The end of June update for Equilibrium of the Night.
Posted by KnightofEquulei on Jun 30th, 2013
So what's been going on with the development of EoTN you ask? Quite alot since the last update actually. For one after re-evaluating some side-plots and main-plots I have decided that some of them need more options. For example in one instance you must escape from some fortification and originally there were only three ways to do this. The third way involved killing all the guards which may be a feat that proves impossible considering this is during the earlier stage of the mod (nevertheless it's there). Now I've included a forth option which involves escaping through the sewers...only the sewers aren't exactly safe while the first and second options involve little to no combat at all (depending on how the player progresses through them).
So far there are only 17 side quests. "Huh! Nearly a year in development and only 17 side quests? What kind of game are you playing son?!" I hear you all proclaim but worry not. Half of these are what I call "sub-plots" meaning that they span a large length of time and aren't something as simple as "go into this cave and kill this geezer inside" and all have multiple objectives, paths and endings. Then there are the Baldur Gate's esque type quests. Remember in Baldur's Gate how you could be roaming some wild region and then you come across a group of adventurers/bandits/cultists or something? Often this would spark some form of dialogue and you'll learn what they're doing in the region. In one region the whole place is filled with stone statues of fallen heroes who had been turned to stone by Basilisks and you can eventually uncover and kill the person responsible for all this. This isn't even a quest (at least it's not marked as such in the journal) but has an entire story around it. Celeritas Eos: EoTN has content such as this where you could be adventuring into a cave only to discover it's home to some nasty cult who are sacrificing a virgin inside. In one actual example you come across a man who is attempting to summon some lich for a reward and you can either join him in his ritual or kill him. There are more than 30 events of these kind in the mod.
My time with the mod is now nearly finished. I will be passing it on to JM_Scion soon who will be adding in alternative content (i.e more side quests and sub-plots) before the mod is finally finished. EoTN was never meant to be this big (and I keep saying that) but in the end it has become a mod I am extremely pleased with and hope you lot will be too.
In conclusion some of you may feel that all these extras being adding aren't necessary but all of it is only to enhance the replay value. When I look at other big community mods I see that they've only survived so long because of two things: their quality in terms of story, characters and content and their replay value. People keep returning to them for these reasons. Same can be said of games such as Baldur's Gate, NWN itself, Dragon Age: Origins, Dark Souls and so on. So my job with EoTN has been to build a world that will enamour the player and add enough content so that it always remain replayable but of course each path must be unique, different and have equal quality. I'm not adding alternative paths just to provide a different course for the sake of it and rushing them all, they fit their scenarios and try to cover all options that are appropriate for the quest/sub-plot. Taking the example above with the fortification, if there's a locked door shouldn't there be several ways around of it instead of one? Indeed simply bashing the door down should be a option, one that I find some RPG's to be lacking. We shouldn't be forced to serve the authorities just to progress. All in all I think people will be please with the final build of EoTN which is further enhanced by the wonders of Project Q.
What would you like to see more? Some gameplay videos? Or some images of new areas?
Oh and give a round of applause for JM_Scion for creating our new logo.