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Shadow Thief: Crimmor


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#26
Arkalezth

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Quixal wrote...

I recall Path of Evil had something like that in Calimport.


Where? I don't recall it right now.

@Kamal_ (yeah, I noticed the name change too): The other thread about music in modules brougth me that question. Music apart, it's good to see a module where stealth is actually useful.

Maybe it's too soon to ask, but I can't wait (and I'm sure I'm not the only one)...any estimated date for the public testing?

Modifié par Arkalezth, 22 janvier 2011 - 01:23 .


#27
kamal_

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Arkalezth "Where? I don't recall it right now."
You could get on the roof (and then inside) of the giant RWS fortress in the middle of Calimport by going behind the Nasim estate and rigging a rope (and having sufficient thief levels)


Arkalezth "any estimated date for the public testing?"
The scripting has to be significantly more convoluted than PoE scripting (fortunately there's things like the PRR system I am leveraging), and I've only run around in the sneak areas while they were unpopulated.

#28
DJ Doc

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You sir are a mad man @ Kamal

*loughs in his Dr. Fu Man Chu voice*





now back to playing PoE

#29
kamal_

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2nd story work. edit:better pic below

Walkmesh still needs work, he's stuck there. :(

Modifié par kamal_, 30 janvier 2011 - 01:04 .


#30
Arkalezth

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Nice screenshot. I like the bonus to Hide at night.

I don't want to turn this into another pickpocket thread, but, are you using the standard system? And BTW, how does the detection works? Is there another roll first?

#31
kamal_

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Arkalezth wrote...

Nice screenshot. I like the bonus to Hide at night.
I don't want to turn this into another pickpocket thread, but, are you using the standard system? And BTW, how does the detection works? Is there another roll first?

I'm using the PRR system from the Vault (results not shown in this shot). Failed pp check gives a penalty to your rep with the individual. The penalty depends on a number of things such as your charisma, skillcheck etc and is all done silenty, ie you see the results in the window. I'll be setting the default rep such that failing once may or may not make the person hostile depending on checks and multiple failures will always make the npc hostile.

While making a generic merchant or commoner hostile won't be a serious problem because they're level 1 npcs, many npc's are your level or higher and making one of them hostile would be a serious problem.

PRR also allows owned objects. So picking the lock of a chest that the owner is standing by also has a check that you were able to attempt the pick without the owner noticing. You can fail the pick and be noticed, succeed and be noticed, and succeed and not be noticed. Once again their are variable rep penalties for being noticed, as if you were caught pickpocketing.

Also being used is a disguise system. Some npc's are automatically hostile unless you are wearing an appropriate outfits. I altered the perception scripts of the npc's to make them hostile unless you are wearing the appropriate disguise (which I've tested and work fine). Being dressed appropriately makes things much easier, opens at least one store unavailable otherwise, and opens up a few new ways to solve one quest. I haven't expanded the generic conversations yet, but if I have time I'll add different npc responses based on your outfit.

I have a few other tricks up my sleeve as well.

#32
dunniteowl

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kamal you are my new hero.

dno

#33
nicethugbert

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NEAT!

#34
Quixal

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Very nice. The game has been asking for something like this for a long time.

#35
Arkalezth

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Thanks for the explanation, Kamal. Love the disguise system, I only recall seeing something like that in Almraiven (NWN1 module). I'm really looking forward to try this module (and any class specific module in general).

Edit: I asked about the detection system because (default system), if you're detected, the log informs first about it, then the pickpocket check is rolled. I don't know if there's a secret, non showed roll before that, or how else it works.

Modifié par Arkalezth, 27 janvier 2011 - 06:59 .


#36
kamal_

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2nd story work. Getting a working walkmesh on rooftops is very difficult. There may be some cut back of this (it's mostly for show right now), though it works fine in one important spot where it's a valid way to progress in a task.
250x150http://1.bp.blogspot.com/_Arkur0fkYgs/TUS47Gs623I/AAAAAAAAA_o/gp3Dyb7zUbw/s1600/NWN2_SS_012611_213314.jpg[/img]

GUI lockpicking (with a huge courtesy to Hellfire and KCS from RWS, and Phantasma on IRC for isolating the system)
Number of tumblers affected by lock DC, pick locks skill and any magic lockpick bonuses. You do not need a lockpick item to try, it's assumed you have non magical picks. This works similarly to the Oblivion system. Yes, you can break the lock. It works perfectly with PRR container ownership system show below.
250x150http://3.bp.blogspot.com/_Arkur0fkYgs/TUSx5t-xfuI/AAAAAAAAA_M/BhaMSGxrPAE/s1600/interactions.jpg[/img]

