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Risen Hero: Update


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#1
Shaughn78

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I have been working on a fairly large update to Risen Hero and will be releasing soon.

The biggest addition will be Lance Botelle's Fog of War Custom Content Forum Lance's blog

I have taken advantage of the numerous options his system offers. I have also modified the minimap and removed the zoomout and zoom in features. This way the minimap will more accurately represent a line of sight while the area map is created by the characters for navigation.

-No Fog of War in small interior and exterior area were the players vision would cover the area. It has also been left out of some of the more important plot areas. Ruined Village where the game starts, monastery and a few others.
-Most interior area will disable the minimap as it will take away from the FoW on the area map and allow too much navigation assistance.
-Exterior areas with FoW will allow both mini & area maps
-1 exterior area will disable the area map, but still allow the minimap. This is the lost in the mountains area. The area was designed to make the area map no help with navigation. It is comprised of 9 separate, isolated and randomly placed areas within 1 map. Eash area has two exits, but only one will move the player to the next correct area. The mini map will still be enabled to assist with navigation in the separate areas.

-The FoW will be set as active. This means the player must have the area map open to map the area and remove the fog. The player also cannot map during combat. This was how Lance initially designed the system and I think it adds an interesting dimension to it.

-A new feat has also been added, Expert Mapping. This will change the mapping system to passive, the area map does not have to be opened to map. It will be available at level 3 to all classes, so the player will need to experience the active mapping system for  a short while. The feat will also require 2 ranks in survival and 4 ranks in spot.
-Only 1 member of the party needs to have the feat for the system to be change to the passive system. That party member can be a companion and doesn't need to be player controlled. 2 of the provided companions will meet the requirements for the feat should the player not. However, they must be in the party for the feat to work.

Other additions:
-The party will now receive experience for disarming traps. The more difficult the trap the more experience that will be rewarded.
-Characters will receive experience for picking a lock. If they pick a lock in combat (not taking 20) they will receive double the experience reward. Experience is based on the difference between lock DC and the characters open lock rank. No experience will be awarded for using a key.
-I have modified the sneaking past encounters system. The party will now receive experience instead of just the player controlled character. This was an oversight and the party should have been receiving the experience, as they would receive the experience if they fought the battle.
-Blank scrolls and bone wands have been placed throughout chapter 1.

I have started testing this and will be reporting back to Lance on how his FoW works, functionality and memory usage.
If anyone is interested in testing this prior to its release, please send me a pm. I would appreciate any feedback on how I applied FoW system in different areas, as well as the disarm and picklock script, or anything else.

Also the more feedback we can give to Lance Botelle the better.

Full list of updated stuff

#2
manageri

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Sounds nifty, except the active/passive crap. I don't see how having to remember to keep the map open adds anything whatsoever to the experience other than to annoy me but I can always cheat and give myself the feat with the console so whatever.

#3
Shaughn78

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I know not everyone is oging to like the active mapping. However, at most it will only be 1 1/2 areas before a companion can take the feat. He joins the party at level 2 and meet all the skill requirements, he just needs to reach level 3 to pickup the feat.



I am goign to play through without the feat and see how the game feels. I am also hoping to get some feed back from the community either before or after its updated release. Thoughout developement and post release I have been very flexible adding, removing and changing things to improve the game. So we will see how this goes.

#4
Mad.Hatter

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@manageri: You can easily change the setting in the toolset (Lance's documentation is excellent) to avoid making your character invalid. I agree with you on the active mapping which is why I was the first to speak up for a passive option; however, module designers go for a certain feel in their creations and that's their license. In my own module that I'm developing, I'm sure that several features will annoy some players--such is the reality of development.



@Shaughn: Good on you for an update like this. I look forward to trying it out.

#5
nicethugbert

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Neat!

#6
Shaughn78

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I try to keep it so there is only one annoying feature per area, so if I have an area with some other annoying thin I will leave out the fog of war.

#7
Arkalezth

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Great, I haven't played it yet, so the update comes just in time.

I agree with the others on that it's a bit annoying to play with the map opened, but it's not that bad if it's only for a couple areas.

I like everything else.

#8
Shaughn78

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At this point everything is updated and working. Just a bit more testing and it should be ready for upload to the vault.

#9
Shaughn78

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Risen Hero update is complete and qavaliable on the vault.

Updated Risen Hero

So provide any feedback on Lance's new mapping system and the game in general, thanks!


**edit**
This update also makes the campaign compatible with the most recent Kaedrin release, included in the override.

Modifié par Shaughn78, 16 février 2011 - 01:56 .