Celeritas Eos is an open world dark fantasy horror survival role playing mod for Neverwinter Nights.

Report article RSS Feed Celeritas Eos - Update

Just a long needed update for Celertias Eos - Equilibrium of The Night.

Posted by KnightofEquulei on Jan 18th, 2013

Well it's been more than four months now since the announcement of Celeritas Eos. Since then I believe the first entry in the series has progressed into a satisfactory state fit for release. However (and note the emphasis here) satisfactory is not good enough for what is meant to be the start of something epic. The story I'm hoping to achieve with this saga hasn't been something that's been easy to work on and develop. Just getting it right has been frustrating when considering how the story all connects and how many variables must be considered. The story isn't all down to the plot or writing either, the world also tells a story and as the player experiences future modules in this series, they will see the land of Eridanus slowly changing in reflection to events relating to the story. In Equilibrium of The Night, the country-sides are full of terrors while cities are ripe with all sorts of crime reflecting a society on the verge of political, social and economical collapse and this is all thanks to the evil from Castle Lox Avue. The problems must all be shown via NPC's, NPC actions, area designs and so on. Enough about this though as I'm entering another topic...

So currently four modules are planned for Celeritas Eos (although this is subject to change). Each featuring its own protagonist and each continuing the story in a different time-frame with one thing in common: the castle of Lox Avue. Currently the time-frames are these:

  • Equilibrium of The Night - Medieval/Renaissance era.
  • Entry 2 - Renaissance/Georgian Era
  • Entry 3 - Victorian Era
  • Entry 4 - Neo-Victorian/Modern Era

Equilibrium of The Night is simply the prologue to one story. I still can't believe it's been more than four months now since it was announced as it was meant to be released two months ago but as I stated once before, the community wanted something with more substance than some quick action-RPG romp so I had to cook up something better tasting to serve hence why EoTN still hasn't been released as it's being tested and polished with extra content being added where appropriate.

ETA? I don't see a January release being possible. February should be when the mod is released.

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Estarc
Estarc Jan 19 2013, 9:10am says:

Thanks for the update. Glad to hear the delay means the module will be even better. :)

+2 votes     reply to comment
jorvach
jorvach Jan 19 2013, 11:58am says:

I'm a bit surprised by the time-frames of the modules after EotN, though by no means disappointed! It'll be interesting to see how you make it work in the later entries, what with the gunpowder-based weaponry and electricity and other modern technology that one would expect to see in such settings!
Thanks for the update, and keep up the good work!

Impatiently yours
Jorvach

P.S: The impatient thing is mostly a joke. Take as long as you need to get the module out in a beyond-satisfactory state! =D

+2 votes     reply to comment
KnightofEquulei Author
KnightofEquulei Jan 19 2013, 1:54pm replied:

EoTN contains some technological contraptions. Very primitive guns exist and steampunk technology was developed centuries ago by a royal scientist (he personally served the king) who later went into isolation where his technology was forgotten. His steampunk lair not only contains electrical-powered traps but some advanced equipment to help the player provided you're even able to find his lair.

Though my favorite technological advanced items in the mod come from an ancient civilization dismissed by most as a myth, a civilization which is quite comparable to Agartha and Atlantis. Of course gaining access to the ruins of this civilization means trekking a far distance north where "even vampires fear to go" and where only the most able of knights are able to fully succeed in reaching the place intact. Of course, I'm sure some players might even miss the way to this place which also contains a unique and secret boss.

Originally EoTN was meant to be set in a Victorian type era with guns as weapons but the haks for such guns conflicted with other haks so I decided against having them. Not sure if I'll even introduce them into the series even as time progresses. In this universe, I'm opting to go for the route where guns exist but they are rare, few and primitive to the point where they are only useful in close-range and thus can be used in some conversations to down maybe one or two enemies before a fight.

I've got an interesting system I want to implement which includes a cellphone. I want to make a system where you can phone all your companions (and other important characters) up if they're not with you. This can also be used for quests where someone needs to contact you or if you need to speak to a quest-giver (who is half-way across the world) to go over quest details.

Airships will definitely make an appearance later on where they can serve as transport.

0 votes   reply to comment
jorvach
jorvach Jan 20 2013, 12:31pm replied:

I like what I hear, myes I do! Especially the stuff regarding cellphones and AIRSHIPS! Coolest. Vehicles. EVER. Both the kind that look like flying sailing ships, and the kind that look like the offspring of a spaceship and a helicopter. And any other kind that I haven't described here, if they exist!

But enough of that, I'm sure you have better things to do than read my babbling!

+1 vote     reply to comment
wombaciur
wombaciur Feb 1 2013, 4:29pm replied:

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.

+1 vote     reply to comment
Guest
Guest Jan 19 2013, 1:32pm says:

I'm excited.

+1 vote     reply to comment
SummerKnight
SummerKnight Jan 31 2013, 3:26am says:

Wow, I'm surprised and impressed! So we're going to play 4 different characters throughout the saga? Cool! Will there be a male protagonist later? Will we play the offspring of our character from the first module?

So, it's like Final Fantasy, right? Medieval but modern at the same time.

+1 vote     reply to comment
KnightofEquulei Author
KnightofEquulei Feb 6 2013, 3:50am replied:

"So we're going to play 4 different characters throughout the saga?"

Yeah, I've always wanted to create a concept like this. Originally another mod was supposed to be like this with four characters who the player played as over different time-frames whose paths would eventually cross but that never worked out.

After EoTN, I intend for all protagonists afterwards to be custom characters but the sequel will feature a default character (who is male) that the player can choose to play as instead.

The protagonist of the sequel won't be Lucia's child.

"So, it's like Final Fantasy, right? Medieval but modern at the same time."

At least for the last module, yeah.

+1 vote   reply to comment
SummerKnight
SummerKnight Feb 9 2013, 2:02am says:

Nice... very very interesting.

Now I'm looking forward to the saga more than before.

+1 vote     reply to comment
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