Edinmoor Unleashed!
#26
Posté 14 septembre 2010 - 07:42
Just to report, the game looks pretty spotless except instances of misalignment. By that I mean the big moss rock wall around the villa, some rocks are floating slightly above the ground. Inside, the iron bars with the state set, one side is not quite connected to the wall, and the unusable door to upstairs is a little left of the door frame, u can see black on the right side I believe.
I am having a very good experience so far with the gameplay.
#27
Posté 14 septembre 2010 - 07:49
Eguintir Eligard wrote...
So there is no dialogue option for if you have enough heal skill but fail? Like [heal] attempt to determine the injuries. And then maybe it fails based on
Just to report, the game looks pretty spotless except instances of misalignment. By that I mean the big moss rock wall around the villa, some rocks are floating slightly above the ground. Inside, the iron bars with the state set, one side is not quite connected to the wall, and the unusable door to upstairs is a little left of the door frame, u can see black on the right side I believe.
I am having a very good experience so far with the gameplay.
I think I know what you mean... doing a skill check, instead of a check against the character's skill rank. However, this is an issue I had with the Party Chat system. If you try to do a skill check that allows for success or failure, it often will use the Main PC, or the charatcer who selected the last dialogue option. I found it easier to just make it a straight skill rank check. This way it identifies that character specifically, and the dialogue option shows up for them.
In this case, you need someone with a minimum of 7 ranks in Heal to get the required dialogue option.
Thanks again for the feedback. Gameplay is more important to me, so I am glad to hear that!
#28
Posté 19 septembre 2010 - 03:25
I received some important feedback over the past few days. This update adds map pins for the horses in the Forest and Mountain areas.
Also, I fixed an issue with the companion so that if you kick him out of the party, he will not be able to join again.
Explore everywhere, and loot everything that isn't nailed down. If you have a claw hammer, you can get those, too.
A diverse party with a broad range of skill sets will get the most out of conversation options. In some cases, not having a high enough skill rank will close out a dialogue option.
Harumph!
#29
Posté 19 septembre 2010 - 04:57
#30
Posté 19 septembre 2010 - 05:39
These first few updates have addressed some oversights. For for anyone playing an earlier version, there is nothing that should be game breaking. For example, you can still let go of the companion, but simply not ask him to join again. (Which, if you want him in the party, one probably would not have gotten rid of him in the first place!)
#31
Posté 23 septembre 2010 - 01:03
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Just finished with a party that had Hoar as deity.
I liked the use of charm by the antagonist. Their operation was interesting. Descriptions and names were good: Innocence Slaughtered, Grist for the Mill, ......
I destroyed Lord Edinmoor because of what happened to the children. But, I'm not sure Lord Edinmoor was behind that. It may have been his underlings who chose that route unbeknownst to him. He came across as a bit of a tool until the end when he wants to sing Gloria(LOL).
There was an opportunity to take Lord Edinmoor's side as a matter of helping him avenge himself. But, I'm not sure against who or if he had a case. But, it does raise the possibility of an interesting twist of events and how wild the path of Let Evil Pay EVil and Good Pay Good can be.
The connection between Edinmoor and Garagos was not stressed much.
The druid was interesting. Not sure why she would be opposed to a swamp and she didn't have much abhorance for Edinmoor's undeath. Hmm, she's a suspect.
#32
Posté 23 septembre 2010 - 02:16
SPOILERISH REPLY TO NTB's OBSERVATIONS
That's a good point about Edinmoor and just how involved was he in the whole operation. Primus gives a little more insight into his background, and it is implied that he was once a noble champion. It was tragedy that led him to pursue undeath as an act of vengeance. I think you're right, that at one time he would not have approved the methods taken by his underlings. However, he is also obsessed with power by the time the party encounters him, and thirsts to return to the prime at any cost. Still, if an essence of his former self could have been tapped into, I could see how an interesting story line about redemption might have been developed.
The connection between Edinmoor and Garagos was not stressed too much, and I only started adding that about midway through writing the module. But Garagos is the deity to whom Edinmoor swore fealty in exchange for being transformed into a death knight. In the end, he really was just a servant of Garagos, and for that reason, it's probably best he was taken down.
The druid was supposed to be a follower Sylvanus, I thought they liked to preserve forests and woodlands. I was thinking of a swamp as a wasteland, and something she would not be happy with. But I don't know much about druids. It seems she is willing to overlook Edinmoor undeath, as long as it meant keeping the trees alive. An means to an end, I guess.
And I agree, she is suspect. I never trusted her!
#33
Posté 23 septembre 2010 - 02:48
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Dorateen wrote...
