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Path of Evil Campaign


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#1
kamalpoe

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Synopsis:
Several years after the war against the King of Shadows,
The Beggar's Nest has been virtually abandoned by the Neverwinter City
Guard as they focus on rebuilding elsewhere. The Nest has been left for
fend for itself... leading many to take up lives of crime, including
yourself and your friend Kvas. When the Neverwinter Guard finally does
take action in the Nest, they haul off your father, looking for
something.... Fortunately, Kvas was there when your father was taken
away, and has stolen the item they apparently were looking for, a small
iron symbol.

Perhaps it's better to get out of Neverwinter before
the Guard figures out you have the symbol. You were already going to
strike out on your own, and no time like now to get some training and
get out if the Neverwinter Guard wants you.

What does the Neverwinter Guard want with a small iron symbol with a minor
enchantment? You'll have to stay ahead of the Guard until you can find
more information about it to see if you can use it yourself....

The campaign continues where the old Path of Evil module on the Vault left
off.

Screenshots:
dusty desert town
desert town at night
strange church ingame
strange church in toolset
in the Calimport Muzad
An unusual inn
An unusual inn 2

Does feature:
Story entirely focused on evil alignment
player characters.
A player controlled stronghold like Crossroad
Keep.
Open world: Wyrin used the phrase "sandbox treasurehunt" to
describe his White Plume Mountain campaign. That goes here too. Once you
leave Neverwinter, you are free to wander. Numerous areas have nothing
to do with the main plot (even entire cities). However, unlike White
Plume Mountain, encounters are not level marked, the best path may be
retreat.
Skill use: lots and lots of it, even tumble is used in
conversation. Click Here
Eight possible companions (not all at
once obviously).
Unusual locations: Calimport, Halruaa, Murann,
others.
OC style crafting. Unique SoZ overland map.
Estimated
average playtime: 30+ hours. 200+ areas. (previously released all my
areas here: Click Here

Doesn't feature:
Romanceanble
companions/npc's, companion influence systems/alignement adjustments.
Voiceovers
(Hey, I'm only one guy, had to economize my time somewhere!)
Cutscenes
(ditto!)
Strong plot with PC being told what needs to be done. (As
the "villain", it's up to you to figure out what needs to be done
yourself).
Powerful magic: a +3 item is really good. Elemental
enchantments on weapons generally do a single point or two of damage.
(Faerun lore states the gods normally have +5.)

Old Forums thread:
Old forums thread


edit: now with bbcoded goodness in my links.

Modifié par kamalpoe, 16 juillet 2010 - 02:06 .


#2
Shaughn78

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Hey welcome to this new and different world over here.

#3
PJ156

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Hello Kamalpoe,

I just copy pasted your signature, I like the way you have listed games owned.

Your links are not working, but I guess you know that. Something to do with this new forum I guess.

Cheers,

PJ

#4
kamalpoe

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Yes, something to do with this forum not automatically linking like the old forums did....

#5
dunniteowl

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Hey Kamalpoe! Yeah, you may have to bbcode your links here anew. I have found that going to the forum where they are, highlighting with the mouse, then right click, copy shortcut, tab over to here, insert/paste, then tab back and Ctrl+C (your highlighted wording will now copy over) and insert/paste again here, and make sure your bbcode brackets are properly set -- should work okay fine.



And, you'll note I now have taken on this ---



RIDICULOUS --



avatar out of respect for you.



regards,

dunniteowl

#6
The Fred

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Awesomeness.

#7
kamalpoe

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Project page

Since the "Social" stuff is new and I'm not sure what's going to be most useful yet: I've created a Social "project page" with the same info as here.

The project page gallery photos can be clicked on for larger pics in a slideshow, but those "larger" slideshow pics aren't a whole lot bigger and can't be clicked on to get the full size pic I actually uploaded. Social should add full size pics (really, they already store them!).

Edit: I noticed that when I edited my OP to include bbcoded links, Social doesn't force an update of the page in my browser, so I still saw the old OP and thought I hadn't saved my changed.

Modifié par kamalpoe, 16 juillet 2010 - 02:07 .


#8
Dorateen

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Love the screenshots of the Unusual Inn.

Looks like a welcome place to share a mug 'o ale...

#9
kamalpoe

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Look close, the soup's self heating.  Posted Image

#10
WyrinDnjargo

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Glad you're still plugging away at this - and hope the real life issues you mentioned in your blog don't get on top of you. Looking forward to unleashing my evil!

One evil PC i enjoy taking out for a romp is an archer - will there be battles for ranged fighters to shine?

