Hearkenwold Beta

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Re: Hearkenwold Beta

Postby Dorateen » Wed Oct 10, 2018 3:09 pm

October Update

Bit of a late progress report here. Last month things slowed down considerably. I did manage to start on the next level, the Fifth Hall. One of the characteristics of this level is a large tavern called "The Ax and Anvil". This of course will be a separate map to transition into.

For this month of October, I intend to move on to the sixth hall, which is smaller than the ones below it. In fact, you can envision the design of the mountain as triangle, with a wide base represented by the lowest levels and then narrowing to the highest peak.

Here is an image approaching the above mentioned tavern. The clay brick tiles with wooden door are homes of the dwarven citizens, the same as those used on the Village of Hamhock.

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Re: Hearkenwold Beta

Postby youngneil1 » Wed Oct 10, 2018 7:57 pm

The pyramid mountain structure sounds inspiring to me and I am sure my guys will have great fun in "The Ax and Anvil" :) . My own progress was rather slow, too, but that's totally okay considering the long run & fun :D .

Keep the monthly updates coming, Dorateen, they always fill me with great joy.
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Re: Hearkenwold Beta

Postby slowdive » Wed Oct 10, 2018 11:05 pm

Sounds fantastic, Dorateen. I'm almost to a pause and maintain stage for IBbasic...finishing up The Birthday conversion. After that I hope to start playing through Hearkenwold again and getting caught up on the newest material. I would also like to play through Zach's latest module as well. I'll be splitting my time between adding new features to the IBbasic toolset and playing through IB modules (and testing out all the cool new features in IB, thanks Karl).
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Re: Hearkenwold Beta

Postby Pongo » Mon Oct 29, 2018 2:51 pm

Looks great Dorateen - I'm looking forward to taking my party of dwarves on a deep delve into these areas.
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Re: Hearkenwold Beta

Postby Dorateen » Tue Oct 30, 2018 1:21 pm

Good to hear, Pongo. Yesterday I did some playtesting of Hamhock with 5th level characters, loading from the save right before they crossed the bridge south of Khyn. So far so good, had some tough battles, but nothing the party couldn't handle. Also found a couple of typos that I just fixed.
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Re: Hearkenwold Beta

Postby Dorateen » Wed Oct 31, 2018 1:16 pm

To celebrate Halloween, I decided to share a few random screenshots I pulled from the existing module, that have creepy/horror elements appropriate for the season.

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Re: Hearkenwold Beta

Postby slowdive » Wed Oct 31, 2018 3:00 pm

Looks awesome Dorateen! Based on the results of the combat log, it doesn't appear those dancing skeles have a chance :lol:
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Re: Hearkenwold Beta

Postby Dorateen » Wed Oct 31, 2018 3:27 pm

Oh, those bones will crumble easily enough. Problem was at the start of the battle our cleric ran up to cast Blast of Light, only to draw the attack of two skeletons and take nearly 20 points of damage!
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Re: Hearkenwold Beta

Postby slowdive » Wed Oct 31, 2018 6:18 pm

Haha, got a little too zealous there... Put them back in their place those skeles tried. We need a turn undead feature too.
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Re: Hearkenwold Beta

Postby Dorateen » Thu Nov 01, 2018 2:26 pm

slowdive wrote: We need a turn undead feature too.


Yes, that will be fantastic. Also, if we can turn undead properly, making them flee... then it should open up the door for fear affects as well. Also, the ability to tag creatures by type, such as Undead, Dragon, Construct, etc. will go a long way to providing builders even more options including weapons and spells that are potent against specific enemies.
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