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Messages - The-Eroks

#31
B U I L D   1 3 C

Massive build for this one with numerous changes/bug fixes. Here are few of the mains:
- Implemented Ethos System
- Implemented More Traits, Editable Backstories, and Pawns Are Capable
- Greatly Improved Research Tree (now about 725% more user friendly)
- Improved Monster Spawning
- Resolved "The Insulation Bug" -- now you're pawns shouldn't be dying of heat stroke all the time  :)
- Resolved "The Storage Pot Bug" -- now you can actually store stuff in those Pots and Racks

AND A18 is right around the corner... what a great time to be alive.  ;D

#32
The next will be 13c for [A17] (sometime today once I finish up a few things), after that we're going to assess the development situation (ie, what do we want to get done for Build 14 or should we continue our focus on Build 13's design goals?) and than start working on an A18 release. So when exactly 13d/14a for [A18] will be released is TBD.
#33
First off, as always, thanks for taking an interest in this project! Sorry for the super long delay and lack of updates. I finally got back from my work trip, got settled back down, and was able to start knocking out some new features and work on Epic Omega!


Adherent of Madness


Adherent of Mystery

Many cool things here... First, the universe of Epic Omega has every deity imaginable , but because Eorth is quite literally the Shattered One herself, only the deities she originally created to protect her realm are allowed passage. This pantheon, The Chosen of Eorth, comprises of 20 deities which bear the mark of betrayal.

Quote
The Dogma of Mystery, The All-Seeing Eye.

Although his madness makes it hard to act on long-term plans, Mystery is active and approachable by all deities for aid in their ventures. He remains neutral for the most part, unless his powers of omnipresent knowledge reveal he is being betrayed or threatened. He particularly allies with those requiring the use of magic, regardless of nefarious or benevolent cause.
     Despite his indifference, there is one area where Mystery will never act, and that is to support followers of The Shattered One in freeing their master. There are limits even to Mystery's love of destruction, and the annihilation of creation is not his wish.  Areas of unpredictable magic are thought to occur when Mystery passes too close to the Material Plane, while dead magic zones (where magic does not function) are seen as a sign of his disfavor. The All-Seeing Eye does not visit his worshipers in dreams to show favor or dislike, a fact that they often mention with pride. They see the divine attention of other gods as patronizing or coddling, and are glad that Mystery does not stoop to such common practices.

Be sure to pass some praise to @CopaKindred... he did some real AAA-quality writing here!

The Deities of Eorth are unlike the deities of the great multiverse. They can traverse the realm of Eorth and are able to move through the muliverse using the same powers of the Fateweavers: not even other deities or the Throne of Three can indirectly detect their movements. Furthermore, The Fateweavers maintain an unspoken alliance with the Chosen and will not confront them. The goals and motives of the Chosen are unknown.

Followers come in three varieties: Adherents, Devotees, and Separatists. The ethos of a character is shown as their childhood backstory. Shown above are two Adherents. The assignment of an alignment and world philosophy through a deity or ideal is the Ethos System.

Adherents are uncommon compared to devotees and maintain a strict alignment with their deity. They have been trained since childhood to practice their religion and receive strong skill bonuses.

Devotees are common and have faith in a particular deity. Their faith grants them bonuses to skills. Devotees sometimes have the same alignment as their deity, but more often diverge in one way or another.

Separatists are rare. They lived their childhood in the graces of their church but turned away from its teachings. They have powerful bonuses just as adherents do. Interestingly, the deity still grants them equal access to divine powers as adherents--which is often the basis for schisms and strife within the church.

The Alignment System is much more cleaned up. Instead of taking two trait slots, alignments are conveniently contained as one trait line. Alignment determines many factors--how you'll react to other characters; the effects of battle, death, and healing; and how characters feel about their situation in the settlement.

You'll note that there is now also a basic class system. This leverages the adult backstory slot to assign a class or prestige class a character. Naturally, wizards are pretty smart and sorcerers have high charisma.  ;) You may also notice that the max number of traits has been increased to five and pawns are no longer prohibited from perform certain kinds of work... they just hate doing it. Thanks dburgdorf!

We're also releasing an interim "fix/update" to the research project tree. @Modraneth is working hard on rebuilding the entire tree from the ground up, and it's look pretty good. What we did in the short term is a) make everything simply a la carte and b) started transitioning the a la carte RPs to a set of interim "simple themed trees." Just imagine that there is one of those "don't mind the mess signs" hanging on the research tab (the move likely won't be done before I release the next build tomorrow)




Haha, you can see that the main is, itself, still a bit unorganized.  ;D


#34
I like the concept as a QoL mod. However, have you considered making a journal for the individual pawns? Sort of like an art object/book where a pawn could write down what happened to them recently, or their thoughts or ideas, and having pages that the player could flip forward or backward. The book could have a standard number of pages.

