Celeritas Eos is a low fantasy-mature-horror-survival-RPG series for Neverwinter Nights.
More news about this open world survival-horror-action-RPG. In this report we will be discussing more of the features in the mod. The Halloween competition to design a quest meanwhile is still open with new entries in.
Posted by RadiantLoneWolf on Oct 29th, 2012
This is the fourth news report for Celeritas Eos Equilibrium of The Night which is an open world survival-horror-action-RPG for those of you are still unacquainted with this mod. In this report we will be discussing more of the features of Equilibrium such as the companion system, quests and how conversation works. The competition where you can design your very own quest is still open and several entries have already been submitted so why not take part? However first things first...
The Companion System:
While the last report talked about the overall party system, it didn't talk about the companions themselves and the system revolving around them. In actual fact your companions will each have their own view of you and you will be able to interact with them in numerous ways either gaining their trust and love or you will gain their hatred and distrust. Certain companions will either leave or betray you should you anger them too much. Meanwhile there are two types of romances to develop with certain companions and these romances are either lustful ones or ones of love. The interaction you have with your companions develops them over the course of the journey and will lead to different scenarios involving these characters as well as opening up new dialogue options with them. Finally, companion death is permanent and thus you will need to do your utmost best to ensure that they survive.
The morale of your companions is important. Having companions who hate you won't bode well if something goes wrong and you are captured and imprisoned by enemies. Your companions might very well betray you there and leave you to rot or they might even turn you over to your foes in another instance where they get the chance. Meanwhile loyal companions will rush to your side always when you are in danger and attack those who threaten you.
In the last report we talked about how quests had multiple outcomes and solutions and how there were three types of quest, here we shall discuss the design of quests: the quests in Celeritas Eos are unique. Not only do many quests have consequences (which can be negative, positive or both and in many cases you won't know this when making a choice) but the way you deal with them is unique too. For example in one quest you need to get a certain item from a character and you have several ways to do this: bribe him, rob him, kill him, steal the item from him, seduce him or simply convince him to give you the item. The character in question enjoys taking walks down alleyways and thus this itself allows you to follow him and then rob him, kill him or steal from him away from prying eyes. Many quests are like this where your skills - such as sneak, listen, spot and so on - actually come in use. In general, all quests are pretty much non-linear and can be approached and completed in whatever way you like...
Conversation plays a major role in the mod since it's heavily story-orientated. Don't think that your dialogue choices count for nothing either because the choices you pick can influence how an NPC feels about you and also (naturally) the way the conversation turns out and ends. Conversations can also lead to many different scenarios such as you being knocked out and finding yourself imprisoned and tied up somewhere because you trusted someone and went with them, in another case you could find yourself simply dead and in other cases (should you have the required character trait, item or statistics) you could find yourself overpowering a potential enemy where you can decide upon what to do with them with some extreme examples being torture.
For details of the competition, see the previous report: