[A17] Epic Omega - Fantasy Total Conversion (WIP - Build 13c) [29 Oct 17]

Started by The-Eroks, April 02, 2017, 01:48:02 PM

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The-Eroks

Build 10 will be coming out shortly.  ;D

Here we have a few mythic creatures that could ruin your adventurer's day.

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The-Eroks

And Build 10 is released!  ;D

Features:
- Implemented Medieval Times and Ancient Asian Weaponry
- Implemented RimBakery
- Implemented Rimshire Music
- A few bug fixes/tweeks

Now it's really starting to look like a fantasy game


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The-Eroks

Here is an update for everybody:

1) I ran out of time to post Build 11 last week :-[ (which is currently done and included dragons and dragon related fun things), but since Build 12 is now very near completion, I am going to just release build 12 which will also include Dragons, XtraPlants and Biodiversity. I am shooting to drop B12 tomorrow (I might try to squeeze in Tribal Stuff to flesh out the early tier research tree, but we'll see what time permits)

2) With the inclusion of these last two mods, the next phase of Version 1 will be to fully integrate all aspects of these mod comps, work on balance/playableness, and produce a final build of version 1!  :)

3) Since we are nearing a final product... if anybody wants to be a play-tester, let me know!

Thanks again for everybody's support.

The-Eroks

Build 12!!!  ;D

Featuring some excellent wild plants and animals created by Igabod. Our Loremaster seems to have ran upon a few Hell Hogs...

[HD: Loremaster and Hell Hog]

What do you think of the wild wheat?

This about wraps up the target mod comps for the initial release of version 1.0 (I don't think I'll have time for Tribal Stuff for the official 1.0 release  :-\). Now it's time to focus on refining and turning this into something that is fun and playable.



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SpaceDorf

@the-eroks

I love seeing this gem grow, could I request something ?

I am in the middle of a Rimsenal Game and would love to have the RimBeasts as well.
Would it be hard for you or even possible to publish an updated version from the work you have done for your mod ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

The-Eroks

Quote from: SpaceDorf on August 09, 2017, 01:27:03 PM
Would it be hard for you or even possible to publish an updated version from the work you have done for your mod ?
Consider it done  :) Give me a few days. Part of this entire structural rewrite between [A16] and [A17] was to make that exact process much easier.

Interim Update

Work continues on Build 13, balance, and refining the various features. I am happy to announce that I added a new member to my RL family... and that has been a focus for the past couple of weeks. Now it's time to get back to the great work of game design  ;D

Design Thoughts:

Right now, the research tree is setup as a single, giant, continuous spectrum ranging from the most basic types of culture up through late Renaissance technology. One of the core emotional hooks that I'm striving for is a more complex and intricate technology tree that the player can learn and get better at navigating (as one of a variety of methods to seek advantage, especially at higher difficulty levels).  However, the tree itself is, in its current inception, mostly leafless branches. With consideration and some early feedback, I'm not sure that the single-scope "tree-through-the-ages" will be the most enjoyable from a player perspective, at this moment or with the larger design.

For Build 13, a key iteration will be shifting from the single-scope tree to three separate trees based on the starting scenario. If the starting scenario is tribal-based (such as the lost tribes or a future Orcish Outrider scenario), than the player will start with access to the Tribal Tree and the game, within that scenario, will be balanced around that particular tree. If the starting scenario is commoner-based (such as the Adventurer's Awoken or a future Thieves Guild scenario), than the player will have primary access to the Medieval Tree and limited access to the Tribal Tree. Finally, if the staring scenario is mythic- or high born-based (such as the Fatemaster Trial or the future Whispers of the Undying scenario), than the player will have primary access to the Renaissance Tree and limited access to the Tribal and Medieval Trees.

This allows three distinct version of the game to be played, which can than present their own unique challenges. I intend, likely around version 1.x or 2.0 to have the incident generator tied to the technology tree, so the fiction layer can be advanced as the player advances in technology (think Alpha Centauri in the method of storytelling).

All three tree exists together on a spectrum (as before) and sufficiently advanced tribal and medieval colonies will be able to advance into future generations. Limited access allows for completely different strategies in term of medieval and renaissance starts. Consider starting with the Adventurers Awoke and choosing to take a Tribal Tree strategy and focusing on the development of advanced rangers/druids.

Arcane and Divine magic are separated into their own tabs, as well as specific cultural advancement tabs. By blending research prerequisites within the standard tree, magic/divine trees, and cultural tree, each colony will have access to more or less unique sets of magic items and spells, defenses, and equipment. These items can be traded for or sought through adventuring or conquest.