Even if a pawn passed, their journal would live on.
#35
Releases / Re: [A17]Ancient Rim
October 25, 2017, 08:31:18 PM
Awesome job on releasing your mod!
#36
This is a great idea... :thinking:

Although, silk is just another type of thread. Couldn't we just portray this as a spool of thread or similar? Potentially 'milk' spiders for their venom and 'shear' them for their thread?
#37
Sorry for the delayed response... will post something more fulfilling in the very near future. I've been AFK for the past couple of weeks with real life and work stuff. Just got home and the wife/daughter come first :). The team has been kicking it very hard behind the scenes while I've been away. Hopefully next build will drop next Sunday. Planned features include...

- Improved alignment system
- Introduction of deities
- Ethos system
- Basic Class system
- Some new constellation events
- Improved monster spawning
- Many bug fixes

And hopefully...

- Some new potions
- Some new magic
- Cleaned up factions
#38
Quote from: MCreeper on October 02, 2017, 08:55:37 AM
Great!  ;D though new fruits look a bit unfitting. What is this vile-looking green bars? And "potions"?

The giant food was a deliberate design decision for a number of reasons. First, and most importantly, there is a long history of using large rendered food items in RPGs--it's just one of the quarky conventions of the genre--from rogue-likes such as NetHack and Dungeon Crawl Stone Soup to modern day adventure RPGs as well as our closest direct inspiration, Dwarf Fortress. All typically use artistically large food. Additionally, there are a ton of useful art assets available that meet this description, which gives us more options for design implementation, and they look superior alternatives by many measures. The choice is very elegant in terms of design implementation, which is handy. Sure, it's not "RimWorld" in the sense that they're not in boxes or crates; but that's ok in my book. It gives the mod a unique position on an otherwise crowded value curve of mods and alternative game choices. Finally, and most importantly, this is Epic Omega--that applies to fruits and vegetables just as much as ancient deities; not Reasonable Omega  ;)

The green-bars are a powerful arcane material known as horichalcum.

QuoteHorichalcum cannot exist without magic.  A blending of the elements of gold, silver, and copper, it results in a curious greenish hue.  True horichalcum has strength higher than steel, and is tremendously magically reactive, allowing enchanters to use drams and dross as the base of their elevated currency, while including it in virtually all enchanting of magical items.  Horichalcum occurs naturally in any area where the natural magic is high, such as the nexus of ley lines, sites of magical warfare, and locations where magically significant events have occured.

The gray liquid is reskinned neutroamine.

The red and blue potions are reskinned medicine and glitterworld medicine. Red is a potion of cure wounds and blue is a potion of greater restoration.

Magic is a commin down the mountain
#39
And without further ado... Build 13b! :)

I can say that this is one of the the most polished builds we've released so far--and it's packed full of fixes and improvements:

- Fixed the "Wall Bug". Now you can place doors over walls again.
- Adventurers and loremasters have access to a greater array of backstories; and they should (hopefully) be thematically appropriate
- Giant Fruit and Vegetables. Started a major graphics overhaul, which includes fruit and vegetables in the rogue-like tradition. Maybe there is an Orb of Zot somewhere in here. Numerous original RimWorld items have been shifted toward the fantasy theme.
- Implemented Pawns are Capable
- No more pistol slinging raiders (hopefully)

Onward to 13c!

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#40
This looks really great! Keep up the awesome work.  :)
#41
Quote from: Canute on September 26, 2017, 09:19:20 AM
QuoteCOMPATIBILITY:
- It should be compatible with any mod that doesn't rely on original research projects,
Researchpal/Helppal doesn't work "well" with Epic Omega.
Not sure it is about the memory, but with Researchpal enabled Rimworld run out of memory on start, and no ingame research is possible.
People who try out this mod, should disable ResearchPal at last.

Thanks for the feedback! I'll make a note in the next build's read me and on the main page cautioning against research assistant QoL mods. It makes sense. There are hundreds of research projects in EO--and right now they're even all on one page. I doubt that any research assistant had to deal with those sort of numbers and just crams them all into a single array. The memory load would be considerable.

Quote from: MCreeper on September 27, 2017, 02:53:35 PM
Bad cooking catastrophe?
https://m.youtube.com/watch?v=YzXta7KUUPw
At the end they decides to eat in cafe, and eat the thing "tommorow"

I think that should be what happens during a mental break  ;D

Small updated - We're working on improving some graphics and phasing out the more futuristic things. One of the main ones that doesn't quite jive with the world narrative are drop pods. Mechanically, they introduce an important feature - essentially teleportation - and that's worth keeping around. The approach I'm taking is trying to find a suitable substitute for a teleportation effect. The attached has a preview of that effect.

I can't say I'm completely satisfied yet.

But if you see anything that you think we can improve graphics wise, or there are futuristic items that need to get phased out, or you have an idea for a more "fantasy based" button or graphic... let us know. Especially, if you can link me to some good replacement graphics, consider it changed!

I'll be hammering through a graphics replacement power session this Sunday--so get your ideas in before than.  :)

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#42
Here is a preview of Pawns are Capable (No Traits) in action.