That's a good point about Edinmoor and just how involved was he in the whole operation. Primus gives a little more insight into his background, and it is implied that he was once a noble champion. It was tragedy that led him to pursue undeath as an act of vengeance. I think you're right, that at one time he would not have approved the methods taken by his underlings. However, he is also obsessed with power by the time the party encounters him, and thirsts to return to the prime at any cost. Still, if an essence of his former self could have been tapped into, I could see how an interesting story line about redemption might have been developed.
The connection between Edinmoor and Garagos was not stressed too much, and I only started adding that about midway through writing the module. But Garagos is the deity to whom Edinmoor swore fealty in exchange for being transformed into a death knight. In the end, he really was just a servant of Garagos, and for that reason, it's probably best he was taken down.
The druid was supposed to be a follower Sylvanus, I thought they liked to preserve forests and woodlands. I was thinking of a swamp as a wasteland, and something she would not be happy with. But I don't know much about druids. It seems she is willing to overlook Edinmoor undeath, as long as it meant keeping the trees alive. An means to an end, I guess.
And I agree, she is suspect. I never trusted her!
I met Primus. I didn't get a good reading on the level of Edinmoor's nobility or championship prior to the tragedy. His connection to Garagos would make it suspect. He could have met a cleric of Garagos that could have exploited the situation. But if he is a noble champion, then he would have kept worshipers of Garagos at a long distance, especially clerics of Garagos. So, that slim chance encounter would have to be worked out and could make a very interesting tale full of twists. The closer Edinmoor is to CN, or CE in this case, the easier it is. Shar is the deity of loss, as was demonstrated in MoW. She would have easily performed the role.
I don't think a Hoarian would punish someone for their beliefs or existence. There would need to be proof of a specific crime and a victim to avenge.
Silvanites do preserve woodlands. But, I doubt a swamp is a wasteland to them, unless it's nature is corrupted, Talona for example. Many swamps are forested, cypress swamps for instance. The Silvanus D&D description places emphasis on woodlands but it would contradict the description to limit him to that. There are no separate gods for plains, swamps, deserts, etc. in D&D.
I'm not sure right now which deity and class best replace the druid and silvanus.
I think you were going for a civilization versus destruction, or turmoil, conflict. It was good to see something else desides the usual good vs. evil divide.
I should have sent you a link long ago.
Edited mistakes.
Modifié par nicethugbert, 23 septembre 2010 - 04:08 .
#34
Posté 23 septembre 2010 - 02:55
#35
Posté 23 septembre 2010 - 04:11
Modifié par nicethugbert, 23 septembre 2010 - 04:13 .
#36
Posté 23 septembre 2010 - 08:44
Lord Edinmoor was supposedly a lawful ruler. It was when his sons perished in battle that he was consumed with dreams of vengeance upon the nation who robbed him of his legacy. Perhaps he initially turned toward Tyr in search of justice, but was denied. It was Garagos then who stepped in, seeing the potential to wield Edinmoor as a tool for destruction. I imagine an aspect of Garagos appeared to Edinmoor with the promise of power to lay low his enemies. The price, however, was eternal service in the form of a death knight. Edinmoor, at that moment of grief and anguish gave in, pursuing this dark path. I would say he experienced an alignment shift to chaotic evil.
As far as the druid, I saw Kara as trying to be neither good or evil, but neutral to a fault. Zealous in her guardianship of the forests no matter the cost or circumstances. If that meant the woodlands were preserved because of the spirit of an undead being, then so be it. This might run counter to the principles of most druids, but she doesn't care.
Perhaps she was just a crackpot.
Modifié par Dorateen, 23 septembre 2010 - 08:45 .
#37
Posté 24 septembre 2010 - 05:34
I used characters that I already had in another module, and one of them had a bunch of scrolls. My wizard tried to Scribe them all and some didn't give the scribe option - Arc of Lightning, the Orbs, etc. - the spells introduced in SOZ.
I note that in some chest I found an item that resembled a scroll - Orb of Cold perhaps - but had three charges. If this wasn't your doing, maybe it's something in the hak.
Just to make it more confusing, I believe at least one of the spells was available on levelup (Night Shield maybe).
I loaded the same characters into SOZ and the scrolls scribed as normal.
#38
Posté 25 septembre 2010 - 04:17
I_Raps wrote...
I found an odd rules bug.
I used characters that I already had in another module, and one of them had a bunch of scrolls. My wizard tried to Scribe them all and some didn't give the scribe option - Arc of Lightning, the Orbs, etc. - the spells introduced in SOZ.
