Module Release: The Wizard's Apprentice
#51
Posté 08 septembre 2010 - 01:46
#52
Posté 12 septembre 2010 - 03:52
Eguintir Eligard wrote...
Islander gives the rogues their 15 minutes of fame
Or in my case, 2 hours, until I figured out what I was doing!
Modifié par M. Rieder, 12 septembre 2010 - 03:53 .
#53
Posté 14 septembre 2010 - 12:16
#54
Posté 04 octobre 2010 - 01:16
#55
Posté 05 octobre 2010 - 06:37
#56
Posté 06 octobre 2010 - 10:47
Of course, in the module, none of this could have happened because I scripted it so that the only course of action was to end up on top of the tower. It is interesting to think of possible alternate endings. Maybe when I finish the series, I may include more content like this. What do you think?
#57
Posté 06 octobre 2010 - 10:53
But it's a lot of effort, to be sure that different path don't overlap and so on.
#58
Posté 06 octobre 2010 - 11:39
Unless you also cast inaudibility, which is not in the game, the wizard would still wind up on orc skewers. Invisibility doesn't make you quiet like asteelfire_dragon wrote...
you know I was wondering... what would happen if my wizard used invisibility instead of going on top of the tower??
#59
Posté 07 octobre 2010 - 01:18
Modifié par steelfire_dragon, 07 octobre 2010 - 01:18 .
#60
Posté 08 octobre 2010 - 01:20
...of course if you have a wand of fireballs, you aren't really the one that needs to do the escaping...
#61
Posté 08 octobre 2010 - 05:45
#62
Posté 08 octobre 2010 - 04:40
#63
Posté 08 octobre 2010 - 09:22
#64
Posté 08 octobre 2010 - 10:36
#65
Posté 10 décembre 2010 - 06:24
#66
Posté 10 décembre 2010 - 09:45
Quixal wrote...
I just started playing this last night. So far it is nicely done. It is a wonder I didn't get to it until now given that the mod features my favorite class in as close to a utility mage capacity as a computer game is likely to be able to offer. I will poke my head over and vote once I am done.
Great! I love playing wizards too, thus the module. I am working on putting alot more utility type adventuring in the sequel. I would love to hear suggestions if you have any.
cheers,
Matt
#67
Posté 13 décembre 2010 - 01:41
#68
Posté 13 décembre 2010 - 02:23
#69
Posté 13 décembre 2010 - 01:50
One thought would be to use the various polymorph forms for specific purposes in addition to the enlarge and reduce spells. Though the game limits one on the possibilities, each would seem to have a niche. Giant spider for climbing walls for example. There are also a few defensive spells that emulate undead that might be usable to move unmolested among them. A few defensive spells also allow you to be incorporeal or be on the border ethereal that might be used to pass through rubble or such.
I will post suggestions as they occur.
Modifié par Quixal, 13 décembre 2010 - 01:50 .
#70
Posté 13 décembre 2010 - 01:54
What spells do you mean? Living Undeath is Cleric-only, IIRC.Quixal wrote...
There are also a few defensive spells that emulate undead that might be usable to move unmolested among them.
#71
Posté 13 décembre 2010 - 04:22
I was thinking Ghostly Visage specifically. To be fair I may be operating under an older pnp description though.Arkalezth wrote...
What spells do you mean? Living Undeath is Cleric-only, IIRC.
#72
Posté 23 décembre 2010 - 01:05
- I bought the Riverwine and drank it just for the heck of it before I received the quest to go buy it. I had no save before this event, so I had to resort to a cheat code to get myself a Riverwine. Perhaps in the next update you could give the tavern keep more than just one bottle of that terrible drink? It probably doesn't sell too well, but it's a bit of a problem when a curious halfling happens to drink the only bottle just before a somewhat wiser wizard needs it for a bug repellent.
- This module, fun as it is to play, doesn't feel like a story. It feels like a game, thus it isn't very immersive. The way I see it, the problem lies in the lack of characterization. There's a minimal amount of dialogue, all of which serves either a quest purpose or as humour. No character exploration whatsoever. If this were a written story, critics would complain about paper-thin characters. In a game like this, it's tolerable, but personally I hope for a lot more dialogue and deepening of the central characters in the sequel. So that it won't be just a game, but also a story.
BTW, was there supposed to be use for all of the sylph's poop? I only found two enchantable items.
Modifié par Krozam, 23 décembre 2010 - 01:40 .
#73
Posté 23 décembre 2010 - 03:56
Krozam wrote...
An excellent mod, I just finished it. I'm not much into puzzles usually, but I had a lot of fun with this one. A couple of things I'd like to mention:[
- I bought the Riverwine and drank it just for the heck of it before I received the quest to go buy it. I had no save before this event, so I had to resort to a cheat code to get myself a Riverwine. Perhaps in the next update you could give the tavern keep more than just one bottle of that terrible drink? It probably doesn't sell too well, but it's a bit of a problem when a curious halfling happens to drink the only bottle just before a somewhat wiser wizard needs it for a bug repellent.
- This module, fun as it is to play, doesn't feel like a story. It feels like a game, thus it isn't very immersive. The way I see it, the problem lies in the lack of characterization. There's a minimal amount of dialogue, all of which serves either a quest purpose or as humour. No character exploration whatsoever. If this were a written story, critics would complain about paper-thin characters. In a game like this, it's tolerable, but personally I hope for a lot more dialogue and deepening of the central characters in the sequel. So that it won't be just a game, but also a story.
BTW, was there supposed to be use for all of the sylph's poop? I only found two enchantable items.
Ha! I never even thought that anyone would drink the riverwine. Thanks for the input, I'll update that in the next update. Regarding the characters, I agree. I deliberately had no companions because I knew I was not ready to create in-depth characters. This was my first mod and I was trying to figure out the toolset and scripting and the basics of game mechanics. Now that I understand the toolset and scripting much better, I am putting more energy into character development in the sequel. There will be companions and there will be far more conversations. I'm also focusing on how to flesh out the story and add new dimensions to it. I really appreciate your comments and if you have any more suggestions, I would be happy to hear them.
#74
Posté 23 décembre 2010 - 05:42
Drop me an email if you're interested: krozam@gmail.com
#75
Posté 23 décembre 2010 - 06:33





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