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Post by Badwater on Sept 23, 2011 14:58:53 GMT -5
I'm going to spend the next couple of days doing less in the way of area building work and more in the way of some quest building for existing places.
Don't expect too much yet in terms of quests; many that I start with will be class or alignment based. In fact, all quests that I put in will be more than just "get the xxx for me" and get xp for it.
One other thing about quests - on many quests it will be a one-and-done proposition, especially beginning quests. I will have basic quests that grant some comparatively good xp rewards but you won't be able to do them again. Quests that can be spammed with have much lower xp awards than what you're used to on T1.
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Post by Badwater on Oct 2, 2011 20:42:05 GMT -5
While we're waiting on word regarding the bug on Talus, you should probably know about a few things I'm working on in the meantime. - Another Valahna city area. I always had the intention to add this area, but it's going to be essential to the political structure of Valahna and I'll need it for some questing. - Specialized Merchants. I'm starting to add merchants that sell specialized items if you're the right sort. If you're not the proper alignment, race, class, etc. then you'll never know it's not being offered to you. - Outdoor Areas. I'm going to begin work on the areas that will connect to Gnomehome. Gnomehome won't go in right away because I'm going to take a little time to make it a really nutty place. - Area Spell Testing. I have not tested area spells and the like...I'm going to get a high level wizard, druid, and cleric on and see what the spells are doing. I'm only going to nerf what I think absolutely needs to be modified.
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Post by Badwater on Oct 17, 2011 20:16:11 GMT -5
Now that I've gotten past 90% of my cold and the latest bug has been taken care of, I'm picking back up where I left off. This week I'll be adding specialized merchants and I'll start fooling around with some quest ideas. There are places in cities and in outdoor areas where you'll find unused buildings (barred doors and the like). Don't assume that the door you tried 2 weeks ago is still barred. I've set up my areas with future additions in mind. That door which was barred a few weeks ago might have something behind it now. I'm only going to be very general in my update descriptions of additions to T2; it's up to you to explore and discover new things. Also, don't assume that because there was a secret door or pit somewhere last time you went through that it's still there. I'll be changing things around periodically to keep you on your toes. Run around on autopilot and you'll likely miss stuff or be dead.
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Post by slidermike on Oct 18, 2011 8:11:39 GMT -5
Also, don't assume that because there was a secret door or pit somewhere last time you went through that it's still there. I'll be changing things around periodically to keep you on your toes. I found or did not find something I had expected and was going to IM you about it. I have my answer. Gotta go hunting around some more for where it went to I suppose.
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Post by Badwater on Oct 18, 2011 15:08:41 GMT -5
Also, don't assume that because there was a secret door or pit somewhere last time you went through that it's still there. I'll be changing things around periodically to keep you on your toes. I found or did not find something I had expected and was going to IM you about it. I have my answer. Gotta go hunting around some more for where it went to I suppose. Yes, I did change up the haunted house a bit. I'll be noodling with it again in the near future with some additions and possibly a quest.
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Post by Badwater on Nov 1, 2011 14:36:14 GMT -5
Gnomehome
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Post by Badwater on Nov 6, 2011 21:57:29 GMT -5
Gnomehome is close but no cookies yet. Probably another day or two of work to get it in. There will be additional content shortly thereafter, this coming weekend or so.
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Post by Badwater on Nov 10, 2011 18:22:39 GMT -5
Lots of RL stuff is preventing work on Gnomehome.
I've done a fair amount today and I think I'll have the basics in tomorrow night sometime. I'll need to run around it and make sure it's doing what it is supposed to, then I have some things in mind I'll be expanding upon.
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Post by Badwater on Nov 30, 2011 5:57:18 GMT -5
I've been working on some questing, but in preparation for that I've been working on some scripting. I want the scripting to do certain things, which it does - and now I'm working on expanding it so that it will use variables and be useable in other applications.
The bottom line is that I'm trying to get a new quest going and the first one of this variety always takes the longest. Hopefully I can have it in tomorrow.
If this all sounds cryptic....well, it is. More tomorrow (barring any setbacks).
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Post by Badwater on Dec 8, 2011 6:28:44 GMT -5
Should have another update soon. I would have had something earlier, but I think I suffered some food poisoning; like of the E. coli nature. Do your best to never contract something like that. The last 3 days have been solid pain in the gut and bones, with a low level fever. The fever broke last night and the pain is tapering but is slow to leave, and at least my gut doesn't feel like bricks are trying to pound their way out, ala Alien. Brutal few days here. I thought I had suffered food poisoning before. NOT. This was the mother of all food poisonings.
