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Re: [MOD] The Lost Continent Book 2 in the works. New pic.

Posted: Sun Oct 28, 2012 4:12 pm
by Skuggasveinn
That looks excellent and the additions sound good.
Have 'Almost Human' said anything about making levels more than 1 block high ?
you can just remove the ceiling tile, thats what I'm doing with my forest tileset.
http://steamcommunity.com/sharedfiles/f ... =104361174

The trees are far higher then 1 tile, and if you look up you can see the tree canopy above you.

Re: [MOD] The Lost Continent Book 1 beta released

Posted: Sun Oct 28, 2012 5:42 pm
by Omenpapa
I dont give opinion on new features till i saw em in practise :P As i mentioned earlier, i really was against to crafting in all and every game till now. Here, i very like it. So who knows.. maybe i will use traps too ?:)

I think only 1 book/alcove would be better in the base, cuz it is a little wierd to pick up the first, and dont see it going away form ur screen cuz the 2ndfis there in the same exact place.

U could use a button instead of a lever at the resting grid. Simple reason is that we have to pull it 3 times if we want to sleep 2 times. First pull=sleep, 2nd pull=making it back to the default pos, 3rd pull=sleep. The 2nd pull is pointless here. Also the timer is buggy. On the wall it shoes that we r going to have a 30 sec uninterrupted sleep, and we do awake after 8-9 sec. I have novice camper atm.

On level 1, where the book of infinite is, there is a snail. Based on how powerfull this item is, he should be a boss with trophie.

When i craft 10 items at once, does the system check my skill level and item knowledge after each item created? Or just get the info once, craft the 10, then use the new values for the next craft. I'm asking this cuz if it doesnt check it, then it is more beneficial to craft items 1 by 1, tho it is a lot more time consuming.

"playername has no energy left to act!" , I dont understand why it has to spamm it :) I used a spell once which depleted my mana, and it wrote out 3-4 times.

iron chunks r still bugged... tried to craft 9 iron ores from 36 chunks, which resulted in 4failures, 3 near miss, 2 normals and give back 47 chunks.... I had 1 more extra chunk in my inv, so i used 48 again which resulted in (5 failure, 6 near miss, 1 good)86 chunks... Sigh -.-

Re: [MOD] The Lost Continent Book 2 in the works. New pic.

Posted: Sun Oct 28, 2012 8:50 pm
by cromcrom
You should make a pause and play something else for a while.
I dont give opinion
I am not looking for opinion at that stage, but for imagination. Old school RPG imagination, actually.
I think only 1 book/alcove would be better in the base, cuz it is a little wierd to pick up the first, and dont see it going away form ur screen cuz the 2ndfis there in the same exact place
... anything more important than that ?
U could use a button instead of a lever at the resting grid.
...Sure...
When i craft 10 items at once, does the system check my skill level and item knowledge after each item created? Or just get the info once, craft the 10, then use the new values for the next craft. I'm asking this cuz if it doesnt check it, then it is more beneficial to craft items 1 by 1, tho it is a lot more time consuming
After each item. Feeling better now ?
I dont understand why it has to spamm it
then do some coding, and maybe you will get to understand why its not perfect.
iron chunks r still bugged... tried to craft 9 iron ores from 36 chunks, which resulted in 4failures, 3 near miss, 2 normals and give back 47 chunks.... I had 1 more extra chunk in my inv, so i used 48 again which resulted in (5 failure, 6 near miss, 1 good)86 chunks... Sigh -.-
LoG is supposed to be a DC, not an "open world". I am doing my best. Sigh.
There are other things to do in that mod beside crafting iron ore from iron chunks. Or I really really hope so.

