I've finally finished enough of the rebuilt "The Last of the Dana'an" to give players something worth messing around with. This release doesn't cover much of the plot, just Act I, but it's enough to demo some of the new systems I developed for the remake.
The new Tactical AI has already been previewed with "Danaan Tactics", but I've also rebuilt the old trading scripts from "The Danaan Unvanquished" to add a lot of economic depth to the game. The ambient animation system has also been improved with inspiration from Tchos' work on shouts.
With the shouts, NPCs interact more with one another, adding just a bit of controlled chaos to crowds. NPCs can also respond to player shouts - chatting "perform" draws a crowd to watch the PC dance or play an equipped musical instrument, and maybe throw a few coins the player's way if they're any good.
The economic side of the game, though, is a lot different. I've refined the old barter scripts to make them simple and easy to use, while still allowing the player to haggle over prices, or charm or intimidate their way to a better deal. The trading scripts allow different merchants to give different prices for specific goods, allowing the player to exploit those differences to turn a profit. Price also can now fluctuate according to the plot. More than that, though, credit, debt, and gift-giving are now important parts of how the player's economy works. It's not just about gathering up loot and buying equipment anymore, it's more about using goods and wealth to form relationships, or buy your way out of a tight spot. For example, one merchant extends you credit to buy your gear early in the game, but then periodically demands payment. Making a payment gets you more credit, more gear, but also the risk of getting thrown in jail if you can't make the payments later on. When money gets tights, you have to chose between trying to evade your debts or doing some dubious deeds to raise the gold.
The module's been two years in development, and it may be two more years before it's done, but I'm hoping that in the meantime builders can look at what I've done so far and maybe pick up a script or area for their own module, or that players can provide some useful guidance before I meander too far off in my little world-building.
Finally, thanks to all the players whose encouragement has kept me going, especially GCCoyote, MReider, Arkalezth, and all the others.
here's the link, posted to Nexus.





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