Dungeon Adventure MOD MOD

I suppose the other possibility would be to introduce the Horde as an AI player on the map who is always at war with the human. Then at least some equipment would get captured.

Seems messy though. I'll look into what you suggested. Thanks, xienwolf.
 
"Take" functions for potions have been fixed. It turned out to be an easy fix. Picking up a potion no longer counts as having cast, and you may pick up potions even if you have already cast a spell or used a special ability.
 
So have you started modding to v0.31?

Well, this is looking more like it will end up as a stand-alone mod. I'm calling it a "mod mod" because it will be a very heavily tweaked version of FfH2, but an offshoot nonetheless. I hope to borrow ideas liberally from both v0.30 and v0.31. In the playable version of Dungeon Adventure, however, much of the stuff that makes 031 different from 030 will be stripped out.

Civilizations? Well at least in the first version, players play as the "Guild of Adventurers." A few other civs may be in the mod to provide adversaries or allies in-game, but I don't see more than 5 civs total, plus barbs.

Civics? Totally reworked, along the lines of alignment and goals.

Spells? The magic system is different. Many of the spell are recognizeable, but lots of new stuff, too. For example, I am playing around with the idea of material components for the more powerful spells.

Cities? This is a "one city challenge" for the player.

Units? Many of the units from FfH2 are used, but you will see new ones, too.

Terrains? Pretty much all different, since the game takes place in a dungeon instead of on a world map.

So, woodelf, I'm really sure how to answer your question -- part yes and part no, I suppose?
 
Nethack and FFH meshed together! A dream come true!

When can we play? :D I'm dying of curiosity here. I wouldn't mind an incomplete version just to get a feel of it and provide feedback. I'm very curious about this mod (mod).
 
What will you do for religions and guilds?

I must admit that I do not know. The dynamics of the game are quite different as a dungeon crawl than a world conquest game. Spreading one's religion in a dungeon just doesn't have the same feel. ;)

I may retain religions by having a few available at the start of the game. The player may adopt one, which gives his divine casters certain options, while closing off others. I see some sort of interplay between the civics and religion.

Guilds is a bit of a tougher call. Since the player only has one campsite throughout the game, and all AI players are either "always war" or "always peace,' guilds seem less special. I may retain them if they prove to be an easier way of introducing special units or upgrades. I may also retain them in some way just for flavor.

Any ideas? I'm certainly open to suggestions!
 
you should check out the Erebus online dnd campaign HERE for ideas regarding religion etc. i think if the only difference in religion will be the divine casters spells, then i would have 1 for each angle... ie 21
 
Try seven dieties, and give them all civic restrictions, but lots of abilities. i.e.

Kilmorph-
Only good, nonchaotic
Spellcasters can terraform the dungeon, and can make archways or seal them. Useful for sneak attacks and thievery of Dragon hordes.

Esus-
Nongood, nonlawful
Units can become invisible at will, and can 'assasinate'. When an invisible unit attacks a hero unit (AI's adventurers), they get a high attack and withdrawl bonus.

Amathaon-
Good
Your camp spawns nymphs, which have access to high level creation spells, allowing them to create beasts to aid in battle, multiply beasts, and create forest roadblocks.

More could be come up with for more gods.
 
Nantosuelta - Not evil. access to the best equipment in the game. possible access to golems

succellus - not evil. could gain one time immortality promotion on heroes. bonus vs undead
 
When can we play? :D I'm dying of curiosity here. I wouldn't mind an incomplete version just to get a feel of it and provide feedback. I'm very curious about this mod (mod).

At this point it would be very incomplete.

I am still working on basic mechanics -- and now have FfH2 031 to look at, too.

But I am hoping that a very stripped down, primitive version can be made available for feedback in a few weeks. (I only have an hour or so each day to spend on modding :sad:)

When I have a playable demo, I will most likely post it in the Modpack forum.

In the meantime, please keep checking back to this thread -- I will post updates on progress.
 
I spend my modding time today introducing some better buttons for the unique features in the WorlBuilder. I got sick of re-using the "oasis" icon for everything. All of the N-S-E-W door variations and the altar feature have unique buttons now.

buttonswh1.jpg


The "take horse," "drop horse," and "search" actions now have unique buttons, too. (Shown pasted together -- you would not normally see the "take" and "drop" button at the same time)

buttons2ug5.jpg


For the next day or so I will be backfilling on TXT entries and expand the "take" and "drop" functions to cover more things.
 
Knew I recognised that username from somewhere. Bloomin' Crawl sucking my life away :)
Totally unrelated, but I've been unable to SSH to akrasiac with PuTTY on Windows (telnet is fine) - any thoughts what I might be doing wrong?

Very excited about this - it'll be like IVaN, only, you know, fun.
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:confused::confused::confused::confused::confused::confused:
:confused::confused::confused::confused::confused::confused:
:confused::confused::confused::confused::confused::confused:
 
Cleaned up a few more action buttons. The potion of command and unknown potion now have unique buttons in the interface.

I also settled on how to implement altars. Occassionally in the game, you may stumble across a stone altar. The altar may or may not have an aura about it, either good or evil. Praying at these altars can have different effects depending on the aura of the altar and the alignment of the player.

Also, the aura disappears after a player has prayed at the altar. It is possible to "recharge" an altar with an aura, but more on that later.


Altar with evil aura on the left, good on the right. Sickly stink rays means evil! Shiny sparkly blue stuff means good!
altarspm2.jpg
 
Looks way awesome. Even though your scout doesn't have the Single-Unit graphics :p

When you do get a release Version you really do need to make a thread in the main Mod section, since this will be a complete mod that is just based on FfH code/artwork. I imagine MANY people will want to play this, and it may even recruit some new people to FfH as a side result :)
 
When you do get a release Version you really do need to make a thread in the main Mod section, since this will be a complete mod that is just based on FfH code/artwork. I imagine MANY people will want to play this, and it may even recruit some new people to FfH as a side result :)

Yes, that's the plan. I originally started this thread here because of the huge debt owed to the FfH2 team. (Especially since I am shamelessly borrowing so much FfH2 graphics and code!) I could not possibly have started this project without having had the benefit of looking at the FfH2 XML and Python files to see how it is done. Once I have a playable pre-Alpha version, I intend to release it and migrate to a new thread in the Modpacks sub-forum.

And if I can attract more people to the goodness that is FfH2, so much the better!
 
we have a great FfH community with a huge treasury of Ideas, so its probably not a bad idea to start out here :)

keep up the great work!
 
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