Planning for new mod: Large dungeons in west Astral Range
- Weird Heather
- Fellowcraft Apprentice
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- Joined: February 9th, 2014, 5:06 pm
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Planning for new mod: Large dungeons in west Astral Range
Please note that unmarked spoilers are possible in this thread.
I have been doing some planning for a new large mod, and I wanted to mention it here and solicit suggestions. This will be a large multi-map mod consisting of dungeons and some above-ground areas. The entrance to the dungeons will be somewhere near the western edge of the Astral Range. In the regular game, there isn't a lot going on there, so it seems like a good place to put something. Also, it could potentially connect to new above-ground areas north of the mountains. I don't currently have plans to build up all of that area (although I might eventually do it if nobody else does), but I could coordinate with another modder and perhaps provide a map for the other end of the dungeon network to connect with another person's mod for the areas north of the Astral Range.
This will be a very difficult mod designed for characters who are at end-game strength and who have played the other mods. It will probably be a lot harder than the end game sequence.
Here are the main parts of the mod.
I plan to split this mod into three phases to make development easier and to allow me to release parts of it for people to play while I continue working on the rest.
Here are my ideas for the entrance paths. I am interested in suggestions and comments for these. For those who want to wait until the mod is ready, I have put these in spoiler tags.
In the first phase of the mod, I plan to build Paths 1 and 4, and I will release the mod when they are ready. Hopefully I can get this done in two or three weeks. I have been thinking about this mod for some time, but I wanted to wait until I was ready to start before creating this thread. I'm finally ready to start building it, so I'm ready for people's suggestions.
Please reply with comments and suggestions, and put any specific puzzle ideas in spoiler tags so that people who might play the mod don't have to read them.
I have been doing some planning for a new large mod, and I wanted to mention it here and solicit suggestions. This will be a large multi-map mod consisting of dungeons and some above-ground areas. The entrance to the dungeons will be somewhere near the western edge of the Astral Range. In the regular game, there isn't a lot going on there, so it seems like a good place to put something. Also, it could potentially connect to new above-ground areas north of the mountains. I don't currently have plans to build up all of that area (although I might eventually do it if nobody else does), but I could coordinate with another modder and perhaps provide a map for the other end of the dungeon network to connect with another person's mod for the areas north of the Astral Range.
This will be a very difficult mod designed for characters who are at end-game strength and who have played the other mods. It will probably be a lot harder than the end game sequence.
Here are the main parts of the mod.
I plan to split this mod into three phases to make development easier and to allow me to release parts of it for people to play while I continue working on the rest.
Here are my ideas for the entrance paths. I am interested in suggestions and comments for these. For those who want to wait until the mod is ready, I have put these in spoiler tags.
In the first phase of the mod, I plan to build Paths 1 and 4, and I will release the mod when they are ready. Hopefully I can get this done in two or three weeks. I have been thinking about this mod for some time, but I wanted to wait until I was ready to start before creating this thread. I'm finally ready to start building it, so I'm ready for people's suggestions.
Please reply with comments and suggestions, and put any specific puzzle ideas in spoiler tags so that people who might play the mod don't have to read them.
- MyGameCompany
- Officer [Platinum Rank]
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- Location: Michigan
Re: Planning for new mod: Large dungeons in west Astral Ran
It sounds like it will be a great mod. I like riddles. If you're looking for riddle ideas, there is of course The Hobbit, with the riddle game between Bilbo and Gollum. The old Sierra adventure game, Conquests of Camelot had some good ones too. http://sierrahelp.com/Hints/ConquestsOf ... ddles.html
I've been waiting to see if any other modders were going to tackle Fandugan before I did, so I don't have any immediate plans for a mod there. I've got some other mod ideas for Books I and II that I'm working on now.
I've been waiting to see if any other modders were going to tackle Fandugan before I did, so I don't have any immediate plans for a mod there. I've got some other mod ideas for Books I and II that I'm working on now.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
Re: Planning for new mod: Large dungeons in west Astral Ran
Basilisk did a fantastic job, but the problem with this game after about 24-30 hours of gameplay [thats what is says in the save menu] - after looting the hell out of chests and fighting monsters than it runs out of new things, touches the ground, plus:
- There should be impact hits from weapons that hurl the player and monsters backward
- lots of bigger monsters are needed
- area effect spells like the awesome fireball are needed.
- new tactical turn based elements
- collapsing structures, caves, pits
- demons from Hell
-
But of course that would require work no one is willing to do. And it can only be done by a capable team with strong funding and Art Direction. Good old physics effects found in Helherron (size of blood fountains signalling severity of hits), lots of monster summoning, stealing from people and from shops, tactical turn-based combat, all this combined with a graphics quality of an Eschalon/Pillars of Eternity mix. There is simply no good party based RPG with isometric view over the battlefield. Knights of the Chalice 1 is that with simple graphics, hopefully Knights of the Chalice 2 will satisfy this great need.
- There should be impact hits from weapons that hurl the player and monsters backward
- lots of bigger monsters are needed
- area effect spells like the awesome fireball are needed.
