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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.
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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." ;-)
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'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 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.
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".
Can the resolution be improved? It's difficult to read the text unless that is your intention in order to not spoil too much ;)
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 ;)
Perhaps after the mod is released the community could set a wiki page similar to adwr.wikia.com Writing a thorough walktrhough is a LOT of work so I'd rather have the authors to improve (if they plan on doing so) the mod after it's released instead to waste their time on the walkthrough. Besides, what the fun would be if you are spoiled and not experience the things yourself? ;)
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?
What level does the PC start with and can reach in the mod?