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https://steamcommunity.com/sharedfiles/filedetails/?id=2546636105
Again just awesome work from the Dev team on this.
I have been finishing up the final touches on my Assault on the Slave Lords module which is actually a spinoff of Slave Pits of the Undercity I'm releasing on Friday, and it is just an absolutely cool tileset to work with. The fights are just cool with the 3D boards now.
https://steamcommunity.com/sharedfiles/filedetails/?id=2547099883
https://steamcommunity.com/sharedfiles/filedetails/?id=2547100288
https://steamcommunity.com/sharedfiles/filedetails/?id=2547100640
https://steamcommunity.com/sharedfiles/filedetails/?id=2547101417
ie... no towns, cities, merchants, etc.
Secondly, before that can be done, they're going to have to clean up the faces. honestly they were fine during early access but for some reason during release they re-did them... and not in a good way.
Any close up at this point does actually turn people off. In early access some people were complaining about piddly crap over the faces, but they were just fine, and nothing as bad as release. Especially the skins.
The game is basically a tactical simulation, that is its first and best ability, but they do have the tools to be able to make it story related like you see in the Official Campaign, ala NWN2 sytle, but have not released those.
That said if they did I doubt I would use them that much as they really do turn some people off that badly.
Personally though, I want a dialog system more than anything, regardless of the graphics. Or at least some basic system that allows us to implement and manipulate variables.
Sure, it would be nice to add NPCs as well. You think they could do something like let you import characters you created as NPCs? Then you could add them just like monsters, but of course you would need to have additional settings for factions and to attach conversations, which would be one of the tougher things to implement.
Sadly no, not yet. There is a handful of people attempting to have stories so far. An even smaller number actually pull it off. You basically have to give the story contextually right now. If you haven't had experience in that sort of thing, tough to do.
I actually incorporated that into Assault on the Slave Lords as well. Its the approach. You can basically decide whether to assault the Temple Manor head on or sneak through the secret door in the back now. Just like in the original Slave Pits of the Undercity Module its based on.
https://steamcommunity.com/sharedfiles/filedetails/?id=2547372890
https://steamcommunity.com/sharedfiles/filedetails/?id=2547378175
So yeah it looks pretty good too. There's a lot more you can do with it, but I just used it for the approach and Base Camp.
I played around with that set yesterday, but the one thing that I did wish for was a larger map size. Maybe it's not possible, but it would be nice to have a little extra space if you're looking for a bit of an open world feel.
Have you worked with the buildings in the Woodland tileset? I can't get things to look right inside. Because of the thin walls everything stands a couple of feet off of them.
Edit: I got it to work now. the shelves have to be placed backwards to how they are in other tilesets and the door needs to be rotated correctly either outside or inside the cabin.
I've worked with the walls, and only to create the exteriors of a building. For example I've completed Assault on the Slave Lords which will be released on Friday, the wall structures are only the outside of the building with a door on one side leading to the entry hall and portcullis, and then an area transition out back which leads in through a secret door.
I haven't created real interior buildings. Those I use other tilesets for.
I've also now designed the exterior of Stockade of the Slavers which turned out really well. Using the walls as representations of the outer wall, plus I was able to create the courtyards inside the walls. Between both Curtain Wall and Gatehouse wall.
Problem of course being, in the real Secret of the Slavers Stockade only the Curtain wall and Gatehouse wall were stone. The rest was a wooden stockade built on top of raised earthen mounds.
But it does really look good, and I had to get really creative with the Inner courtyard and Parade grounds since the original is supposed to be a night raid but you can't change the tileset to darkness yet. But I did come up with a pretty cool solution that involves sneaking across the courtyard.
Thanks you both, I wasn't really keeping up with it, I hope dialog triggers and d20 triggers for contextual text print-out (as well as a barter and faction thing) are still planned then.