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Re: Blood Moon
Posted: Sun Nov 04, 2018 7:04 pm
by Pompidom
Re: Blood Moon
Posted: Fri Nov 09, 2018 11:48 pm
by Pompidom
Re: Blood Moon
Posted: Sun Nov 11, 2018 6:58 am
by RacerX
Very interesting demo, with the ships....
Re: Blood Moon
Posted: Mon Jan 28, 2019 5:44 am
by Pompidom
https://youtu.be/baE8C6Jpd5Y
I have asked this before already, but I could really need some help with the Multi Alcove Manager system from ArdTru setting up weapon racks and armor racks with various armor sets for sale. I still can't figure out how to use it
My weapon and armor shop are lacking in visual quality right now compared to my Magic Shop
Edit: turns out, MAM is in its current state incompatible in combination with all the other custom content I have added. And I have to figure out which asset pack is blocking MAM.
Re: Blood Moon
Posted: Mon Jan 28, 2019 4:08 pm
by kelly1111
That town looks sweet! (I dont have any alcove knowledge to help you out)
Re: Blood Moon
Posted: Tue Jan 29, 2019 6:36 am
by Pompidom
Monsters in my mod yield no experience whatsoever. My mod is centered around my town and you're always quite close to the safe town zone and the shops.
You will find coins as currency from enemies, quests, secrets, etc... and with those coins you can buy tomes of experience to level up your characters individually, basic weapons, basic armor, basic spells, potions, herbs are all for sale in shops.
The strongest items are to be found offcourse but that's more towards the end of the game.
This allows total freedom in character progression.
It also allows the choice to decide which hero needs more levels than other heroes since resources and currency is limited.
4 archer party? no problem. Just get enough coins and you can buy 4 bows or crossbows and some arrows from the start.
No annoying mechanics dragging a useless hero around because you can't find a bow.
Now I'm still basically still undecided about farming currency.
Option 1: Basically like Dark Souls. Enemies have very low droprates of coins and other goodies. Every time you touch your healing crystal, All monsters respawn and you have to slay them all over again giving you the ability to farm more coins and goodies until your party is strong enough for the next area/progression of the story.
Option 2: 100% fixed droprates without respawns balancing it out on raw progression spreading out enough coins over the entire mod.
Let me know what you prefer.
Re: Blood Moon
Posted: Mon Feb 04, 2019 5:53 pm
by Pompidom
Re: Blood Moon
Posted: Sun Mar 31, 2019 11:55 pm
by Pompidom
Re: Blood Moon
Posted: Mon Apr 01, 2019 9:46 pm
by RMariano
You've told us all about the "labor pains" It's now time to show us the baby.....
Re: Blood Moon
Posted: Mon Apr 01, 2019 11:55 pm
by Pompidom
The base game should be ready soon before summer starts