This was an important inclusion. While taking all of the mechanics from a pencil and paper RPG and cramming them into RimWorld isn't the exact goal (although, to be fair, it's a guiding light  ;)), there is a strong association between that set of mechanical preconceptions and Epic Omega. In those game systems, you're not totally restricted from attempting to try something that you're not skilled at or averse too--you simply do so at a disadvantage. Sometimes at a hilarious disadvantage. Now you can do those things at a disadvantage and it becomes a risk vs. reward decision for the player. Having an array of interesting decisions is critical. Now I just got to figure out how to set in motion some hilarious catastrophe if you hate cooking and are forced to do it for too long. ::)





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#43
Quote from: MCreeper on September 25, 2017, 10:48:51 AM
How everything goes?

Thanks for asking!

Work is going strong for Build 13b. I decided to defer the weekly update this time because, at the moment, 13b's features are mostly under the hood and bug fixes. One of my personal standards is to ensure each build includes at least something visibly, tangibly, new--even if it's something small. Having said that, 13b will some great new things being comp'd in.

- We've added several of Rainbeau's Mods related to traits and backstories--that'll let us finally be rid of the glitterworld surgeons and get a gameplay feel that is closer to traditional DnD.

- Work continues on comp'ing in more mutagens and consumables (although, that's not going to be ready for 13b)--these will be implemented as the first round of alchemy and potion brewing.

- Many animal and monster tweeks and a new system for monsters are spawned by the Fatekeepers.

@pwndemic has been doing fantastic work with play testing and keeping the team moving in a coherent direction--I'm confident that 13b will be one of the cleanest releases we've had yet  ;D

Behind the scenes, @Modraneth and @CopaKindred have been doing some outstanding work with fleshing out the various racial and cultural groups, as well as the pantheon of Epic Omega--I really, really want to share that all right now, but I'm going to defer until its completely done. But I get the chills reading over some of their stuff.  :)

Finally, I have gotten a few questions requesting some more details on Precipice. I hope this memory shard answers those questions!

Quote
The First Weapon Master's Trail of Death
Memory Shard of Precipice Spearca

"Yield."

Precipice would not. She would never. The rain bore down on the cragged terrace as the light of a distant sun cut sideways through a hollowed mountain. A shock of thunder echoed in a black cloud. Ancient walls stood sporadically in the landscape. The fortresses and walls dotting the expanse were mostly in ruins, as were most structures marking the landscape of Epic Omega. These ancient walls were held up by an arcane force that was long forgotten. Hunched on the ground, she reached for her face. The pain was a distant agony. [A scream in an empty forest] She felt her cheek bone. Broken. As she felt the crumpled line of her eye socket, she found and pushed her eyeball back in place the best she could. It barely corrected her vision, but the blurred signal hadn't improved, and the pain was ever sharper now. [A scream in a forest aflame]

"This is your final warning. Yield. Or I will finish the trial myself."

I must find my center. Precipice thought to herself.

There were two ways to attempt to join The Guardian Order. The first, a rarity, was to simply be selected and pass a Trail of Life. This would happen from eon to eon as an opening became available, usually when a guardian fell in combat against a void creature. The slot once held by the defeated guardian would be freed up and the order would select a worthy Fateweaver. That Fateweaver's current life, all of their previous lives, would be examined, and those found worthy would join the ranks. The second, more common, was to attempt entry through a Trail of Death. Any Fateweaver could challenge another guardian. Just as the first case, if the guardian fell in combat, there would be an open slot and the Fateweaver who underwent the trail would take their place. However, challengers could also yield. Most did. Guardians were among the most powerful combatants in the multiverse and most Fateweavers, as strong as they are, could not compare. The few who didn't yield usually perished.

Precipice raced through a thousand thoughts. Yielding would save her life, yes. And, perhaps, yielding was not as dishonorable as she had convinced herself that it would be. Indeed, many fateweavers have attempted to join the ranks of The Guardian Order through a Trial of Death, yielding right before the end. But yielding meant to forever forfeit the opportunity to live, and die, as one of the scared Weapon Masters. Her honor demanded that she win the trial. Better to die in combat than live forever. [The scream turned to murder, the forest an inferno, a ghastly crescendo erupted into--] [Silence.]

...she ripped her deformed eyeball from its socket. [Cold. A mountain of solitude] She felt the blood ooze from her face. As she began to stand up, she signed the sigils, B, U, R, N and whispered to herself, "touch." She bore her finger into the hole that was once her eye socket and cauterized the wound. Focused returned. [A light in a monastery tower. A cold wind blew. The light grew stronger.]

I will never yield.

#44
Mods / Re: What would make the game easier to mod?
September 25, 2017, 01:54:21 PM
For ingestible ThingDefs, change <tasteThought> to a list.

This will allow easier editing of traits and associated ThoughtDefs, as each would be checked at a time of eating. For performance, I would suggest breaking from the list at the first tasteThought that was valid.

= = =

Expose the auto generated ThingDefs (for example, leather and meat) to .xml as an abstract that all leathers or meats inherited. This would allow for simper editing of graphics, thing category, statBases, etc.
#45
The Art Modification Resource thread had some high-tech'y benches in it as well:

https://ludeon.com/forums/index.php?topic=2390.0