nihil' le 27/8/2002 à 3:06:45 (#2035279)
LES RACES
Realm of Albion
Inconnu
The Inconnu (literally "mysterious") are small pale humanoids - white-ish skin, pale hair and extremely large dark eyes. They live underground, and exist to serve Arawn, the "old world" Lord of the Underworld.
The Inconnu want to ally with the Britons to retake the lost Island of Avalon, which has been overrun by the forces of Morgana. Morgana has been stirring things in the underworld with her Necromancy, and Arawn wants to put a stop to it - so he has instructed the Inconnu to ally with the forces of Albion to put a stop to Morgana.
http://www.shroudedisles.com/elements/inconnusm.jpg
Realm of Hibernia
Sylvan
Dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of HyBrasil in much the same way as the wolves and badgers that inhabit that wooded land of Hibernia. They have allied with the races of Hibernia to combat the threat of the Fomorians, who are ever-encroaching on HyBrasil.
Sylvans are humanoid, with bark-like skin and long, slender appendages. Their have leaf-like hair that is colored in appropriately leafy colors: red, green, yellow, and orange.
http://www.shroudedisles.com/elements/sylvansm.jpg
Realm of Midgard
Valkyn
A pre-historic race of humanoids, the Valkyn are a domesticated splinter group of the Morvalt, the race that has taken over Aegir, the mythological land of the Troll Fathers. The Valkyn have allied with Midgard and the Troll Fathers to liberate Aegir from the Morvalt.
Valkyn are hunched, lithe, muscular creatures that are tribal in nature. They follow their own set of gods, who have been accepted by the Norse pantheon, so long as the Valkyn continue to aid them in their quest to eradicate the Morvalt from Aegir.
Please note that this is a concept sketch - the resulting in-game model may appear somewhat different. As soon as we have an in-game Valkyn, we'll post a screenshot here.
LE MOTEUR GRAPHIQUE
Graphical Enhancements
Dark Age of Camelot is a beautiful game, even without a graphical overhaul. However, Dark Age of Camelot: Shrouded Isles will present the user with an even more beautifully detailed view of the game's world. Albion, Hibernia, and Midgard have never looked so good, with crisp details, smooth animation, and lots of new graphical effects.
Here's a short list of some of the new features:
Reflective surfaces
Realistic water with reflection and wakes as move through it
Shadows on players, monsters, and world objects.
Super high-resolution textures make every player, monster, and world object (including the ground!) more detailed.
Animation blending makes all monsters and characters move more smoothly and realistically.
Mip-mapping reduces texture "sparkle" at long distances.
New terrain system supports cliffs and other vertical surfaces not supported in the "outside" terrain areas of the world in the original game.
Faster frame rate.
http://www.shroudedisles.com/shots/si007.jpg
Mé si ! C'est le lac de caora avec les tritons ! en plus boo :)
Par Nihil' le 27/8/2002 à 3:08:36 (#2035280)
Realm of Albion
Necromancer
Please note that this information is different from the Necromancer information that was released at the Camelot Roundtable and in other news outlets. The information on this web page shows the current vision for the Necromancer.
Necromancers are a cloth-armor wearing/staff wielding spellcasting class that are the priest class of Arawn, lord of the underworld. As such, they can summon dead bodies and command them to do their bidding. Given their power by Arawn, Necromancers are not necessarily the most popular people in the realm, but their spellcasting and pet prowess are definitely welcomed by the rest of Albion.
Necromancers are a new type of pet class that is unique in Camelot, and in MMORPGs in general. More details will be forthcoming soon, as testing progresses.
Reaver
Reavers are hybrid Fighters with chain armor and a variety of Albion weapon skills. They are the fighting class that protects Arawn, lord of the underworld. Reavers are hybrid tanks, related in spirit to the Thane and Champion they have some debuffs, like the Champion, and some direct damage/lifetaps, like the Thane. They also can specialize in a variety of melee skills including all the 1 handed weapon specs, shields, and parry - but they also receive a new weapon type, Flexible Weapons, which includes whips, flails, and morningstars, with appropriate combat styles. Their spells are a variety of debuffs and lifedrains which are intended to augment their damage in combat.
A new spell function is being added to the Reaver: the "proccing" life drain chant which, when active, gives a chance to heal the Reaver when he melee damages his enemies.
Realm of Hibernia
Animist
Animists are a Hibernian primary spellcasting class that has an affinity with plants. They are able to animate plant life and other natural phenomena and use it to craft spells that damage their opponents. They get a mix of debuffs and other utility spells as well as a new hit point buffer spell to aid their friends.
Animists strive to become one with nature. This differs from other Hibernian nature classes (Bard, Warden, Druid), in that those classes feel they need to protect nature, while those on the Path of Affinity try to BECOME nature.
Specific information about Animist spell lines will be released shortly.
Valewalker
Valewalkers are Hibernian mages who are given the ability to wield a large Scythe as a weapon. They are the strong arm of the Sylvan community - they are the primary fighters of this magic-using people. Valewalkers don't get armor; instead they wear mage-like cloth robes, which they can augment by casting armor-absorption and armor factor self-buffing spells.
Valewalker combat styles center around their magical nature, and augment their scythe's damage with magical effects.