#11
seanny2002

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hey kamal, I'm enjoying your campaign, but I've hit a problem that I'm afraid may be a bug. Tsadevi asked me to find a healer to cure her blacksmith that is turning into a lizard, but I can't figure out where to go. I'm afraid it's a bug because my journal did not update at all (and I didn't get, or at least didn't notice, the 'journal updated' message).



Can anyone help me here? I'd hate to have to start over. Thanks.

#12
kamalpoe

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seanny2002 wrote...

hey kamal, I'm enjoying your campaign, but I've hit a problem that I'm afraid may be a bug. Tsadevi asked me to find a healer to cure her blacksmith that is turning into a lizard, but I can't figure out where to go. I'm afraid it's a bug because my journal did not update at all (and I didn't get, or at least didn't notice, the 'journal updated' message).

Can anyone help me here? I'd hate to have to start over. Thanks.

She didn't ask you to find a healer. She asked you to take care of the blacksmith :lol:

There should have been a journal. The blacksmith shop itself is a little east of her hideout (in the next row of houses), while the blacksmith himself is in the next row of houses east from Kvas' sister Springapple (roughly middle of the map, then go east). The house should have been marked with a mapnote.

If you have any bugs in Neverwinter, you can go to the inn just to your left in the Docks District and talk with a fire genasi npc named tester. He's a out if character debug npc I left in just in case.

#13
kamalpoe

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WyrinDnjargo wrote...

Glad you're still plugging away at this - and hope the real life issues you mentioned in your blog don't get on top of you. Looking forward to unleashing my evil!
One evil PC i enjoy taking out for a romp is an archer - will there be battles for ranged fighters to shine?

There are some battles where a melee character will have to take a long run around to get to enemies, and a couple where there is no way at all other than ranged combat. But it's not really emphasized anywhere, more like the OC where you could take advantage here and there.

#14
Arkalezth

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First of all: best wishes for your personal issues. I hope they solve soon.

About the module:

What's the estimated level range?

Great screenshots, agreed with Dorateen about the inn. I also like the Overland Map.

Modifié par Arkalezth, 21 juillet 2010 - 02:12 .


#15
kamalpoe

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Arkalezth wrote...

First of all: best wishes for your personal issues. I hope they solve soon.

About the module:

What's the estimated level range?

Great screenshots, agreed with Dorateen about the inn. I also like the Overland Map.

Personal issues: depends on my wife's health.

Level range: starts at level 1. You will be in Neverwinter until level 4-5 depending on how many side things you do.  Neverwinter is tightly balanced if you follow the quests you are given and don't wander off. After Neverwinter, you are completely free to roam the world and ignore the path suggested to you by a companion, there is no level cap and there are little/no warnings of ECL for areas.

Sometimes skill use will give you hints to an area's level on the OM, like saying that an area is likely to be particularly difficult. That said, the higher ECL areas tend to be farther from where you reach the OM, similar to how it's handled in SoZ. Most generic mobs are spawned as encounters, but I don't spawn level 15 kobolds or anything, the highest level orcs you could possibly face are level 5 (in two areas) other than their chiefs. You'll get more level 5 orcs (up to a point) if you go there at a high pc level, but you'll never see level 20 super orcs. If you go there at level 15 you're simply going to overrun a bunch of level 5 orcs, go there at level 5 and there won't be nearly as many orcs.

Enemies do have max HP for their level, and that should make things challenging with the relatively low magic level making it difficult to do tons of damage in one shot or have a super high AC. Barring criticals, even a high level fighter is going to have to take a couple whacks to kill a level 5 orc, and a large group of level 5 orcs should have a chance against a high level fighter.
 
I do not believe you can beat the endgame with a full party at anything less than level 13-14. There are a couple OM areas with a higher ECL than that, including a "killer dungeon" (you are warned of it being the killer dungeon before you have to fight anything in the area).

Balance is an area I'd love to get feedback on though. With anything non linear like this it's difficult.

#16
Arkalezth

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Thanks for the reply. I can't test it because I won't be able to play for a while, but it looks great.

#17
kamalpoe

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I should add that except for a few OM areas and my desire to build out the stronghold stuff a bit more, all game affecting content is there, and I've been testing myself since January, there should be very few bugs at this point, I've played through everything and every quest multiple times with my test pc.



The campaign is playable from beginning to end. On non game affecting content such as area lighting, it's all done except for some more "flavor text" and putting in the companion conversations if you elect to talk with them. When I finally announce a "playtest", expect only the most minor of bugs to be found. Additionally, once you reach the OM, there are only about 4 required quests, the other 100 or so are sidequests.

#18
Justicar Walt

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Kamalpoe,

Just was checking out your work and I thought of a couple of things.

Downloading and installing your recent files took me back to the start of the original POE not Part 2. Was that supposed to happen?

