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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.
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).
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That's good to hear. What I like in my rpgs the most is the restricted content - because if content is available for all no matter the class, level, skills, reputation etc. then what's the reason for a customization of your character in the first place? For the mod creators it is, however, more and more work so you need to make things manageable.
A quick quest example : Lucia gets to know about some smuggler's cave in the area and only after having a knowledge of the place can visit it for exploration. She has to enter a cave alone because there is a small inland passage only she is fit enough to squeeze through. Once inside, there is some loot to be gained but a stealthy approach is advised because of the smugglers.
If she gets discovered, the fight starts. If she kills them all, she gets the loot. If she gets to 'near death', she is overwhelmed by the smugglers, raped and left to die with 1 HP. During the rape she sees clearly a face of one of the assailants and can meet him afterwards in a city.
Anyway, the cave is emptied after the incident as the smugglers suspect Lucia wasn't the only person to know about the cave so no chance for loot afterwards.
Now, there could be a few non-obvious ways to obtain the quest for different characters: 1) Lucia sneaks into an inn room (picks a lock on a door, stealth DC as well) and later picks a drawer (higher DC) where a note with information of the cave is 2) Lucia "entertains" a smuggler (reputation DC) in the inn and after the intercourse the smuggler is sleeping and Lucia can inspect the drawer 3) The smuggler in the inn is very rude while speaking to Lucia and she doesn't take it well so a fight starts. Once beaten, he spills the beans about the cave.
Such on-the-fly example shows how you can design a quest without that much of additional content but at the same time restrict it for different characters :)
Hi, glad to see some update. Anyway, I do hope in order to unlock some quests there would be some requirements that need to be met first.
I always don't feel a situation where a hero walks into a town and everyone is pestering him with the problems or some **** happens just in time he/she visits a place. I'd rather see a situation where a player "has to work" to obtain some quests - be it by gaining a reputation, having a high persuade skill to convince a speaker to tell what's wrong etc. Basically, I don't want my quests to be handed on a silver plate.
Any update on the progress? Has your writer finished up on the characters (I guess writing romances but I could be mistaken ;) ).
Zombies don't have sexual desires but they are always stiff so there you go ;)
I really like the idea. I remember the blue byte's Albion rpg game from 1995 where your character landed from a spaceship at a distant planet and if you were careful enough, you could sneak on a sceret room on a spaceship and take a gun wihch did considerable damage although the ammo was low. It's a shame a hak pak is conflicting with some others but I guess with creative srcipting you could get around that.
While it's good to see different aproaches to completing a quest, I'd also like to see some restrictions in that regard (where it makes sense obviously). What I mean is there should be situations (probably some optional quests) where only characters of defined skillset will succeed, e.g. a locked house with traps which are difficult to disarm and walking into them will mostly result in a death of the party.
Moreover, I'd like some "hidden" quests which aren't shown in a journal but reward a player for completing them. Mostly it would mean reaching some restricted area, finding some cool items, finding crafting scrolls for items Baldur's Gate 2 style etc.
I like to be challenged so I will see how my charismatic cleric with sun/healing domain will take on those pesky undeads rambo style ;) If extra experience allows, I will add paladin level for extra saves later on.
Oh my God! Is that Crowley? He's awesome! He's my idol!
Would you have anything against modifications to the mod?
I know, I know, the end boss is called "Aicul" BG1 style :D
Such a place already exists, see here : Moddb.com
It might be like that but I believe the more places where the mod is available, the better. Imagine one of the websites closing down and people can't access your mod. It's always good to have some backups on the net.
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 :)
"It's June now and Equilibrium of the Night still hasn't released. I know some of you may think that this has something to do with the merging of the areas and some content from the cancelled mods I was working on but this isn't true. I got a new computer so I had to import everything which has slowed things down too but everything is back to normal again." ;) Seriously, though, I know from experience that switching machines can slow the progress considerably because you are sort of forced to take a break and sometimes it's difficult to get back on track.
Sure, no problem, take all the time you need and I hope your issues will be solved. Also saying "Hi, I have nothing new to report" is much better for us than not getting anything at all.
"It's May now and Equilibrium of the Night still hasn't released. I know some of you may think that this has something to do with the merging of the areas and some content from the cancelled mods I was working on but this isn't true." ;-)
Yeah, it's always great to see when the visuals are on par with story and quest design. Can't wait to test the mod myself :)
At this moment it's hard to say. I guess waiting and encouraging the author(s) is the least we can do. The best would be to offer some help like JM_Scion did. From my understanding RadiantLoneWolf wants to make a mod that is complete at release which obviously takes a lot of time to get all the finishing touches.
Personally I'm against such approach because I think it's better to release a 'preview' version and wait for comments from users which might be insightful and helpful to make the final version of the mod better than firstly anticipated. On the other hand - if someone wants to release a 'perfect' mod from the get go - he will be polishing it for a long time.
Will I be able to import my female fighter character at the end of the module to EotN? ;-) Rhetorical, I know. Hope the March will be the month of releases.
it counts as too alive to be really dead ;)
Does that mean there will be cutscenes? If yes, can you make them skipable? I'm all for dramatic expositions but sometimes such a scenes take too much time and a problem with NWN is - if you leave the game's window, the game automatically pauses so you can't do anything in the meantime.
I remember the dance cutscene at the mayor's ball in ADwR - God, what a time waster it was!
That's good. I don't like games which require grinding and going back and forth a lot but on the other hand I like to be challenged because otherwise there is not a lot to playing a game. If the game treats you fair (e.g. Necropolis - warnings all over the place not to go there, so you can't complain if you find yourself out of your league) and not like an idiot, it's all good.
Yeah, although I hope the enemies don't have weapons markes as undroppable. What I didn't like in official NWN campaigns was after killing some enemies their bodies disappear so you couldn't loot them even if you saw they had some fancy swords or something. Another problem with undroppable weapons is if you use disarm, their weapon is destroyed instead of being dropped on the ground.
I like the idea of being able to go anywhere if you find a way to get to such places. It reminds me of Gothic games.
The balancing of experience gained from fights is always difficult but if there aren't that many trash mobs I'd suggest thinking about giving a lot of exp for some very difficult enemies. What I didn't like in some higher level modules (e.g. HotU) is you got like 2000 XP for killing some demon that was quite difficult to beat. On the other hand his minions were very easy to beat and you had 400 XP for each kill so you killed 5 easy enemies and got the same XP as for killing the boss which was absurd.
I'm all for having very little experience for trash mobs that don't pose that much of a threat but if there are some difficult unique enemies, the reward (apart from the equipment) should reflect that.
Nitpicking : "Rumors say that beyond the territory of the vampires there exists an ancient city of an ancient civilization that no longer exists and that within this city there lies weapons and armor which would prove instrumental in defeating the evil from Castle Lox Avue. "
English is not my 1st language so I'm not sure about repeating "exists" in the sentence - it might look awkward unless the text is not in the game but just in the news post. However, if there are leftovers of some ancient civilization, wouldn't it mean that Castle Lox Avue is even more ancient if there are weapons and armor that are instrumental in defeating evil that lies in the castle? ;-)
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.
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.
Yeah, looking forward to it. The sooner somethng new comes along for all of us starved for new info, the better.
I feel like repeating myself but keep up the good work.
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.
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.
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?
Yeah, it seemed the beta was indeed an alpha. The good news is the thing is still in development what new screenshots indicate.
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).
Out of curiosity, what still needs to be polished in EotN?
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.
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.
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".
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.
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.
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.
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 ;)
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.
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.
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?