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wombaciur
wombaciur Jun 7 2014, 2:00am says:

Not sure if anyone else is having the same problem but I can't launch the mod : missing custom talk table. It seems some .tlk file wasn't uploaded. I've even downloaded NWN critical rebuild to avoid any mistakes on installation front.

+1 vote   download: Celeritas Eos Demo - "Avue" v0.5
wombaciur
wombaciur Nov 30 2013, 2:25am replied:

Yeah, I know what you mean. I've also thought about a dynamic thieving system - there is a group of thieves and while exploring you can be robbed of some non-quest item which can later be found and bought at a black market. If your spot / hear / pickpocket skill (or some combination of these) is high enough, you notice getting robbed and initiate a dialogue with the thief:

1) If your other skills are at 'medium' level (like intimidate / persuasion), you can get back the item he wanted to stole
2) If you have higher skills, you can convince him to give you all his loot and some chances are, there might be a good item in there
3) or you can just attack him but his partners from thieves guild will appear and the fight will be difficult due to sneak attacks of the group ;)

The higher the crime rate, the tougher the thieves are which make them more difficult to spot and while stealing your items, they target more valuable ones.

If robbed, the player gets the feedback and a timeline is set once he can be robbed again.

+1 vote   article: Dev Diary #2: Bad Boys, Bad Boys...
wombaciur
wombaciur Nov 28 2013, 1:47am says:

Also prostitution can impact crime rate as well, especially with women (as in local lore it is punished by death or something). So if the PC is a prostitute and decides to take some "prostitution quests", it does affect crime rate.

+1 vote   article: Dev Diary #2: Bad Boys, Bad Boys...
wombaciur
wombaciur Nov 28 2013, 1:45am replied:

Will the prostitution impact crime rate as well? Or maybe the other way around : crime rate impact prostitution/sexual harassment - e.g. if the crime rate is high, more and more possible male rapists appear. They aren't hostile instantly but approach you, especially at night and won't take 'no' for an answer. If you choose to attack them, they turn hostile. If you don't attack them at once, two things can occur :

1) At first you can use some skills to convince the rapists they'd better look elsewhere (intimidate, persuade, size of your party). If the number of rapists (randomized but with some weights, e.g. the bigger crime rate, the bigger values of minRapists and maxRapists) is high:
a) the checks are more difficult, there is also a check to see if you are quick enough (DEX) to draw weapons and fight the rapists
b) if you fail the checks and the number of rapists is higher than the number of party members, the party members are knocked out (as in : removed from party) and you are dragged to some warehouse nearby.
2) All your things are put in a loot bag and left at the ground where you were approached by the rapists apart from armor (as in: you'd just had enough time to toss the loot bag away so they won't get your hard earned loot as well).
3) In the warehouse a text game appears to check your abilities if you are able to break free, the more rapists the more difficult the check. If you are overwhelmed, the rape starts and after they're done with you, they leave the building.
4) Every "successful" rape scene increases crime rate as well. There might be a special "quest" to that - if a PC gets raped a lot of times (e.g. 10), the rapists grow stronger and there is a boss (stronger than others) which you can fight. If you manage to win, you get some interesting loot from him.

+1 vote   article: Dev Diary #2: Bad Boys, Bad Boys...
wombaciur
wombaciur Nov 27 2013, 1:07pm says:

Will there be a feedback telling us what crime rate is in an area? E.g. asking a guard and/or some official "Is it safe here?" Based on a crime rate there could be a few responses :
0% - It's hard to believe it but I think it is absolutely safe here for the moment
1-14% - It's fairly safe here so you must really try to get into trouble.
15-29% - It's relatively safe here.
30-49% - It's not that safe here, especially at night.
50-74% - A fair warning! You'd better get out of here while you still can.
75%-90% - It's extremely dangerous! What are you doing here asking stupid questions like that!?
91-100% - Get lost! Don't you see all hell broke loose here?

+1 vote   article: Dev Diary #2: Bad Boys, Bad Boys...
wombaciur
wombaciur Nov 24 2013, 1:57am says:

Since we are talking technical aspects... do you plan on changing the way dialogue trees had already been constructed? I mean there are 700k + of words but that's because most conversations are repeated based on party lineup instead of using bookmarks. It makes further editing of the dialogue very time consuming and impossible to guess the actual length of the dialogue.