The Player's Perspective

It is implicit at the moment: the player is a Fateweaver. Fateweavers are semi-omnipotent beings whose purpose in the universe is to influence individuals as directed by the Fatekeepers. Fatekeepers answer to the Three Thrones and are bound to keep balance in the universe. The Shattered One (the supreme deity of the First and Second Ages) had foreseen her own betrayal and before her demise, recorded a series of prophecies. Among them, the so-called "Dusk of the Fourth Age" stated that the beginning of the end of the Fourth Age would be marked by the wills of the Fateweavers being set free by The Defender. Some fear that The Defender of Wills has emerged and retreated to Eorth, where they are plotting to awaken The Shattered One and destroy the universe.  It is said that a great disaster follows and the Fateweavers have been dispatched to track down and defeat this threat before it's too late.

SpaceDorf

Quote from: The-Eroks on August 09, 2017, 03:00:06 PM
Consider it done  :) Give me a few days.....

Awesome :)
Thank you so much.

Quote from: The-Eroks on August 09, 2017, 03:00:06 PM
I am happy to announce that I added a new member to my RL family... and that has been a focus for the past couple of weeks.

Gratulations to that :) Sleep is overrated anyway..

Quote from: The-Eroks on August 09, 2017, 03:00:06 PM
For Build 13, a key iteration will be shifting from the single-scope tree to three separate trees based on the starting scenario.

My inner GM got all excited reading this ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

CopaKindred

1.  Is there any reason Farming and Nature/Natura need to be seperated?

2. Why can we no longer build wooden walls?  In fact, upon researching stonecutting, we cannot build stone walls either.  This is a wildly bad glitch.

The-Eroks

Quote from: CopaKindred on August 13, 2017, 06:45:40 AM
1.  Is there any reason Farming and Nature/Natura need to be seperated?[

The short answer is eventually yes. Skills in general will continue to be one of those areas where play testing will have to sort out the exact balance between the fiction and design layers. In terms of the fiction, nature magic and farming are separate (although marginally related). We can imagine a druid or ranger being rather good at at cultivating plants in general [ex: planting faster, plants growing quicker, or being more resilient to fertility] or even having exclusive access to certain hard to grow varieties [ex: those with skill in nature could grow Good Berries or Serren Trees]. It is harder to imagine the relationship working the other direction, that is to say, a farmer because of their skill with a hoe and sickle being able to control the weather or commune with animals. That's why the skills were initially separated. Ideally (and I've only done a small amount of research into this at present), skills will be more integrated with WorkTypes, WorkGivers, and Stats_ before the version 1.0 release.

For stats and works which have synergistic skills, the intent was to have both skills contribute and work together. Therefore, a druid or ranger who has a high nature affinity will receive some benefit to animal handling and farming.

Quote2. Why can we no longer build wooden walls?  In fact, upon researching stonecutting, we cannot build stone walls either.  This is a wildly bad glitch.

Haha... That's a bug.  :-[ The inability to build walls in general is a glitch and I might drop an 12b release to make the game slightly more playable in that regard. All three of the original starting scenarios should include some sort of starter wall. Wood doors and wood walls are unlocked with carpentry; stone doors and walls (in game, called masonry walls) are unlocked with masonry; and metal doors and walls are unlocked with smiting.

Q: What?
A: One of the 1.x features is to have a scenario where the players starts with a single, recently awoken demigod that knows nothing (they were, just moments prior, an animal that happened to stumble upon a Shard of the Shattered One and a Mythic Artifact). That's why the technology tree starts where it does. However, the Tribal, Medieval and Renaissance starts should all have some key technologies unlocked at the start.

Q: Why separate wall types for wood, stone, metal, etc?
A: There are some design advantages that I'm exploring at the moment. The intent is to play test this mythology though and tweak it from there. There are going to be some specific future qualities to having different walls types. For example, in a much later version when fog of war and line of sight are implement, dwarven character's stone sense will interact with stone walls.

This also allows the technology tree to progress more incrementally. Additionally, the initial release will have many more material types. I think that having everything listed under one wall type will be exhausting to sort through every time.

CopaKindred

No reason not to try your design system first, but in later passes we could also always tag the NPC classes 'magic no'.  That stops them from planting goodberries!