- new tactical turn based elements
- collapsing structures, caves, pits
- demons from Hell
-
But of course that would require work no one is willing to do. And it can only be done by a capable team with strong funding and Art Direction. Good old physics effects found in Helherron (size of blood fountains signalling severity of hits), lots of monster summoning, stealing from people and from shops, tactical turn-based combat, all this combined with a graphics quality of an Eschalon/Pillars of Eternity mix. There is simply no good party based RPG with isometric view over the battlefield. Knights of the Chalice 1 is that with simple graphics, hopefully Knights of the Chalice 2 will satisfy this great need.
Re: Planning for new mod: Large dungeons in west Astral Ran
Will you be leaving slight clues in unusual places for some of your riddles?....love riddles by the way. I am playing with the 2 mods that you have done and the 2 that MyGameCompany did and having a blast with them. They are great...that tower is diabolical..lol...keep up the great work. Have a question for you, what approximately is end game strength or level of character that will be able to do this new mod? Didn't phrase that too well, but you probably know what I'm asking.
Please keep up the great work, husband and I love the mods so far. So from us to you, Thank you!!
Re: Planning for new mod: Large dungeons in west Astral Ran
Love your mods also, so glad to hear that you will be doing more. Maybe you 2 should team up and do a few, that would be amazing. Thanks for what you've done so far.MyGameCompany wrote:It sounds like it will be a great mod. I like riddles. If you're looking for riddle ideas, there is of course The Hobbit, with the riddle game between Bilbo and Gollum. The old Sierra adventure game, Conquests of Camelot had some good ones too. http://sierrahelp.com/Hints/ConquestsOf ... ddles.html
I've been waiting to see if any other modders were going to tackle Fandugan before I did, so I don't have any immediate plans for a mod there. I've got some other mod ideas for Books I and II that I'm working on now.
Husband and I are patiently waiting for someone to do some mods for Book 2 also. HINT..HINT...lol.
- Weird Heather
- Fellowcraft Apprentice
- Posts: 54
- Joined: February 9th, 2014, 5:06 pm
- Location: Southern California
Re: Planning for new mod: Large dungeons in west Astral Ran
I am hoping to make this mod reasonably challenging even for a character at about Level 20 who has retrieved the nice loot from the other mods. Since there is a limit to monster difficulty, I'll have to try to come up with other challenges. Some challenges, such as puzzles, will not depend on the character's level or skills, but will instead depend on the player's problem solving ability and general experience with games of this sort.
As for the riddles, whether or not there are clues will likely depend on the difficulty and familiarity of the riddle; some of the easier old classics probably don't need too many clues, and logic puzzles should be possible to solve through application of logic alone. The riddle/puzzle entry path will probably take me some time, so it won't likely be included with the preliminary release. The new features that Mercy (and I'm sure many others) would like are not generally possible with the editing tools in their current state. The best I can do with monster difficulty is to increase their numbers and have them attack a player in a location where the player can't easily hide or run away. If the tools eventually provide the ability to create new monsters, then it will be possible to add some very nasty ones to a mod like this.
Collapsing structures and similar features are potentially feasible with the current editing tools through the use of some creative scripting; I will investigate the possibilities there.
I have thought of two more possible entry paths. Depending on how much time and energy I have, I might implement them.
I have begun editing the map where the dungeon entrance will be. I probably won't get a lot done during the work week, but I hope to have the entrance and parts of one of the six entry paths completed this weekend.
As for the riddles, whether or not there are clues will likely depend on the difficulty and familiarity of the riddle; some of the easier old classics probably don't need too many clues, and logic puzzles should be possible to solve through application of logic alone. The riddle/puzzle entry path will probably take me some time, so it won't likely be included with the preliminary release. The new features that Mercy (and I'm sure many others) would like are not generally possible with the editing tools in their current state. The best I can do with monster difficulty is to increase their numbers and have them attack a player in a location where the player can't easily hide or run away. If the tools eventually provide the ability to create new monsters, then it will be possible to add some very nasty ones to a mod like this.
Collapsing structures and similar features are potentially feasible with the current editing tools through the use of some creative scripting; I will investigate the possibilities there.
I have thought of two more possible entry paths. Depending on how much time and energy I have, I might implement them.
I have begun editing the map where the dungeon entrance will be. I probably won't get a lot done during the work week, but I hope to have the entrance and parts of one of the six entry paths completed this weekend.
- MyGameCompany
- Officer [Platinum Rank]
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- Joined: September 22nd, 2009, 6:56 pm
- Location: Michigan
Re: Planning for new mod: Large dungeons in west Astral Ran
Thank you! And I'm working on a Book II mod now. It's a huge mod, so will probably take awhile, but I think it will be worth the wait...shylo32 wrote:Love your mods also, so glad to hear that you will be doing more. Maybe you 2 should team up and do a few, that would be amazing. Thanks for what you've done so far.
Husband and I are patiently waiting for someone to do some mods for Book 2 also. HINT..HINT...lol.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
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Re: Planning for new mod: Large dungeons in west Astral Ran
Hi,shylo32 wrote:MyGameCompany wrote: Husband and I are patiently waiting for someone to do some mods for Book 2 also. HINT..HINT...lol.