+2 votes   article: Dev Diary #1: Emulating the Masses
wombaciur
wombaciur Nov 16 2013, 2:13am says:

I'd like to reinforce what I wrote about in my previous comment regarding introducing procedural generation to outside areas as well. In alpha version there were fixed encounters which spawned monsters and if you revisited an area some times later, exactly the same monsters appeared in the same place which was time consuming and boring.

Since we are talking about the world being dynamic and an evil flooding the land, I'd suggest :

1) Completely delete fixed encounters from the maps (unless it is some "boss"/item encounter)
2) In "enemy areas" spawn enemies (of course the number of creatures available at once should be manageable for the player)
a) Increase quantity of spawned enemies in a specified area with e.g. each passing week/month up to a maximum value (so we need to have variables for each area to store that numbers) if the player doesn't pursue a main quest (I think you can assign variables to areas in the editor)
b) If the time passes and still nothing is done about the main quest, increase the quality of enemies as well (up to a maximum class, e.g. zombie -> tyrantfog zombie -> ghoul -> ghoul lord etc.)
b) If the player reaches some milestone, change variables for each area accordingly (e.g. REDUCE the quantity of spawned enemies, even to zero or increase the number of guards etc.)
c) Make some "hard to reach/difficult" areas scale based on player level. Normally I don't like level scaling but if done cleverly, it could work. E.g. there is a magic cavern with a powerful amulet emanating some evil powers that make undead grow stronger and the later you arrive (that usually means the higher level you are), the stronger they are to defeat.

+2 votes   article: Dev Diary #1: Emulating the Masses
wombaciur
wombaciur Nov 13 2013, 1:52pm says:

Besides, without 'on hearbeat' event to check for many things I wouldn't be able to figure how vampire features could work once fully implemented ;) (e.g. taking damage because of sunlight)

I had an idea once how to prevent using "remove from party" button to remove party members. 'On heartbeat' script could check for variables if an NPC should be in party. If he should and his state allows for it (e.g not dead, petrified) and a player removed him from party, he should "join immediately" again ;)

+2 votes   article: Dev Diary #1: Emulating the Masses
wombaciur
wombaciur Nov 13 2013, 1:46pm says:

Hi, glad to see dev diary and it's a very interesting bit about procedurely generated NPCs. Honestly, I think such a mechanism should be introduced to the 2nd and prologue city and perhaps some villages. Let's not forget some wild areas as well which are being patrolled by knights and / or undead.

I guess Valine tried to make something similar in ADwR although in her case it had less to do with proceduraly generated content and more with some dialogues being different and not too repetetive with different NPCs. During a 'whoring' dialogue with sailors for each point of conversation there were a few different responses from which one was selected at random. Thanks to Valine's skillful writing it allowed for a lot of iterations of dialogue which had a good 'flow'.

+2 votes   article: Dev Diary #1: Emulating the Masses
wombaciur
wombaciur Nov 12 2013, 3:23pm says:

Yeah, it seemed the beta was indeed an alpha. The good news is the thing is still in development what new screenshots indicate.

+3 votes   article: Celeritas Eos, November 2013 Update
wombaciur
wombaciur Oct 20 2013, 2:53am replied:

So, have you stopped working on the mod at all and all suggestions should be sent to JM_Scion?

+1 vote   article: Celeritas Eos - Elisha's Tale
wombaciur
wombaciur Sep 9 2013, 12:07pm says:

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wombaciur
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wombaciur
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wombaciur
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wombaciur
wombaciur Aug 23 2013, 6:26am replied:

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wombaciur Aug 16 2013, 2:00am says:

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wombaciur Aug 14 2013, 4:48pm replied:

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wombaciur Aug 11 2013, 7:35am replied:

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wombaciur Aug 9 2013, 2:01am replied:

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wombaciur
wombaciur Aug 6 2013, 12:09pm replied:

Please note monk's ability is just faster movement, it doesn't add haste effect per se. But it is a nice ability to have especially if combined with a haste spell. Monks are especially viable with a shifter class due to the bug in NWN engine where some properties stack upon loading a save so you can have e.g. a super fast hasted monk / kobol commando impossible to achieve through other means. Actually druid / shifter / monk is my favorite class combo to play in higher level modules (well, until at least lvl 21 anyway but it starts rocking at lvl 12 anyway).

