Hearkenwold Beta

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Re: Hearkenwold Beta

Postby Dorateen » Wed Dec 20, 2017 3:23 pm

I've been working a lot on the fortress dungeon, and had a revelation. The name Relmfur should be pronounced "Relm-fyoor", like the vowel sound in "fury".

It's one of those quirky fantasy naming conventions, taking a word or syllable with a common English spelling, and giving it a twist for flavor.
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Re: Hearkenwold Beta

Postby youngneil1 » Wed Dec 20, 2017 9:47 pm

I like the sound of it :) . Yep, twisting letters a bit to make stuff more interesting or to hide the origin of a word goes a long way. Or using foreign languages, often in a slightly modified way. Warhammer Fantasy eg has lots of German names and references. Or Latin, it's used so often directly or at least referentially.
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Re: Hearkenwold Beta

Postby Dorateen » Thu Dec 21, 2017 2:00 pm

youngneil1 wrote:Or Latin, it's used so often directly or at least referentially.


Definitely Latin. One example I can think of in Hearkenwold, the name of a dwarven clan is Faxcrest, which in the game translates to "House of the Torch". Fax is the Latin word for torch.
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Re: Hearkenwold Beta

Postby Dorateen » Sat Jan 06, 2018 3:34 pm

January Update

Happy New Year from Hearkenwold!

Last month, I was able to finish the dungeon of Fortress Relmfur, and I added some more content to Skardale. I am refraining from posting screenshots, because I want to wrap up the whole update and make a release soon. Needless to say, there is more work to be done yet. I am considering to cap the amount of citizen houses in the city at about 50, which is probably half of what I would have liked. But it can be time consuming when there are other things that need attention. I'll see how much more I can add in the upcoming weeks. The scope of Skardale is something I have to get a handle on, considering it is a location setting for a number of events.

Besides that, there are areas from much earlier last year I will now return to in January. Like the bugbear infested village and a smaller woodland town. I am anxious to give all the new content a full play through, once everything is in place. Some encounters I have tested are very tough, but characters gaining another experience level or access to some of the new equipment I've been adding, can make a difference.

Hopefully I will be closer to the finish line by next month's report.
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Re: Hearkenwold Beta

Postby Pongo » Sun Jan 07, 2018 12:07 pm

Sounding great Dorateen. 50 citizen houses is already sounding like loads! Lots of opportunities for thieves...?
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Re: Hearkenwold Beta

Postby Dorateen » Sun Jan 07, 2018 4:33 pm

Pongo wrote:Sounding great Dorateen. 50 citizen houses is already sounding like loads! Lots of opportunities for thieves...?


Thanks Pongo! There will be thieves encountered, and opportunities for player character thieves as well. But this is all done through conversation interaction, for the citizen houses. So not quite new areas like in Baldur's Gate. But some houses do lead to combat, and in those cases transition to a combat map, naturally.
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Re: Hearkenwold Beta

Postby Pongo » Sun Jan 07, 2018 5:51 pm

Cool, sounds like a good way to add interesting city content.
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Re: Hearkenwold Beta

Postby Dorateen » Sun Feb 04, 2018 7:12 pm

February Update

Just a quick update. Last month I was able to finish off a particular village, which is a nice little side adventure of its own. One of the things remaining that I needed to do was add checks in conversations to reflect the resolution of events, giving the area some reactivity. For example, if you stumble upon the home of a villager, they might be frightened at first. But if the player visits that same home once the quest is completed, even if not going there previously, the NPCs will respond accordingly.

This month, I'll set aside time to work on the big city locations, and hopefully tackle the conclusion of that path. There are also a few wilderness areas needing attention, and I've got some new ideas I would like to implement in existing maps. But I will try to keep the scope of what I can put in within reason.

February is a short month and of course I underestimated the time I would need to wrap up the next version of Hearkenwold. But it's getting there.
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Re: Hearkenwold Beta

Postby youngneil1 » Sun Feb 04, 2018 10:03 pm

Many thanks for the update and further insight into how the campaign develops. Havign the NPC react in different ways, depending on campaign progress is a huge cornerstone of creating a beliveable world - great stuff :) !
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Re: Hearkenwold Beta

Postby Dorateen » Mon Feb 05, 2018 2:09 pm

Thanks, youngneil 1.

I just downloaded the latest build 86. This version does not address the issue of regeneration of hp/sp outside of combat yet, right? I wanted to make sure before I start playing around with settings.

edit: Oh, that fix was in version 85. I skipped, and went from 84 to 86. Is that going to be a problem? The bug fix should have carried over to the newest build, I think.

second edit: OK, got it working, but I think there is another issue. The message about characters regenerating hp/sp is showing up in the log, on every step. Even if they are already at max hp and sp. I don't think it was like this before. I'll have to check.

All right, in fact, in the previous build and I guess under the previous system, there is no message at all about regeneration. Just the numbers increasing on the character portraits. In the screenshot below, I have characters regenerating hitpoints after that damage event. But you never see it in the message log. I think this is much less intrusive, because otherwise the notifications occurring on every step clutter the log with information.

hearkregen.jpg
hearkregen.jpg (204.41 KiB) Viewed 609 times
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