Best of all, I noticed that you got rid of that horrible script of stripping a character of everything. Thank you. For me, that's one point off unless there's a very good/excellent reason. Thank you for not stripping the PC!

Unfortunately, you haven't let the Companions/Henchmen be able to show any armor, boots, cloaks, gloves, and helmets when they get new equipment. For me, that's another point off. It's fun to get new stuff but no fun to put it on the Companions and not be able to see it! Please change this as it will add so much to the Module.

Another thought, given the locales you're allowing us to adventure in, made me think of asking you to allow Companions to be able to choose other classes when leveling up. This would reflect their need to adjust to the different locales they find themselves in. Just a thought but I think the addition would really enhance the Module.

I'm going to continue the current offering and will play the fininshed Module as the locales you're allowing us to adventure in are ones I've always wanted to visit.

Thank you for giving us this!

#19
kamalpoe

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Justicar Walt wrote...

Kamalpoe,

Just was checking out your work and I thought of a couple of things.

Downloading and installing your recent files took me back to the start of the original POE not Part 2. Was that supposed to happen?

Best of all, I noticed that you got rid of that horrible script of stripping a character of everything. Thank you. For me, that's one point off unless there's a very good/excellent reason. Thank you for not stripping the PC!

Unfortunately, you haven't let the Companions/Henchmen be able to show any armor, boots, cloaks, gloves, and helmets when they get new equipment. For me, that's another point off. It's fun to get new stuff but no fun to put it on the Companions and not be able to see it! Please change this as it will add so much to the Module.

Another thought, given the locales you're allowing us to adventure in, made me think of asking you to allow Companions to be able to choose other classes when leveling up. This would reflect their need to adjust to the different locales they find themselves in. Just a thought but I think the addition would really enhance the Module.

I'm going to continue the current offering and will play the fininshed Module as the locales you're allowing us to adventure in are ones I've always wanted to visit.

Thank you for giving us this!

Start of original POE? Yes.
Stripping of character? I have no idea. I never did that.
Show armor? I can certainly enable that.
Multiclassing companions? This should be enabled. I'm doing it with my test party. Kvas is a rogue/swash/dread pirate.

#20
Justicar Walt

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kamalpoe,

You rule! I can't explain the stripping except that it did happen the first time I began to play POE (but never finished so I didn't vote-bad me). Given I've just started again. I guess I have no way to assess the changes to Kvas; but I will continue :D.

Can't wait for the final version. Will start over when you release it.

#21
kamalpoe

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One of the features of PoE is the ability to ask your companions their opinions about each other and any quest in the game and get a line or two of their opinion depending on the quest status. This is entirely for flavor and is to help give them personality. Here are some samples from two of the possible companions (there are no spoilers). (Note that this isn't enabled in the downloadable campaign yet. It will be in my next update.)

Kvas
Carcarin

You have to actually right-click talk to them for this. So if you prefer silent companions you don't have to engage in conversation. Companions will sometimes interrupt regular conversations you have, and you can let them speak for you at times. They also have barkstring one liners for flavor as you explore.

#22
kamalpoe

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Sometimes you find an area that is what you need, sort of: Solvheil: Kazatharis Prefab {main link, vote for all his neat areas.}

Preliminary after shot of same area.

Other times you've just got to make something yourself.
 Preliminary shot of ruins

#23
kamalpoe

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Because people like screenshots.

tile and light experiment

The sunken fortress textures are here applied to the shadow fortress tiles. For whatever reason shadow fortress has no floor texture, the wall texture is applied to the floor as well. Shadow fortress is more flexible than sunken fortress (not that sunken fortress isn't good) by virtue of a larger number of tiles, especially multilevel interface tiles. Since this is only experimental, the tiles don't match with each other, you can see a half column for instance.

Properly lit the X2 sunken fortress textures can be made neon, you can see it in the foreground. If I shortened the range on the lights I could make it so the walls and the columns were not lit at all, only the highlighting. In the back I've blended some different lights. To the back left is a reddish light in the ceiling, to the back right a bluish light is also in the ceiling. Back center a grey light is in the floor, it highlights how the game engine blends the red and blue into purple (visible on the columns).

The selected light (to the right, near a column on the floor) accents the blending the game engine does as you look up that column. Finally in the left midground there is a spooky white light. I'm using a black interior light scheme to make sure there's only light where I want it.

#24
dunniteowl

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I spent a few extra minutes staring at your screenie wondering, "Where's the mirror ball and the lights on the dance floor?"



That's an interesting shot that provides a lot of potential ideas for me, so thanks for that.



Whoot whoot, staying alive staying alive...



dno

#25
cliff_g

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I think you should have signed that reply Disco-DNO