On the other hand above mentioned shifter stacking bug makes undead shape quickly less effective if you aren't careful as 50% piercing / slashing damage resistance goes through the roof and is reduced to 0 :(

+2 votes   article: What Lucia character do you want to play?
wombaciur
wombaciur Aug 6 2013, 10:55am replied:

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wombaciur
wombaciur Aug 6 2013, 7:48am says:

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wombaciur
wombaciur Aug 5 2013, 4:02am replied:

And that makes a lot of sense to use holy water. I'd like to see similar options for critical strike. E.g. if you have a keen, small or tiny weapon equipped, you might have dialogue option "critical strike" which leaves your opponent 'badly wounded' once a fight starts provided that some other requirements are met (e.g. high dexterity bonus and/or low armor check penalty).

+3 votes   article: What Lucia character do you want to play?
wombaciur
wombaciur Aug 5 2013, 3:55am replied:

I guess choosing a rogue class might work more if you are going to join vampires as then probably you will be facing more human than undead opponents so those sneak attacks might come in handy ;) Unless the questline for vampires involves a lot of fighting within the realm of undead as well (e.g. opposing clans) which would be cool as well. Not so cool for rogues with their weak saves, though.

+2 votes   article: What Lucia character do you want to play?
wombaciur
wombaciur Aug 4 2013, 1:16pm replied:

I think fighter route seems to be better. While a rogue has a lot of skill points and useful "social" skills, combat wise it will be inferior due to undead's immunity to sneak attacks. You can always take a rogue companion (provided such exists in the mod). As to sneaking, there are other classes that do that as well (ranger - an interesting choice for low level characters or monk).

+3 votes   article: What Lucia character do you want to play?
wombaciur
wombaciur Aug 2 2013, 7:45am replied:

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wombaciur
wombaciur Jul 5 2013, 1:26am says:

Oh my God! Is that Crowley? He's awesome! He's my idol!

+3 votes   article: Celeritas Eos Equilibrium of the Night Big Friday Reveal!
wombaciur
wombaciur Jul 3 2013, 9:53am replied:

Would you have anything against modifications to the mod?

+2 votes   article: Celeritas Eos Equilibrium of the Night FAQ Incoming
wombaciur
wombaciur Jun 30 2013, 1:57pm says:

Great update! Happy to see JM_Scion taking the reins and I dig the new logo.

Anyway, I do hope you can obtain (because I don't think Lucia or her crew would be experienced enough to cast 6th level spells ;) ) some stone to flesh scrolls and free some statues. I remember a nice quest in BG2 in the underdark where you could freed some wizard from imprisonment spell. Perhaps you can alter the basilisk quest and allow for some sort of similar interaction for those willing to go the extra mile ;)

I'm all for quests that span across areas, NPCs and have different outcomes in-between. I never liked typical fed-ex quests unless it was just a flavor and obtaining the quest or finding a delivery place was a real challenge ;)

If the author can keep the replay value high, he/she should be praised for it. It's a very difficult task to accomplish, though, because you need to avoid fake choices unless it makes sense within the context of the world (being dominated by La Croix in Vampires:Bloodlines comes to mind ;)). If the player finds out the choice is just fluff, he/she might feel disconnected from the gameplay. On the other hand, if you feel your choices matter, you are that more immersed in the gameworld. And it doesn't have to be shiny graphics.

Anyway, keep up the good work and honestly... I can't wait to see the mod :)

+4 votes   article: End of June Update
wombaciur
wombaciur Mar 9 2013, 4:24pm replied:

In that case more credit for you! With NWN mods it is usually like that, though. It is a one-man effort with some small side help from other people. Perhaps the reason for such a situation is most if not all of the assets are already made in NWN so it comes down to writing a story, interactions, creating items and quests. Nevertheless for one person to make a mod which can provide a few or more hours of gameplay is a LOT of work so let me congratulate you on that.

+3 votes   article: Celeritas Eos - Equilibrium of The Night Nearing Release
wombaciur
wombaciur Mar 9 2013, 12:50pm says:

Congrats on nearing the finish line! I'm also quite shocked with the pace you and the rest of the crew set up. Having a mod of such a scale almost ready after about 6 months of development speaks volumes of your skills and dedication.

Regarding Necropolis - I'm quite thrilled about it. When I first saw the screenshots, I thought the name "Necropolis" was too big of a name for "some place where undead lurk". But reading this article it might be a fitting name indeed.

Can't wait to try the mod myself.

+3 votes   article: Celeritas Eos - Equilibrium of The Night Nearing Release
wombaciur
wombaciur Feb 15 2013, 3:33pm replied:

I feel like repeating myself but keep up the good work.

