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Post by Haldir on Apr 16, 2010 20:50:16 GMT -5
I do like the idea of players being able to work up their own houses if they so choose and then have them added to the game. The idea of other structures taking more time to build also sounds interesting and maybe players could band together and create an entire city which would also become an attractive place for NPCs to live. 4) Gems will no longer be sold by the jewelers, they will be mined. As a matter of fact, they have been reduced to only 1 of each as it is in Europa I, so as to removed the temptation to stockpile! Thus gems will become as much a part of gathering as any other of the materials needed to make magical items, of which there will be quests where you will be paid not in money and XP, but rather in crafting materials and gems ... these will be part of the crafting quests and PCs will need to have a certain level in their selected crafting skill to be able to take them. What do you think? I think the idea of having gems be part of treasure, mined, or as quest rewards is a good one. However, I'm a bit unsure how you are limiting them to only one of each type. Some gems are used in more recipes than others and this might tend to skew things. Or are you referring to character transfers and only allow characters to transfer over one type of gem to Europa II? The latter I think is a good idea.
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Post by erikbreau on Apr 16, 2010 21:49:26 GMT -5
Oh no no, that was in reference to the gems in the stores. Europa I had gems being sold at the jeweler, and the amounts were unlimited. Currently that has been changed to 1 of each type in the store inventory. In Eurupa II, the jeweler will NOT sell gems. Gems will be procured by A) creature drops, B) Treasure chest loot, C) as a reward in quests and D) when mined from a gemstone. In the case of the latter, a random gem will be acquired from the mined stone. That's right, when you mine a gemstone, you will get a random semi-precious stone, OR a random Precious stone. Gem trading may become a smart career choice !? I think the idea of having gems be part of treasure, mined, or as quest rewards is a good one. However, I'm a bit unsure how you are limiting them to only one of each type. Some gems are used in more recipes than others and this might tend to skew things. Or are you referring to character transfers and only allow characters to transfer over one type of gem to Europa II? The latter I think is a good idea.
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Post by erikbreau on Apr 16, 2010 23:59:44 GMT -5
The KEMO experience system is currently being tested. Erik. ADDED: Testing resulted in an impasse, with lvl 1 monsters giving the same as lvl 3 monsters in the way of XP. We have reverted back to the standard system until such a time as which we can get it working right. HOWEVER, if anyone would like to take a look at the script and its setting, here it is: paste.pocoo.org/show/202812/Let me know if anyone can figure out the proper settings so that a solo player would get X amount of XP, while a party of players would only be penalized a small fraction for every member in addition to the first. As you will notice, there will be many variables to consider. Erik.
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Post by erikbreau on Apr 20, 2010 22:57:19 GMT -5
I think we found the right variables. A level 1 players will get 20-25 pts for a level 1 creature, while level 6 players only get 1 xp from them. But a level 7 character will get 80 pts form a level 7 monster!
The great things is, you get the same XP amount for being in, or out of a party! no more XP penalties cutting up the awards in two, three four or five, or more! Adventuring in a party will be safer, but not cost you the XP penalties of before...
ALSO, the basic animation and mechanics for carpentry, (and soon stone-cutting) are done. All I need to do is make the animation last the length desired and loop, and make it so the player cannot break the animation once started. A rudimentary system has been figured out. I will work on it in more detail later this weekend, but initial testing went well.
This new career based crafting will again, use no skills/feats, but instead will use reknown points and a minimum character lvl (and maybe some Trait scores) as the basis for requirements and advancements. Details WILL be posted once finalized.
Any other comments/suggestions? Erik. -_o
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Post by pelleplutt on May 3, 2010 4:35:06 GMT -5
In Eurupa II, the jeweler will NOT sell gems. If the character sells the gem to the jeweler then the jeweler can sell it on to next character, right? And, make this item, which was sold to the jeweler, persistent in the jeweler's inventory.
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Post by pelleplutt on May 3, 2010 4:37:48 GMT -5
ALSO, the basic animation and mechanics for carpentry, (and soon stone-cutting) are done. All I need to do is make the animation last the length desired and loop, and make it so the player cannot break the animation once started. A rudimentary system has been figured out. I will work on it in more detail later this weekend, but initial testing went well. This new career based crafting will again, use no skills/feats, but instead will use reknown points and a minimum character lvl (and maybe some Trait scores) as the basis for requirements and advancements. Details WILL be posted once finalized. The new/additional crafting system sounds great. I like what I hear.
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Post by erikbreau on May 4, 2010 18:25:09 GMT -5
There is no easy way to make the merchant's inventory persistent. However, with the KEMO auction system increased to allow a total of 25 items in each category for each player, then placing gems up for auction would be a lucrative method of getting cash. Otherwise, the merchant's inventories will be reset after each server reboot. In Eurupa II, the jeweler will NOT sell gems. If the character sells the gem to the jeweler then the jeweler can sell it on to next character, right? And, make this item, which was sold to the jeweler, persistent in the jeweler's inventory.
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Post by erikbreau on May 20, 2010 16:29:19 GMT -5
Well, development is coming along great, here is an update.