I'm just glad I was able to avoid a hospital, which would have involved money and health insurance that I don't have. The germs haven't killed me yet (they've tried a few times now).
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Post by Badwater on Dec 11, 2011 9:15:18 GMT -5
What's coming up? I'm working on a very special surprise. No hints at the moment...doing prep work and we'll see how much I can get done on my days off. Say no more!!
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Post by Badwater on Dec 12, 2011 21:14:14 GMT -5
I have taken an exhaustive look at nwvault and have marked over 50 items that I want to take a look at.
Some I know that I want to do; some are silly, some add realism, and some improve combat. But some of the stuff that affect basic gameplay should be looked at while we're still at the outset of Talus.
I'm going to be testing stuff as I put in some more content. I'll be looking at finishing Thunder Mountain, and then laying down groundwork for:
LAND OF THE LOST
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Post by Badwater on Dec 27, 2011 11:30:39 GMT -5
I had designed T2 so that one would be paying to be in any CNR crafting area. I have decided to modify things somewhat, so that if you are in your home city you may not be paying to get into a crafting area. If you are not a home race then you're paying to get into the city to begin with, so if I don't require a key for crafting areas in a home city then the home race can use a crafting area without charge.
That does not mean all CNR areas will not have a charge of some sort. I'm just changing the basics from an absolute where all pay, is all. At some point everyone will have to cough up gold to craft.
At this point I may make it so that crafting is necessary for things like armor +2 or magical bags of holding, or things like that. I have not decided, but I'm leaning toward that - and if I do, said items will not be transferable, so you'll not be able to metagame the items. I will also backtrack items on characters if I decide that items should not be metagamed.
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Post by Badwater on Dec 31, 2011 20:05:16 GMT -5
A few things:
- It has always annoyed me that if you're going to craft armor and weapons, or cut down trees, you need the Martial feat to hold the stupid tools. Look, pounding a slab of metal or felling an oak is not exactly warfare, so I'm making some alternate tools that can be used that does not require the Martial feat. If you have the feat the tools are 75 gold. If you do not have the feat then they are 150 gold. Seems to me like a fair reward for having the feat.
- I am updating other CNR stuff as I go along, in the form of placeables. Coming up I will add to the Hammerfall mines and you will be able to mine copper and tin there. At some point there may be sources elsewhere for copper and tin but for now that's the only place on the server. Most of the home cities do have a smithy for crafting, though, because you never know where you might happen upon some resources.
- Soon I will be updating the Thunder Mountain areas. These places are cold and you may need warming gear. You'll find it at a general merchant in one of the home cities.
- I am mulling over the idea of a home city for Drow. It's not something that you'll be able to get to from Adrift Between Worlds; instead, I'm thinking about putting a strange portal in the Pirate Spit and north Northport...maybe Gnomehome....or something of that nature.
- Before I add to Thunder Mountain, I will be adding some other areas.....I've decided on a theme and will be building monsters for it.....I did settle on a name, though, for The Forgotten World. There's going to be crazy stuff in there, heh heh heh.....
I will give one hint about what I will be trying to do in the Forgotten World: Magic will not work there.
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Post by Badwater on Jan 10, 2012 21:40:36 GMT -5
In the next few days and weeks on T2:
- I will be adding Minotaur areas. Most are scaled so that you can pass through to other areas, but there will be a part that is probably only for level 11-18. I haven't tested it yet, so don't quote me on that, just be sure to examine what you're up against.
- I will be modifying bandits along the Alerra Highway.
- I will be updating cave goblins. I have a nice surprise for you heh heh heh....
- I will be adding some more specialty merchants. Also more CNR resources.
- I will be adding some encounter content around Gnomehome. I will be adding the quest I had in mind for there.
- We will have a vast desert in the south. Nomads, scorpions, ruins, undead, volcanos, red dragons - lots of friendly critters.
- I will add The Forgotten World. What is the Forgotten World? It is a place that time forgot, with ancient forests, where magic doesn't work......and that's really going to suck for spellcasters when that Allosaurus makes an or d'oeuvres out of you. ;D
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