And please, no more reports for a few days, because you are actually spoiling my fun.
SpoilerShow
What I need to hear right now is "wow, I loved how that Book of the Dead can be used to raise corpse, and some party members once it is charged", or "wow, I loved that once I had cleared and repaired the mine (a quest indeed), I can then use it to gain iron ore automatically, and the back to fortress teleporter from the mine", "wow, I loved the lockpicking stuff (because, mind you, lockpicking is not a native feature, and it was a system quite hard to set up.) "Wow, I love that random Blizzard in the mountains, but its killing me", and so on.
@hannamarin
That looks excellent and the additions sound good.
Thanks a lot.
Have 'Almost Human' said anything about making levels more than 1 block high ?
If that was possible then outdoor scenes would be easier and also allow for really large creatures.
Possibly they can allow an option for outside levels which would automatically be higher.
I don't think I will do with "exterior" stuff. Its beyond my modding skills, and i don't think LoG is built for that. Real modders will probably manage to do it tho.
How about villages - I know the level size is a bit limited and that a number of levels would have to be stitched together to make it work. Possibly using a temple to transport to various parts - only a few creatures in the village area.
Thalmar is supposed to be a kind of village actually.
Forest areas which have to be hacked through.
Some kind of jungle ? Why would that be fun ? Honestly, why would that be of any interest. Really easy to do I believe, but honestly, for what interest ? Gimme a few "good" reasons/interests, and I do it :-)
And is it possible to have NPC's who can give quests or information ?
AFAIK, definitely not at that stage.
Obviously new creatures, new spells, new plants etc if time allows.
I am not in a hurry, so definitely yes.
Ability to repair weapons and armour - as having to go back to the beginning of the first part to get new weapons can be a chore when battling hordes of creatures
Improve tinkering, and get some spare stuff for now. What I have in mind is indeed some repairing tools, but the overall quality of the item will decrease with each repair...

@ Omenpapa:
Contentwise, it would be interesting to choose between 3-5 gods for example, and do a specific quest for him/her. We can only choose 1, and that will result in a blessing form that god. The quest could be based on the gods, so for example the god of chaos would want us to kill something. The god of shadows, would want us to steal from the merchant npc. The god of greed would want us to get him X gold coins. The god of madness would want us to lure an ogre to somewhere, so we can feed him lol On the quest's complitation he/she can reward us with a perk, or just thanking our effort, and he would help us in some way in a later quest. Maybe the other gods will rage and will be envy for the chosen god, so they would curse us, or making us do things to get their forgivness
Some great ideas here, thanks. I never came close to add any kind of religious system to the game, but it could be actually fun. How could it work, beside the quests ? Mana for miracles ? Gaining Mana in various ways according to your gods ? So a mana pool ? Finding prayer books ?Gather Statufied followers among the world , put them in a "church" to improve mana regeneration ?

I'm still interested in having the option to craft some mage items
I am still thiniking about a way to create magical items.
I am thinking about an imbuing process. It would require a base weapon/armor, and a magical component (rune, as you mentionned once) for the effect. The better the weapon/armor/component, the more chance to succeed.
Imbuing would require at least an "excellent" item. Then you could try to imbue it with a lower power fire rune. If every thing works fine, you would then create a magical weapon. However, to make things interesting, there should be at least 3 results possible (lower item, middle item, greater item). But taking a dagger for example, and fire, poison, cold, shock, that's already 12 new items to create, just for the dagger !!! Considering the amount of weapon/armors in game, its a huge number of new items to create. So I probably have to find another concept for this imbuing/magical items crafting.
But there is a huge limitation so far, is that items can't be created by script, they all have to be hand created first. Main huge limitation here, for me at least.

Re: [MOD] The Lost Continent Book 2 in the works.

Posted: Tue Oct 30, 2012 10:14 am
by cromcrom
Some new features that are implemented in upcoming book 2:
farming skill and system: gather seeds, plant them (in fertile soils, not everywhere ^^), wait a little bit, and here you go, freshly grown plants.
repair tools: take some crafted repair tools with you, and repair your items while adventuring (you might definitely damage them if you are not good enough at repairing (tinkering))
wound system: big hits can inflict severe or critical wounds. These will lower attributes for some times, until they are healed. The basic system is implemented. I want to improve it. Some ideas:
Medic skill improves wound heal rate and probability.
Successfull bandaging would improve the heal rate of the wound. Bandages would be applied to critical, then severe wounds (no choice,system limitation AFAIK).
Wounds could get infected, and damage/disease the character overtime.
"Hospital" could let you heal wounds for a price, and choose the wounds you would like to heal.
Diagnostic item, tells you champions wounds so far, I will add short term exhaustion, long term fatigue (a coming feature, hopefully),conditions (disease, poison...). I my wildest dreams, the better the medic skill, the more precise the diagnostic, but not on my to do list for now. Just on my dream list ^^

Once again, ideas are welcome.