+1 vote   article: Why is Equilibrium of the Night taking so long?
wombaciur
wombaciur Feb 15 2013, 12:59am replied:

Out of curiosity, what still needs to be polished in EotN?

+1 vote   article: Why is Equilibrium of the Night taking so long?
wombaciur
wombaciur Jan 21 2013, 5:33am says:

Great update, it's good to see there are negative consequences for failing a quest. However, I would also like some negative consequences for succeeding a quest - e.g you kill / rob some character and his buddies are obviously not happy about that and will try to get revenge.

One of the few games that does it in a very realistic manner is Age of Decadence. There is a beta available already so I recommend that game to anyone who looks for a challenge in a game. The high point of the game is it doesn't treat you like an idiot and at the same time doesn't cheat as well. See for yourself Irontowerstudio.com

That's also the reason I didn't like Gladiatrix series that much and I can't get people praise for it - there are almost no consequences and very little branching and almost all choices are just fluff.

+3 votes   article: Celeritas Eos - Equilibrium of The Night Update on Quests
wombaciur
wombaciur Nov 16 2012, 10:05am says:

Yeah, I've noticed there is a lot of text in the module and a large part of it is dependant on who in your party is which is another bright point of EotN.

+1 vote   media: Equilibrium of The Night - Cave
wombaciur
wombaciur Nov 12 2012, 12:23am says:

Good to see such examples. My only problem is with NWN engine and its AI module. Not only you have to give manual orders often (which is fine)) but you also have to keep watch on what NPCs are doing which in the heat of a battle can lead to frustration ;) I also think sometimes followers don't listen to your orders like "stand your ground" or "attack nearest".

+1 vote   media: Equilibrium of The Night - Bandit Battle Pt2
wombaciur
wombaciur Nov 11 2012, 1:14pm replied:

I was hoping for sexual encounters to be more "verbose" (perhaps not ADWR level as it would take a tremendous amount of work and skillful writing). I hope there are other situations where there is still a lot to be left to imagination but the player gets some more feedback - NWN modules "Bastard of Kosigan" come to mind. In the end it all comes to what focus on different gameplay aspects is.

+1 vote   media: Equilibrium of The Night - Muisyle Gameplay Pt2
wombaciur
wombaciur Nov 11 2012, 1:06pm replied:

Good to know. I like the fact you can kill anyone but going on a killing spree should be next to impossible. Also, the fact that shop owner has all items on himself is great as I always hated such situations in different modules or games where you kill a shop owner and his items can't be looted.

+1 vote   media: Equilibrium of The Night - Muisyle Gameplay Pt1
wombaciur
wombaciur Nov 11 2012, 11:51am says:

I think it would feel more realistic if the shop owner had at least one assistant in order to prevent such easy actions or if not - after he is killed - other shop owners in the area increased their security and hired some muscle.

+1 vote   media: Equilibrium of The Night - Muisyle Gameplay Pt1
wombaciur
wombaciur Nov 11 2012, 11:42am says:

Changing weather condtiions are a nice addition. The situation in town seemed a little unrealistic though as the NPC is slain and the guy just stands there but such is NWN engine ;)

+2 votes   media: Equilibrium of The Night - Muisyle Gameplay Pt2
wombaciur
wombaciur Nov 3 2012, 4:05am says:

I'd like to know how diseases, level drains etc. are handled. Considering there will probably be a lot of fighting vs zombies, vampires, perhaps mummies, will it be easy to get back to full health?

Also, are the rest areas restricted? What I don't like in NWN is after a hard fight when you are nearly dying, you just press rest in a dungeon and voila! - back to full health in 5 seconds.

Another question - why the BG interface on some screenshots? It has nice icons but its usability comparing to NWN leaves a lot to be desired.

+2 votes   article: Celeritas Eos - Equilibrium of The Night - Factions, Characters & Quests
wombaciur
wombaciur Nov 1 2012, 3:33pm replied:

I also would like to have my own class for choosing as fighter seems to be a little bit restricitve. It might depend on a mod if there is a lot of fighting but if there is also a lot of social skills involved, the ability to choose your own starting class is very important.

+1 vote   article: Celeritas Eos - Equilibrium of The Night - Characters
wombaciur
wombaciur Oct 31 2012, 4:50pm says:

You mentioned Lucia is a set character for the 1st module. Does that mean her starting class is locked in or just there is a requirement for some stats and/or skills?

+2 votes   article: Celeritas Eos - Equilibrium of The Night - Characters
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