This is strange. I just checked the module in the toolset, and I had used the k_mod_load script, copied from Storm of Zehir in the "on module load" property. I thought things that worked in SoZ would work here.
It might be a conflict with a 2da somewhere.
Thanks for pointing this out.
#39
Posté 22 novembre 2010 - 06:33
#40
Posté 22 novembre 2010 - 06:46
Rumor has it, that I will be announcing the start of a follow-up module at the beginning of December.
Modifié par Dorateen, 22 novembre 2010 - 06:48 .
#41
Posté 23 novembre 2010 - 02:20
#42
Posté 26 novembre 2010 - 03:01
As indicated, this addresses a few lingering issues. For example, I had put a custom script in the On_Module_Load event because I thought it was necessary for the SoZ systems to work. However it had created a conflict with the tag based activate item scripts such as the smith hammer and work benches. Thus crafting did not work.
Now I switched back the default load script, and it appears those items are working, as well as custom items like Rods of Buffing. So your characters can go out and buy books and distillables and find gems and essences and craft away! I tested by making a cold iron longsword. If anyone can give me feedback about more thorough crafting like enchanting, I would apreciate it. All the SoZ things seem to work just fine.
I have also added a couple of lines of epilogue to two NPCs after the party finishes the main quest. These NPCs are not in Edinmoor Court. So there are 5 NPCs all together who will comment on completion of the adventure. See if you can find them all!
Lastly, the custom stirges had an odd description in their blueprint. I changed this to more closely match the entry from the old first edition Monster Manual.
The new updated campaign can be found here:
http://nwvault.ign.c...h.Detail&id=456
I also just downloaded the prefab for the starting area of the follow up module. Might actually have some screenshots when I open a thread about that project.
Harumph!
#43
Posté 26 novembre 2010 - 07:36
#44
Posté 26 novembre 2010 - 07:43
Tanlaus wrote...
Congradulations on the release. Very much looking forwards to playing this.
Hey, Tanlaus, I thought I hadn't seen you around since the end of the old forums. What a time for them to switch over, just as I was finishing up this module.
I hope you get a chance to check this one out and enjoy!
#45
Posté 26 novembre 2010 - 08:17
Been busy.
Just finished downloading this so I'll get to soon as I finish WPM. Which is a monster, so blame Wryin if it takes me awhile :-)
Modifié par Tanlaus, 26 novembre 2010 - 08:20 .
#46
Posté 29 novembre 2010 - 07:02
Also, good to see you on the new forums Tanlaus.
#47
Posté 29 novembre 2010 - 07:26
Quixal wrote...
I downloaded the mod this morning. I hope to have time for a run through it over the holidays. Maybe a bit sooner if the stars align just so.
Great! I hope you find it an entertaining dungeon romp, and enjoy the story.
#48
Posté 09 décembre 2010 - 07:33
I do agree with others in that the druid's motivations seem a little odd. I would think any undead would be anathema to her and that she would consider a bog just as good as a forest. I may be operating under preconceptions though and her having an odd perspective isn't necessarily a bad thing anyway.
I note that at least one scroll had an issue, though for me the scribe option was there and the use option was missing. Lesser Orb of Cold, I think.
The dresser in one of the rooms in the bard's estate is facing the wall.
*MINOR SPOILER*
Given the all too common Drizzt obsession I see, I found a drow accepted as an exception to the rule that turns out to be horribly evil amusing.
Modifié par Quixal, 09 décembre 2010 - 07:34 .
#49
Posté 09 décembre 2010 - 08:44
Quixal wrote...
I am now well into the mod and like what I have seen so far.
Thanks, Quixal, for the feedback!
I think I have to take a closer look at the Druid and the way she is portrayed. She is a quirky character, but I might not have articulated her motivations as well as I could. Possibly, her rationalizations are offensive enough to defy the conventions of a typical druid.
The Lesser Orb of Cold, I think, is a newer SoZ spell... I bet there is a 2da conflict somewhere that is messing up the scroll. Some of the custom content might be interfering, but that's just a guess.
Will check out that dresser in the Villa. That was some bad furniture rearranging!
Heh, glad you liked how the drow was presented. I enjoyed writing his character a lot, and I think that whole episode was one of the favorite parts of the adventure for me.
#50
Posté 10 décembre 2010 - 06:31
I finished the mod last, though I didn't solve the well sidequest, possibly due to not finding it until the end of the game.
I did not encounter any further bugs save perhaps some AI related oddities involving not yet hostile mages running in and participating in a fight due to proximity. All-in-all, a good mod. I look forward to your next effort.
Modifié par Quixal, 10 décembre 2010 - 06:31 .





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