Re: [MOD] The Lost Continent Book 2 in the works.

Posted: Tue Oct 30, 2012 12:10 pm
by hannamarin
If you are going to include farming - how about non aggresive snails which can be kept (like cattle) for food production. Afterall an area used for farming would have to be free from attacking creatures for it to work.
Perhaps the snails could also produce milk and thus cheese ?
Also non aggresive herders could be kept for wood production giving off wood when hit ? This creature would not be killable.

It might be good for you too tell us where you are heading with this mod. So we can suggest towards this.

It might also be useful to contact any modders who are producing new animals/creatures or animals/creatures from old/other games (Dungeon Master, Eye/Beholder, Stonekeep etc). You can continue on with the mod whilst they are creating new animals/creatures for your mod.

Is it possible to make a double chain for the pull doors one on each side - this way if you have a character sheet up, you can still pull the chain without having to twist about or lower the character sheet ?

Re: [MOD] The Lost Continent Book 2 in the works.

Posted: Tue Oct 30, 2012 12:49 pm
by cromcrom
If you are going to include farming - how about non aggresive snails which can be kept (like cattle) for food production. Afterall an area used for farming would have to be free from attacking creatures for it to work.
Perhaps the snails could also produce milk and thus cheese ?
Also non aggresive herders could be kept for wood production giving off wood when hit ? This creature would not be killable
.
I might look into the brain stuff of creatures; However, I already tried this, and it is really tricky. Did you reach the mining company quest and area in book 1? I am planning to add this same feature for almost all kinds of components.
It might be good for you too tell us where you are heading with this mod. So we can suggest towards this.
Huge open dungeon, semi realistic, full of lairs, new systems, epic quests... The rediscovery of a Lost Continent ...
It might also be useful to contact any modders who are producing new animals/creatures or animals/creatures from old/other games (Dungeon Master, Eye/Beholder, Stonekeep etc). You can continue on with the mod whilst they are creating new animals/creatures for your mod.
I am terrible at teamwork :-(
new creatures are not a problem, beside 3D and animation of course, which I can't do. Just takes time.
Is it possible to make a double chain for the pull doors one on each side - this way if you have a character sheet up, you can still pull the chain without having to twist about or lower the character sheet
Not without tweaking 3D stuff, possibly creating new 3D models, which is not possible for me yet.

Re: [MOD] The Lost Continent Book 2 in the works.

Posted: Tue Oct 30, 2012 1:41 pm
by hannamarin
No have not reached mining quest - kept crashing out at ice lizard. Decided to restart with new version.

Re: [MOD] The Lost Continent Book 2 in the works.

Posted: Wed Oct 31, 2012 8:13 pm
by kevertq
Hi again,

Im struggling with the mining area. Ive done what it has asked (wont go into details here), but still it wont work when I pull the lever. Im assuming this is where you can get Sapphires and stuff ? Oh and 'that' eastern iron door - where's the key !?!

Re: [MOD] The Lost Continent Book 2 in the works.

Posted: Thu Nov 01, 2012 8:25 am
by cromcrom
What kind of message do you get when you pull the trigger ?
Is the teleporting device working ?
SpoilerShow
The key is found on the Main Quest. You need to kill The village priest ghost to get it.

Re: [MOD] The Lost Continent Book 2 in the works.

Posted: Fri Nov 02, 2012 10:41 am
by kevertq
Hi Crom Crom
I think it went something like "Something is wrong, learn more about how to operate this mine" or something like that. The spoiler comment you made is excellent! I didnt even know that existed ! Which is even better ! Where might I look for that, I thought I'd been all over the maps !

Thanks again for the great work, my real work is suffering, as I work in the nuclear power industry I think I need to get a grip !