- By the end of May, all 4 city structures will have been completed and will be ready to be 'fielded' into their respective terrains. - Guilds will be divided up into 4 types; warrior, thief, priestly and arcane. Each of the 4 starting cities will host one of them. These guilds will A) play host to simple quests and have their own particular advantages, B) have restricted/members-only areas that will all require the PC to undergo tests/trials to gain access, and C) each will offer free storage and banking, not to mention exclusive merchants to its members. - The cities will be (east to west); New Byzantium, Siginum, Parisii & Glastenbury Tor. Each will have a guild, a temple, a leader's home and market, a warehouse, inns or other places of rest/storage, as well as all the other niceties required. - Each city will have a select group of homes, 8-10, of varying income, that can be "investigated" via various small common quests or through larceny. There will be plenty to do in that section... - Each city will also have low level dungeons in their surrounding areas. These will of course be tied to small, common quests, or open to just plain adventuring. I'm looking at 50 or more areas for the cities alone, that does not include the 10-15 dungeons, ruins, caves and mines each of the 4 territories will also have. 110 possible areas to explore, PLUS the planned exteriors. ... and then there is the dead lands, the FIFTH territory, dark, dangerous and high level only...
... so, your appetite wet yet?
- There will be dozens of quests in the cities alone, some requiring you to travel far and wide, others to go into the darkest reaches of Europa's "Dark Age".
I wanted to add this tidbit of info and let you know that I am not slacking off. I am working furiously to get the Europa II: 'The Dark Age' server online and hope you will join me, online, when it is launched.
For now, be patient ... the darkness will come soon .... soon.
Erik. ;D
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Post by pelleplutt on May 21, 2010 1:03:52 GMT -5
This may be a silly question but will the player be able to choose the starting location (one of the cities)? Or will the starting location depend on the class you choose to play? ie, a Fighter will start in the city where the Warrior Guild is located, etc. Or will it be only one starting location and you have to travel to the other cities to access those guilds?
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Post by erikbreau on May 21, 2010 18:30:30 GMT -5
This may be a silly question but will the player be able to choose the starting location (one of the cities)? Or will the starting location depend on the class you choose to play? ie, a Fighter will start in the city where the Warrior Guild is located, etc. Or will it be only one starting location and you have to travel to the other cities to access those guilds? Good question PP! Noooo, ALL FOUR cities will be available, FROM the START! Clothes, weapons, armors, items, materials, monsters & drops, all these and more will be region specific, so it will be necessary for players to be able to travel to the four cities. PLUS, there will be delivery quests that will require inter-city travel. You will still be able to repeat EACH QUEST as before, but, who will WANT to...lol Erik.
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Post by erikbreau on May 27, 2010 21:38:30 GMT -5
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Post by erikbreau on Jun 23, 2010 10:36:35 GMT -5
Another Development post has been made: nwn-europa.blogspot.com/2010/06/june-has-come-and-gone.htmlBut here is the reprint: " I regret to inform everyone that Nicethugbert seems to have moved on off the project. I have sent another email to this effect but again, as the ones from April and May, I got no answer. This is most unfortunate, as I REALLY liked the terrains he did and was hoping that I could split that workload with him. This will greatly push back the Europa II release date unless I can find someone who Uses L3DT and is familiar with YATT as well.
Let the word go out ... I am willing to pay someone to do the terrains. Yes, pay, in cash (well, most likely a money order) to convert the terrains I build in L3DT, into usable terrains in NWN2.
On the progress side: the building positioning and port of Glastenbury Tor has been completed. The interiors are all done for the cities, and the walkmeshes are set. Next is Parisii, and then Singinum. Once the city Structures are in place, the environment will be set up and then the NPC's. I will build the surrounding terrains before adding any quests of course, as many of the terrains will influence what quests go where.
On the aspect of Quests, I have outlines 24 quests and quest-related events in each city! That will be almost 100 quests types and half of those are 'progressive" quests. What I mean is that let's say you take on a Delivery Quest at level 1. After completing it, the NPC will suggest you come back later to do more deliveries. If you accept, he gives you a memo reminder and when you reach lvl 4 and speak to him again, he gives you a different, more difficult delivery quest. This progresses through several stages, usually a minimum of 4 quests from that Quest Type. Now, here is the catch, all of these are level capped: characters of level 1-4 will receive a different quest from the same NPC than those of level 5-8. This will mean that no matter what your level you are, you will always be able to go to a starter city and take on a quest.
Now, this is only factored for the 4 initial cities... there are a total of 15 cities which means there will be 11 cities to discover in various territories, all with their own sets of quests. However, the level and progression of those quests will be significantly more narrow. I am thinking of 3-5 quests in each city, which is still an additional 45-75 quests! Meaning, not including the storyplot nodes and the 'paths', players will have 150-200 quests to do in Europa overall! I think this will keep many people VERY busy."
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Post by erikbreau on Jun 26, 2010 4:25:43 GMT -5
EUREKA! I think I have figured out the magical formula! I have managed to use a generated heightmap to make a terrain. I am also in the process of reviving the original project I and nicethugbert were working on, that is the mapping of Europe itself! Stay tuned for updates, if all goes well, I will have results by tonight! ;D Erik.
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Post by erikbreau on Jun 26, 2010 14:26:28 GMT -5
SUCCESS! I have mapped Europe! the Europa II map is below and those are the 66 starting areas. The project is back on track! View/Download the Europa II map here. dl.dropbox.com/u/2106115/Europa%20II%20TheDarkAge.jpgThe four starter cities are marked in red. Each green square is one 24x24 zone. I have already built Glastenbuty Tor's terrain (in a matter of a day in stead of a weekend!). I think a preliminary server-load test WILL be feasible by the end of August. Volunteers? Erik.
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Post by erikbreau on Jun 29, 2010 17:23:28 GMT -5
I have mapped and made ALL 67 exterior zones in Europa II, thanks L3DT, YATT and Gimp.
I am currently in the process of rendering each zone so as to have them added to the module.
"Europa is coming, and there is nothing that can stop her..."
Erik.
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