Realm of Midgard
Bonedancer
The Bonedancer is a primary Midgard spellcaster that follows the ancient pre-Norse god Bogdar, who has been accepted by the Norse gods when the Valkyn race became civilized and integrated with the rest of Midgard. Bogdar grants Bonedancers the power to re-animate the skeletal remains of discarded animal bodies and use them as weapons, as objects of power, and as creatures that will obey commands.
Specific information about Bonedancer magic lines will be released shortly.
Savage
The Savage is a fighter who disdains normal weapons in favor of hand-to-hand combat. Savages aren't interested in mastering the art of complicated weapons - instead they affix simple sharp, blunt, or piercing weapons to their hands and swing away. They wear up to studded armor. Savages follow the Valkyn god of war, Rakor, who represents bloodlust and the battlefield. Rakor has been adopted by the Norse gods, especially Modi and Odin, as a brother-in-arms so long as the Valkyn continue assisting the Norse in their fight against the Morvaltar.
Savages learn special combat styles based on their hand-to-hand fighting skill, some of which may allow them to damage multiple enemies at once.
LES NOUVEAU CONTINENTS
Realm of Albion: Avalon
Albion has long been plagued by the evil forces led by Morgana in her bid to achieve domination over all of Arthur's former land. Her dark magic has called back the corpses and skeletons of long-dead Roman soldiers, who serve as foot soldiers in her army. Now, she's gone one step further and forged an alliance with the Drakoran, a race of dragon-men. The Drakoran, rumored to be led by a real dragon of fearsome size and strength, have laid waste to the island of Avalon, ruining its beautiful capitol city the center of learning for all of Albion - and forcing its population to run in fear.
Arawn, lord of the underworld, has long simmered in frustration at Morgana stealing his minions by returning them as walking corpses to the surface world. This frustration has grown to concern because of the new power wielded by her in light of her recent alliance with the Drakoran. Faced with this dangerous situation, Arawn has decided to aid the forces of Albion in their joint quest to force the Drakoran from Avalon and rid the Realm of Morgana's evil presence once and for all. Arawn's help comes in the form of the Inconnu, his personal slave race, who offer their services to Albion. The Albion-Inconnu alliance is sworn to defeat the Drakoran and Morgana.
Realm of Hibernia: HyBrasil
In Hibernia, the island of HyBrasil was generally considered to be a long-lost myth enclosed in the depths of time. For generations, myths told around the campfires of the Realm spoke of the beautiful wooded paradise of HyBrasil, homeland to the Sylvan, the protectors of the ancient woodlands. These same legends described how the Celts and Firbolg were taught both the love of nature as well as the use of nature as the source of their druidic magic. Campfire tales such as these were thought to be legend only until the Hibernian Council was visited one day by an emissary of the Sylvan, a creature directly from the pages of myth.
The Sylvan emissary brought with him a tale of great woe HyBrasil, their home, was being invaded by a race of creatures focuses on destroying the very land itself. These evil monsters, called Fomorians, seemed to have a purpose to their actions they seemed to seek out the Sylvan and their most treasured natural areas, and destroy them, taking delight in the wanton destruction of both Sylvan and tree alike. The Sylvan have no recourse but to ally with the Hibernians to drive the Fomorians out of HyBrasil.
Realm of Midgard: Aegir
Troll and Kobold myths tell of the Troll Fathers, a race of ancient and wise creatures who were the precursors to both of these underground races. The Troll Fathers of legend lived on an island called Aegir in their formidable underground city, Trollheim. Young Trolls and Kobolds were told these stories of the Troll Fathers, especially about their legendary wisdom and power.
Then one day, out of the pages of myth, a lone Troll Father came to Jordheim, bringing with him disturbing news. A race of prehistoric savages, the Morvalt, swept across Aegir, destroying all in their path. Trollheim held out for a time, and resistance still continues, but most of the island has come under the domination of these savage beasts. The Troll Fathers have been successful in taming some of the savages, though. This tamed group, known as the Valkyn, have adapted to Midgard ways, accepted their god as one of the Norse pantheon, and has joined forces with the Troll Fathers and the Norse to cleanse Aegir and Trollheim of the Morvaltar.
he ben
Par Dhole le 27/8/2002 à 3:22:53 (#2035312)
Par Mures le 27/8/2002 à 3:31:34 (#2035328)
En effet, l'ancien moteur (celui ci) calcule tout les detailes dans une limite de sphere, cela veut dire que la personne cacher a 50 metres derieres un mur, le moteur va le calculer comme si il etait en face de toi.
Avec le nouveau moteur (d'apres ce qu'ils disent) quand un objet (personne en general) s'eloigne de toi, il sera moin "beau" cad qu'il y aurat bc moins de pixel , donc moins de calcule a faire.
et pour ce qui est des nouveaux effets, on pouras (je pense) toujours les decocher pour ceux qui on une machine normal (soit 1ghz 256 (512) de ram geforce 2 (3?)
Par Nash le 27/8/2002 à 3:52:04 (#2035372)
Bon ben c cool c les thauma spé feu qui vont etre content lol ^^ :D
Ocedar dépoussierant ..... oups dsl :p
Par Sefrenia le 27/8/2002 à 7:57:54 (#2035782)
Par Draxx le 27/8/2002 à 10:49:00 (#2036473)
Par Elrik|Tarig / Mid|Ys le 27/8/2002 à 12:07:47 (#2036964)
avant de faire 15mille fois le meme post avec a chaque fois la meme chose
regarder un peu pff
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