Friday, April 28, 2006

Arr...ye be needin' the new updates me hardys!

It's too bad we can't play this weekend. I was looking forward to it. I have just as much fun running around fighting in the same places and same monsters, like its cool when new areas are built out, but I don't mind running the same areas when changing characters keeps things fresh enough! Sort of wanted to try out a new character, especially after seeing the new patch.

I found out the new patch has a bunch of free tiles from the Pirates of the Sword Coast expansion pack. Arrrr....I be lookin' fer mere buried treasure by ye Shield Lands. Rest asssur'd Pete!

- Added 13 varieties of new creatures to the game from Pirates of the Sword Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large, Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying, walking).

- Added 79 new placeable objects to game resources:
Arrow (Penants & Signs) - 8 variety of colors, Flag (Penants & Signs) - Pirate and Umberlee, X (Penants & Signs) - Pirate X mark, Bubbles (Visual Effects) - 3 different heights, Candle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient light, 1 without, Chest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bubbles effect when opened, Driftwood (Parks & Nature) - 4 types, Bed & Bench & Table & Chair, Dwarven (Misc. Interior), School of Fish (Parks & Nature) - 3 types, Footprints (Misc.) - left and right, Fungus (Parks & Nature), Hanging Dwarf Skeleton (Misc. Interior), Kelp (Parks & Nature) - 3 sizes of 3 types, Mushrooms (Parks & Nature) - 4 types, Net (Misc.), Palm Tree (Parks & Nature) - 2 types, Parrot (Misc.), Portal (Visual Effects), Puddle (Misc.) - 2 types, Raft (Misc.) - 1 normal, 1 broken, Rocks (Parks & Nature) - 5 types, Rope Coils (Misc.) - 2 types, Sea Chair (Misc. Interior), Sea Idol (Misc.), Sea Obelisk (Misc.), Sea Table (Misc. Interior), Seashell (Parks & Nature) - 3 types, Shrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 without, Starfish (Parks & Nature),Trog Bed (Misc. Interior), Trog Egg (Misc. Interior), Trog Nest (Misc. Interior), Trog Shrine (Misc. Interior), Trog Throne (Misc. Interior).

13 comments:

Ryan said...

On the other hand Pete, it's totally understandable if you have schoolwork to do, I'll be looking forward to May 7th then!

Pete said...

I was looking at it last night.
75 new scripting commands! Can you believe it?!
Of the monsters, the Sahaugin looks the best. The trog shrine and trog throne are immensely suited to our campaign as well.

Yeah, I'm stretched pretty thin this weekend. But look forward to a bunch of new stuff at the next session. (I'm open to suggestions.)

Ryan said...

Maybe having an "evil town" or competing village that evil characters can ally themselves with. This might open up the possiblity for playing the evil party and going on raids to peaceful "good villages" and/or Castles.

Mr. Alex said...

Oh heck! Is anyone still reading this thread? OK, here you go!

1)Summoning tables need to be changed so we don't all get that damn badger all the time.

2)More/different types of loot on monsters + treasure chests that have, you know, treasure in them.

3)I don't like the "time" system as it's implemented now ("It's day! Wait, it's night! HA!!!!"). I'm trying to puzzle out some way it could be replaced.

4)Like we talked about, a NPC who will vend basic items to Uruk-Hai (wow, it smells like NERDS in here!)

5)It sucks to have to go through 4 area transitions to get to the top of the tower to give flails to god.

6)Maybe replace the reagents for arcane spell casters with "magical foci" (or some such rubbish) which could store magical energy (you could recharge it sorta like divine casters do). The reagent system would be neat if there was more specificity to it. As it is now, it just seems like inventory spam.

7)A "holy symbol" divine casters could use to see how much gold they have on loan from THE LORD!!!

Pete said...

Thanks Alex. I agree with all of these assessments. The time system is the strangest to work out, but we need some kind of large scale time system. The fix to this will probably involve giving the PCs some kind of widget that will give them more control over time. How would this work?

Mr. Alex said...

If some of the specific systems we were using in the mod ran independent of "world time", giving players the ability to "advance time" would become irrelevant. It would get dark in a normal way, shops would close, the world would "move on", but the players would still need to consume food (etc) based on the rate of their activity. Does that make sense or sound even plausible?

Pete said...

(writing impaired by alcohol, do not expect breadth of analysis) On the spot, I can think of how all of the systems would deal with such a change except the large scale travel and hunting system.

Pete said...

There are several other issues too, but I might not be capable of articulating them right now...
Is the problem the sudden, jarring shift from day to night (and vice versa)?
Is it more a problem of messing up your suspension of disbelief?
I want to include different scales in the game.
What if the time widget told you which character was debited how much time and gave you the option of foregoing your debited time to jump ahead of everyone by a day or so? You know, as a buffer.
I have no problem with characters bumping time ahead, as that gives the monster populations time to... process.

Pete said...

I do agree though. The time system is an issue. It may not be as urgent as getting lots of monster populations and areas onto the board, though.

Pete said...

I think a changing sense of scale is one of the most powerful storytelling devices of PnP games.

Mr. Alex said...

Yea, I'd have to say that the day/night instant switch is one of my big problems with it. That and it renders your "it's going to take 8 hours to make this for you" system moot because the player can just go and advance time by eight hours (the same sort of issue also occurs with shops being closed at night). That, and I don't know that I'd have any problems with monster pops shifting and respawning based on a combination of player activity and Natural Time Progression(TM) instead of just slaving "world time" to activities which happen to take a while in Yee-Old RL...

But yea, more monster pops + more areas would be keen! Let me know the ins and outs of your area system so I can make a few. If there's not much to it and you'd just like me to send you areas which you can then integrate into your mod, let me know that too so I can hop to it.

Pete said...

I thought of a way to overhaul the travel system this morning. I don't have time to explain it right now though. It's elaborate.

Mr. Alex said...

Pete Said: It's elaborate.

Ohhh I'd be shocked and disappointed if it wasn't!!! ;-)

There is now a demo mod for some of the new scripting commands available as well as a good round up of what's now possible with the update. Fun!!!