Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What makes it even more confusing is that I tried a few other mod adventures since, and some of them spawned me in without the party, while one did the same thing as what happened here.
I'll have to look into this some more... hopefully I'll have solved it by the time you complete Act 1, eh? :P
One question though: When I started it, I had all the vanilla companion/origin characters with me, and couldn't get rid of them. That's not supposed to happen, is it?
Regarding the companions, at the moment they are poorly implemented as I haven't looked much into the STATS editor where a lot of the character setup is done.
The cutscenes, I felt, was a necessary story telling tool to help the narrative at certain points. I promise that they will be all but gone, once the cityhall meeting is over.
The idea of having one guy infodump a lot, plays into the fact that he is a leader of an intelligence agency, and therefore naturally has a lot of info that he can share. Once a more fleshed out version is released there will be much more lore and info and more source to get it from.
As for proofreading, yeah it needs to be sorted out, thing is neither me or my modding partner have English as our first language, so at the moment "It's all intelligible" is good enough :-)
Once again thanks for playing the mod and reporting :-)
+ Environments are actually nice to look at.
* The elf companion doesn't have the elven racial skill, Flesh Sacrifice. I don't know if there's a lore reason, or if this is just a minor oversight.
* A lot of cutscene moments, where the camera and your character move without your input.
* Once you get to it, the lore is DENSE. And it seems to all come from one infodumping guy, instead of stuff you can gather from multiple books and characters. It's overwhelming, but there's no denying there's a lot of lore there.
- Needs some proofreading. It's all intelligible, but there are a lot of grammar whoopsies.
I played through on Classic difficulty, without Lone Wolf. That seemed to be around the right difficulty.
Overall, I'd call this a pretty good start!
Okay, I'll see what i can do regarding the voicesets. On the issue of tags, I haven't really thought much about that yet and since there isn't any dialog options related to tags, it really doesn't matter wether or not that a character has any. However, I do plan to implement some sort of tag system for the next act, that is if I can get it working and the cost (development time)- benefits ratio is favourable.
However, for this level I'd like to keep the sense of urgency intact and running around looking in every barrel to see if it contains some rusty nails, while the Acedemy/fortress you're supposed to defend is under attack, is sort of breaking the immersion. That's why I made most container unlootable/unclickable and kept out sleeping bags as well. They'll all make a triumphantly return in next act.
As for exp, once you arrive at Garl which is the city for the next act, you'll immediately level up to lvl. 2. That's why I haven't being giving much though about exp. rewards so far.
I've done some modding myself but I haven't explored enough in the Stats Editor regarding Talents, but I've experienced similar problems like getting Tags to show up. Character Creation also has no Tags to select from btw. By default female voiceset, I meant that if possible you could assign a player female (Adventurer/Warrior/Scholar/Trickster) or Sebille's soundset.
@Tiqon It took me about nearly 2 hours, but then again, I'm that kind of player who explores every single nook and cranny for secrets, loot everything in sight and kill everything (unless it breaks the story) to maximise XP. Yes, I even killed the crabs on the beach for XP. Also was a bit sad when I found so many barrel and crates could not be looted.
The fights can be a bit tough I guess, so I've update the game notes with a suggestion that people at least play through the first act of the main game to get a grib on the combat.
To be honest I don't intend to balance out the mod between classic and tactician difficulty, but I strive to keep the difficulty somewhat close to tactictian level, as that is what I play on in the vanilla game. I'm not even sure if there is any difference between the difficulty levels you can select for the mod.
The armed man encounter dialog is supposed to be a 'monolog' with no choices but combat.
The female caster from the second combat, apparently has a bugged base character model (Humans_Female_Armor_Mage) her gender is stuck to male, I guess that is what is causing her male voice.
Again thanks for the feedback, glad that you liked the story, I'm busy making a small (dialog based) teaser for the next act....
I must confess I never tried it on Tactical (never tried in the main game either). I normally used a warrior as that is the easiest in my oppinion, and I agree the 2. battle is a hard one.
How long, roughly, did the play thorugh take do you think?
Combat encounters are very challenging, especially the 2nd encounter with 3 enemies, I found myself having to manage my AP and skills very carefully and got wiped in some fights. Thankfully the Companion is a dedicated hard CC caster. Ended the mod remaining at Level 1 with 500XP.
Some Issues:
- Armed Men encounter bugged, the first guy will approach but talks to himself instead.
- Companion has no Talents and uses a default female voiceset.
- Female caster in 2nd encounter has a male voiceset.