Container ownership (PRR system): 
In this test area, the chest I just picked belongs to the test npc standing right there. But successful skillchecks meant my picking went unnoticed. If she had noticed she'd call for the guards, who would spawn in nearby and path to her. There's also the option to make her hostile directly and/or not call the guards. Since she didn't notice, my rep with her does not take a hit.
250x150http://2.bp.blogspot.com/_Arkur0fkYgs/TUSyQ8WbQNI/AAAAAAAAA_U/LstYwsVmjtU/s1600/interactions+%25281%2529.jpg[/img]

Pickpocketing (PRR system)
The NPC has detected my attempt and I am verbally confronted about it. A successful skillcheck lets me avoid more serious consequences, but my rep with her still takes a 20 point hit for being caught. My charisma gives me a rep bonus with her. Another failed attempt with her and she will become hostile and I will not be able to talk my way out of it.
250x150http://4.bp.blogspot.com/_Arkur0fkYgs/TUSx9MnY9TI/AAAAAAAAA_Q/7Izwauwto_g/s1600/interactions+%25284%2529.jpg[/img]

edit: better descriptions of what's happening in the pics

Modifié par kamal_, 30 janvier 2011 - 04:31 .


#37
nicethugbert

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NEAT!^NEAT!

#38
Haplose

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I love that!

#39
dunniteowl

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Thieves are not my favorite characters to play, but every now and then, the idea of sneaking, stealing, backstabbing (Oh how I wish we had a subdual system for knocking out guards and unsuspecting passersby!) and climbing the walls, roofs and such is just -- well, pardon the pun -- right up my alley.

I am looking forward to this one more than Path of Evil. And that's saying something. I think so, anyway.

dunniteowl

#40
kamal_

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Sneaky
250x150http://1.bp.blogspot.com/_Arkur0fkYgs/TUtuIXSAvuI/AAAAAAAAA_0/AhROsW2y0-I/s1600/NWN2_SS_020311_162803.jpg[/img]

Sneaky
250x150http://2.bp.blogspot.com/_Arkur0fkYgs/TUtuJLTRLvI/AAAAAAAAA_4/ttVV8qefKhQ/s1600/NWN2_SS_020311_211259.jpg[/img]

Sneaky
250x150http://3.bp.blogspot.com/_Arkur0fkYgs/TUtuHpYn10I/AAAAAAAAA_w/PNAAxcUkack/s1600/NWN2_SS_020311_214713.jpg[/img]

#41
nicethugbert

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NEAT!

#42
kamal_

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If you want to test, PM me. There are some known bugs, but they have little effect on the module. I have completed the module in testing runs (and yes, I've completed it without killing anything or even using a weapon). At this point I am looking for input on the "feel" as much as anything.



You can level up 8 and get level appropriate gold in module, so you don't need an existing character. Note that this module is a solo rogue based module. Other classes will probably not be able to complete it. Rogue prc classes are fine. You do not have to have the Shadow Thief prc, though the story assumes you work for them. There is no alignment restrictions/adjustments, so you can play a good aligned character and simply pretend you're infiltrating them or something.

#43
Arkalezth

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kamal_ wrote...

If you want to test, PM me. There are some known bugs, but they have little effect on the module. I have completed the module in testing runs (and yes, I've completed it without killing anything or even using a weapon). At this point I am looking for input on the "feel" as much as anything.

Kamal, I think I hate you, you're wasting all my free time ;). I'd test it, but I'm with your other module right now. If you're still looking for testers when I finish it (soon I hope), count me in, I'm interested in this one as well.

What's the estimated end level?

Modifié par Arkalezth, 05 février 2011 - 01:42 .


#44
kamal_

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Arkalezth wrote...

kamal_ wrote...

If you want to test, PM me. There are some known bugs, but they have little effect on the module. I have completed the module in testing runs (and yes, I've completed it without killing anything or even using a weapon). At this point I am looking for input on the "feel" as much as anything.

Kamal, I think I hate you, you're wasting all my free time ;). I'd test it, but I'm with your other module right now. If you're still looking for testers when I finish it (soon I hope), count me in, I'm interested in this one as well.

What's the estimated end level?

I normally gain 2 levels if I do everything. So start at 8, end probably at 10. It's maybe three hours playtime at most. Right now most skillchecking is such that if you've steadily put points into the skill, you'll almost always succeed. That's one of the things I'll need feedback on. Climbing is always successful.

#45
kamal_

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Trying to decide between these two day night cycles




one vote via irc for #1 so far.

Modifié par kamal_, 06 février 2011 - 03:07 .


#46
PJ156

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I think 1 looked better though it is difficult to tell between them, playing them one after another.

PJ

Modifié par PJ156, 06 février 2011 - 10:02 .


#47
Arkalezth

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# 1.

Modifié par Arkalezth, 06 février 2011 - 11:46 .


#48
dunniteowl

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Use 1. The fog really adds to the scene changes, and the lighting of midday in the second one is pretty hard on the eyes.

dno

#49
kamal_

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#1 it is. That's what's currently in what I have for download.

#50
Arkalezth

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Since you've changed the lock system, should I put points into Open Lock, or is the skill useless?