Search found 54 matches
- March 26th, 2014, 7:51 pm
- Forum: Modding - Eschalon: Book III
- Topic: Book III small mod: Small Dungeons - Rockhammer (4/6/14)
- Replies: 11
- Views: 35548
Re: Book III small mod: Small Dungeons - Rockhammer
Thanks for your comments. I will most likely make the changes you suggest. I'm thinking that I should replace the swarms with another wolf. The thief is perhaps a bit tough for the early game, but there is one very easy way to take care of him; I'll leave it to people to figure it out. I'll wait two...
- March 25th, 2014, 11:13 pm
- Forum: Eschalon: Book III
- Topic: Eschalon Trilogy Post-Mortem
- Replies: 20
- Views: 23177
Re: Eschalon Trilogy Post-Mortem
I have been very happy with these games. I am certainly part of that niche market that Eschalon is designed to satisfy. I am an old school gamer who grew up playing the early Ultima games on an Atari 800, and I have dabbled in game programming over the years, but I don't have the energy or patience ...
- March 25th, 2014, 10:50 pm
- Forum: Modding - Eschalon: Book III
- Topic: Book III small mod: Small Dungeons - Rockhammer (4/6/14)
- Replies: 11
- Views: 35548
Book III small mod: Small Dungeons - Rockhammer (4/6/14)
I have created a small mod that creates three small dungeons, all of which are accessed from the Rockhammer map. The primary purposes are to provide places where a new character can gain a little loot and experience early in the game, and to provide some places close to a geo marker that can be used...
- March 25th, 2014, 10:40 pm
- Forum: Modding - Eschalon: Book III
- Topic: An idea...
- Replies: 6
- Views: 13293
Re: An idea...
It would be nice to be able to purchase a house, but the existing editing tools don't currently support the NPC modifications that would be necessary to implement it. If we could create or modify NPCs, it might not be too difficult to do this. A building could be placed on one of the maps, and it wo...
- March 25th, 2014, 2:55 am
- Forum: Modding - Eschalon: Book III
- Topic: Book III Mod: Alchemist's Tower in Moonrise (update 4/11/14)
- Replies: 63
- Views: 91943
Re: Book III Mod: Alchemist's Tower in Moonrise (update 3/23
Look for switches in the room. There are two switches in the room, one to the left and the other to the right (which is a little hard to see) of the fenced area where the chest is. Unless there is a new bug, the one on the right should open the portcullis at the entrance to the room. If the right sw...
- March 24th, 2014, 11:29 am
- Forum: Modding - Eschalon: Book III
- Topic: Book III Mod: Alchemist's Tower in Moonrise (update 4/11/14)
- Replies: 63
- Views: 91943
Re: Book III Mod: Alchemist's Tower in Moonrise (update 3/23
Mods certainly will disrupt the balance of the game, and the additional items and experience they provide will make the rest of the game much easier. Maybe we now need some insanely difficult mods designed to challenge invincible characters. I definitely recommend playing through the unmodified game...
- March 23rd, 2014, 10:37 pm
- Forum: Modding - Eschalon: Book III
- Topic: Book III Mod: Alchemist's Tower in Moonrise (update 4/11/14)
- Replies: 63
- Views: 91943
Re: Book III Mod: Alchemist's Tower in Moonrise (update 3/23
I have just uploaded the latest update. This is a much bigger change than the last one, and it affects many aspects of the mod. I have reduced monster difficulty and added more potions and reagents, so a less advanced character should now be able to handle it. Also, I have added a small sub-basement...
- March 23rd, 2014, 12:40 pm
- Forum: Modding - Eschalon: Book III
- Topic: Let's combine the Tower and Dwarven Mines mods into one!
- Replies: 5
- Views: 13179
Re: Let's combine the Tower and Dwarven Mines mods into one!
I don't mind at all if people combine my mods with others, or if they modify my mods. Maybe someone will eventually combine a few mods into a convenient collection. Something like this should only be done after it is certain that the mods are complete and stable, and no new versions will be coming o...
- March 22nd, 2014, 12:33 pm
- Forum: Modding - Eschalon: Book III
- Topic: Let's combine the Tower and Dwarven Mines mods into one!
- Replies: 5
- Views: 13179
Re: Let's combine the Tower and Dwarven Mines mods into one!
This is definitely the case; these two mods should be entirely compatible with each other, so they can be installed one after the other in the same savegame directory. After I finish my next update, I plan to play a game with both mods to see how they affect the overall gameplay. As more people star...
- March 21st, 2014, 2:31 am
- Forum: Modding - Eschalon: Book III
- Topic: Book III Mod: Alchemist's Tower in Moonrise (update 4/11/14)
- Replies: 63
- Views: 91943
Re: Book III Mod: Alchemist's Tower in Moonrise
Thanks for the suggestions and bug reports. I think I already found some of what you mentioned, but I'll double check everything before I release the new version. I have noticed that custom items run into trouble if the quantity is zero; I found and fixed a few of these, and hopefully I haven't miss...
- March 17th, 2014, 7:11 pm
- Forum: Eschalon: Book III
- Topic: Im a bit confused
- Replies: 14
- Views: 10491
Re: Im a bit confused
Oceana Lowlands (where the "main" goblin encampment is/was) and Castle By The Sea are good places for camping, actually, since the goblins will drop loot as well. I like this one. Goblin bombthugs spawn in Oceana Lowlands. Although they don't seem to drop any loot, they are easy to kill a...
- March 17th, 2014, 6:54 pm
- Forum: Eschalon: Book III
- Topic: Eschalonian Darwin Awards
- Replies: 6
- Views: 6037
Re: Eschalonian Darwin Awards
In Omentor Temple I was facing a swarm of undead that I was fireballing away when I died. I was within the area of effect of my own fireballs. So I fried myself. I've done that in Book II, and I didn't learn my lesson and did the same thing again in Book III. I don't remember for certain who the en...
- March 17th, 2014, 6:35 pm
- Forum: Modding - Eschalon: Book III
- Topic: Book III Mod: Alchemist's Tower in Moonrise (update 4/11/14)
- Replies: 63
- Views: 91943
Re: Book III Mod: Alchemist's Tower in Moonrise
IJBall's explanation looks right. Also, note that the first slot is for the quick save, so if your savegame folder is clear, your first save (aside from the quick save) will probably go into the second slot. I have been sidetracked by a few other things, and I don't have an update ready for release ...
- March 1st, 2014, 1:49 am
- Forum: Modding - Eschalon: Book III
- Topic: Book III Character and Map Editor
- Replies: 94
- Views: 115800
Re: Book III Character and Map Editor
Information on Book II objects and scripting can be found here. http://apocalyptech.com/eschalon/map.php Book III is very similar to Book II, so most of what is documented here works. Book III has a few unique commands, and I don't know all of them. Also, a few things will be different; Object type ...
- February 28th, 2014, 11:43 pm
- Forum: Modding - Eschalon: Book III
- Topic: Book III Character and Map Editor
- Replies: 94
- Views: 115800
Re: Book III Character and Map Editor
Question: is there a way to trigger some text when the user walks over a tile (or region of tiles) on a map? I don't really want to use a signpost, and would rather auto-show some text when the user enters an area. There are two possibilities. Create an object on the tile and choose one of these tw...