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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.
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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).
Oh my God! Is that Crowley? He's awesome! He's my idol!
Would you have anything against modifications to the mod?
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 :)
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.
I feel like repeating myself but keep up the good work.
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?
Hold your horses! Remember that only month has been defined ;)
Yeah, looking forward to it. The sooner somethng new comes along for all of us starved for new info, the better.
Zombies don't have sexual desires but they are always stiff so there you go ;)
And while "paying" gets another disease from the doctor and another treatment of the disease and another payment for curing a disease and so on... ;)
Although I like the idea in general... the player doesn't have the money to acquire some item or get through some doors so she offers herself. However, the guy accepting an offer is sick and diseases (100% chance of success) the player and then the player needs to use medicine which is much more expensive than what she would have paid in the first place ;) Talk about 1st class trolling.
I think it's just standard diseases like in ADWR. But if that's the case they shouldn't be easily curable, e.g. just by resting. Either you need to seek a doctor or use 'remove disease' spell.
Hard to tell. There are some perks like slutty or ***** which reflect sexual experience and are used from time to time in a game but I'm not sure additional tracking of more "sophisticated" stats is provided.
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.
For the 1st playthrough it might be better to be surprised by the unknown.
Changes of nicknames as often as a woman changes her clothes so you tell me.
Started a discussion on character creation. I know some of it is already in comments somewhere but I think the forum is better suited for that kind of discussion. Feel free to join.
Actually I had Fallout 1/2 in mind with MS ;)
I agree. The idea of some other hero is really pretty cool and adds a lot of reactivity to the gameworld. It reminds me of "mysterious stranger" perk in Fallout.
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.
Then I have no idea why it takes such a long time. I guess they didn't optimize it enough. I guess updating a small script shouldn't take as long as it takes for the whole list of scripts to be refresged which is a shame.
Yeah, with a lot of branching dialogues and a lot of scripts every time you make changes you have to wait a LOT! Even with SAS drives it takes a lot of time to accept the changes. I guess perhaps a SSD drive could help as there are many small files that need updating.
It's done when it's done I guess there is no reason asking for ETA as it would just put a pressure on the authors. We all have to take into consideration the final version of the mod will be different based on feedback from the community. I'd rather wait a few weeks or months than to play an unfinished version. The last 5% to make the mod complete is usually the hardest work.
Goes without saying. Does that mean, though, January release might not be possible? Any speculation on percentage chances? :)
Great news. Keep up the good work and let's hope EoTN is around the corner :)
What's your preferred play-style? Fighting to get what you need or going through conversation and using the skills (either during or out) to get things done?
I'm a min-maxer so I guess both approaches suit me. NWN engine is quite of clunky in its presentation so I'd rather lean towards skill based approach. And if advancing in a level (especially in low-level module) might enable you to win some impossible fights, I'd like to have the same for skill based approach. Obviously - the more experience you have, the higher some skills are but I'd like to have another mechanics as well, e.g. if you are a vampire hunter, you might gain some advantages while fighting them, if you kill more and more of them, the advantages increase - sort of like ranger's favoured enemy.
What would you desire from future modules in this series? More of the same or some of the same but new concepts and elements too?
More of the same, I guess but with tracking additional experiences like how many vampires you hunted, how many sexual intercourses you had to allow for to undertake some more demanding sexual acts, how many times you sucked blood as a vampire so that you have a higher craving MotB style etc.
Would you prefer pre-set characters in future mods or custom characters?
Definetely pre-set. It allows for tighter narrative although I would like it to be restricted to gender/last name only.
If pre-set characters then would you like to be able to name at least their first name?
What would you prefer more? More quests or more areas to explore?
More quests. I prefer much happening in every area instead of having many areas to wander through. That's why I didn't like Tortured Hearts II - there were many areas you had to go through but not that much happening in them. Also I believe creating new areas can be more taxing than introducing new quests. From what I've seen in the movies/screens art direction is good so I would like to have them more populated.
Would you prefer descriptive sexual scenes over non-descriptive?
Definetely descriptive with possible fade to black ADWR-style. All those mature modules with sex-pack animations are kind of silly - I'd rather have my own imagination paint a picture of what is happening instead of watching a low-poly scene that sometimes might just look silly. ADWR has its flaws but description of sex scenes were one of its highest points.
I hope I'm not speaking just for myself to say the more updates, the better.
I'm not worried, I've already stated the dialogue is good. Can't wait to see it in full. I just posted a suggestion for next modules considering ShenraiIarnehs won't be contributing his dialogue to EotN (at least that's my understanding)
fallynrayne of the gladiatrix series comes to mind. Perhaps when she is finished with her module, she might be interested in helping a fellow modder ;) Although I didn't like her modules as much as I could've because of fake choices and railroading which resulted from them, I have nothing against her writing. Quite the contrary.
Kudos to Knight, then. Anyway, good to see that there is a huge potential for the mod to be expanded, at least in writing department.
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.
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.
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.
"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.
"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." ;-)
I think it wouldn't be a problem for most players to have a set character (gender restricted). What I wouldn't like is not being able to continue with that set character in next modules.
Besided, if the module relies heavily on female-male interactions, allowing for the PC to be of either gender usually means about 1/3 more work to accomodate for different situations (some quests that make sense to be done by female shouldn't be available for a male and vice versa). That's why I'm afraid of the mod losing its focus in next parts.
From the samples that you've already shown I'd like to applaud you for the writing. Keep up the good work! However, as I mentioned in my previous reply, I feel the module would benefit from the female's touch considering Lucia is the set character. It might be too late or next to impossible for now to change that, though.
While customisation is good and all, I feel the better stories can be told if there are some restrictions to e.g. gender, upbringing, setting etc. Planescape : Torment comes to mind where only by the fact there was a set protagonist such a great story could be told.
If you don't restrict the PC, you are setting yourselves for much more work in order to accomodate for different properties of the PC. I'd rather have a good story told in a believeable and reactive setting and manner than be able to play any character at the cost of next module(s) losing its focus. Also, if people play through the first module I guess they would grow attached to Lucia character and would like to continue playing using that character. Therefore I'm not so sure allowing for different PC to play through next modules might be such a good idea.
Suggestion : if you set a protagonist to be a female consider trying to contact some female(s) who has a knack for writing and split the work so that she writes the protagonist's dialogues and you write the rest. I think it would enrich the module a lot. But easier said than done.