See my signature for links to a couple of mods I made for Book II a few years ago.
My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur
All previous versions avaliable here
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur
All previous versions avaliable here
Re: Planning for new mod: Large dungeons in west Astral Ran
raverdave2k wrote:Hi,shylo32 wrote:MyGameCompany wrote: Husband and I are patiently waiting for someone to do some mods for Book 2 also. HINT..HINT...lol.
See my signature for links to a couple of mods I made for Book II a few years ago.
Hi! Sorry, I didn't realize someone had done mods for Book 2. We will definitely check them out, thanks for letting us know.
- Lord_P
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Re: Planning for new mod: Large dungeons in west Astral Ran
If you want a good list of mods, head to xolotl's site for a good list of Eschalon mods for all three games.
- Weird Heather
- Fellowcraft Apprentice
- Posts: 54
- Joined: February 9th, 2014, 5:06 pm
- Location: Southern California
Re: Planning for new mod: Large dungeons in west Astral Ran
Here is a brief status update.
The modifications to the western astral range map are complete. The dungeon entrance and the areas leading to it are done and tested. I have decided to call it the Catacombs of the Mithril Clan. I'm still working on the back story, but it is essentially a large burial ground for an ancient clan of dwarves (and their friends/allies), along with other associated areas.
The main level of the dungeon is in progress. The room that contains the doors to the multiple entry paths is complete, and the doors are all set up to go to the paths as I create them. A few temporary hallways connecting everything together are also in place. As soon as I have two or three good entry paths completed, I'll release an alpha version.
The modifications to the western astral range map are complete. The dungeon entrance and the areas leading to it are done and tested. I have decided to call it the Catacombs of the Mithril Clan. I'm still working on the back story, but it is essentially a large burial ground for an ancient clan of dwarves (and their friends/allies), along with other associated areas.
The main level of the dungeon is in progress. The room that contains the doors to the multiple entry paths is complete, and the doors are all set up to go to the paths as I create them. A few temporary hallways connecting everything together are also in place. As soon as I have two or three good entry paths completed, I'll release an alpha version.
Re: Planning for new mod: Large dungeons in west Astral Ran
If possible... please add some small tribal kind of city in it. not in the dungeons but in open. like higher northern lands where we could trade also.
- Weird Heather
- Fellowcraft Apprentice
- Posts: 54
- Joined: February 9th, 2014, 5:06 pm
- Location: Southern California
Re: Planning for new mod: Large dungeons in west Astral Ran
At this point, it isn't possible to create new NPCs, so any city would have to be abandoned and/or full of monsters. It is a worthwhile idea, however; a small isolated village in one of the above-ground areas would be a good addition. I'll probably add an abandoned one for now, and if the editor eventually allows us to create new NPCs and dialogue trees, I'll populate it.
I have found that it is possible to create simple vending machines using scripting; there are a few of these in my alchemist's tower mod. This method is far more limited than a merchant, but it does provide a way to make critical items, such as potions or food, available. There will likely be a few vending machines in this mod to provide food, potions, healing, training, monsters to fight, or other goods and services.
I'm still picking at it, but I don't have an alpha release yet. I will be very busy next week and next weekend, so it will probably be two or three more weeks before I have a few entry paths ready for people to try out. The full development of this mod could be a lengthy process.
I have found that it is possible to create simple vending machines using scripting; there are a few of these in my alchemist's tower mod. This method is far more limited than a merchant, but it does provide a way to make critical items, such as potions or food, available. There will likely be a few vending machines in this mod to provide food, potions, healing, training, monsters to fight, or other goods and services.
I'm still picking at it, but I don't have an alpha release yet. I will be very busy next week and next weekend, so it will probably be two or three more weeks before I have a few entry paths ready for people to try out. The full development of this mod could be a lengthy process.
Re: Planning for new mod: Large dungeons in west Astral Ran
Sounds great Please take your timeWeird Heather wrote:At this point, it isn't possible to create new NPCs, so any city would have to be abandoned and/or full of monsters. It is a worthwhile idea, however; a small isolated village in one of the above-ground areas would be a good addition. I'll probably add an abandoned one for now, and if the editor eventually allows us to create new NPCs and dialogue trees, I'll populate it.
I have found that it is possible to create simple vending machines using scripting; there are a few of these in my alchemist's tower mod. This method is far more limited than a merchant, but it does provide a way to make critical items, such as potions or food, available. There will likely be a few vending machines in this mod to provide food, potions, healing, training, monsters to fight, or other goods and services.
I'm still picking at it, but I don't have an alpha release yet. I will be very busy next week and next weekend, so it will probably be two or three more weeks before I have a few entry paths ready for people to try out. The full development of this mod could be a lengthy process.
i remember only one machine in Alchemist Tower which was located in the northwest of the last room. its a good idea, i'll be waiting.
While reading some posts here yesterday i realized that i missed the Scorpion Cave in southwest of Rockhammer. i played it & again one of the barrel made me laugh the same way it happened with me in Alchemist Tower. Thanks for that & again it was a brilliant idea. i don't reckon any such event happening while playing other games that i suddenly laugh. Appreciate that innovation
Totally Insane