Aside:
Also, I highly suggest the 4x prep mod that lets you make four meals at a go.  When I cook for the family I make everyone's at once.  XP

The-Eroks

Update on Build 13:

This particular build is focused more on balance and bringing together the various features that have been comp'd together thus far. I'll admit... it's an arduous process, but it's gonna be well worth the effort. The final goal will be for Build 13 to be "playable" in the sense that one could start an Awoken scenario and enjoy some sandbox fun. Build 13 will mark the official release of "Version 1.0". The world narrative won't be fully implemented and there is no end game yet; but the play experience should be decent.

Design Thoughts

Culture: In the process of balancing and integrating weapons and armor as a design concept, the groundwork for cultural and racial variations are being laid out as well. Currently, there are just three prominent human culture groups: neolithic, western and eastern. The goal is to have each culture group's joy objects, plants and agriculture, weapons, armors, and production have specific flavors. In particular, weapons and armors will have distinctly different stat compositions. For example, neolithic weapons are cheaper, quicker to produce, and have simple material requirements; but they make poor trade goods and are lower quality. Eastern weapons take much longer to produce, have minimum skill requirements for both use and production (the former of which will require the production of training weapons to practice with), and will be deadlier than western varieties. Later cultural additions will include elves, dwarves, orcs, and imperial humans.

These slight cultural differences open the door for more meaningful faction interactions, with certain high quality items only available from different cultures. These items could be acquired through trade, diplomacy, quest rewards, or conquest.

Art and Life: Have I mentioned art? This won't get too much attention prior to a 1.x release, but at present, you can make some outstandingly large sculptures. Additionally, sculptures in general provide building synergy to a sculpture's workshop. Again, do you build up your sculpture workshop to produce more sculptures quickly in the future, or sell them as you complete them?

Ideally, a future release will modify how room values are calculated to give a bonus for variety and placement. Fine woven rugs, a well placed sculpture, a brilliant stained glass window, and an imposing throne should work together somehow, instead of encouraging us to just line the rooms with gold statutes. I also want to implement a system whereby pawns desire specific types of rooms... an beautiful sculpture garden, a grand library, a sacred temple.

Whenever I get around to deepening the diplomacy and alignment systems, such art pieces, buildings, and rooms should have a diplomatic- or alignment-based effect on traders, allies, and pawns. If a caravan meanders to your city through a valley decorated by the hanging corpses of your enemies... that'll send a message. Specifically, a dark and evil message. Good aligned pawns in your colony will become unhappy and may leave, or plot your demise. Adventurers from nearby settlements may decide to assault your dungeon.

Technology and Production: To enable cultural specific items, a culture tab was added to the research project screen. A scenario will start with the given cultural "technology" enabled, which is the prerequisite to make specific items. The actual item producer itself (say, a forge or brewery) would require the specific research project to create (say, Smithing or Brewery). A room where such a production building is located is known as the workshop. As new technologies are unlocked, the workshop can be added to, instead of replacing the original building. Through building synergies, the old buildings can enhance the speed of newer buildings. This creates interesting decisions: should you design a large room initially that way you can grow into it (more expensive/time consuming, and might be harder to defend; but doesn't require rebuilding later), do you put together a small workshop that meets your needs now (less expensive/time consuming; requires rebuilding later); do you keep your old buildings (maybe you need the materials)?

In addition to entirely new weapon/armor types being unlocked through new production buildings, there will be a large array of new materials. For example, obsidian ("Sharp Stone"); and Copper, Lead, Bronze, and Iron.  The means of using or producing these new materials will be unlocked through technology. Obsidian can be used to make various pointy or sharp things where metal has not been unlocked yet. The early metals provide the first tier of material for the first tier of weapons. The effectiveness of those weapons can be enhanced through new material processing techniques. Finally, there are some rare and exquisite materials which can be obtained from deep mining, exploration, quest reward, or celestial traders. These metals confer great properties to create powerful weapons.

Biome Balance and Soft Quests: At the moment, Biomes are bit wacky. I'll be touching on that in the very near future with the intent of allowing monsters and other "soft quest" opportunities to come and go from the local area, using a smarter algorithm to balance plants and animal appearance, and using hidden areas more thoughtfully to create monster raids. The strong limiting factor that I haven't began to address yet is finding themed, artistically appropriate monster tokens to use as pawns. I call this the "four direction" problem. Most tokens used for pencil/paper are simply a drawings shrunk down to a circle or something else. Rim World requires four images (three if you transpose the right/left): an up down left right. Additionally, it needs to be from a specific angle and preferably without hands or feet ;)

If you know of any art assets like that, let me know!

By the way, I'm shooting for a 12a release sometime this week (walls for everybody!)  :)

The-Eroks

Hotfix 12a is released for the WIP Version of Epic Omega!  :D

12a corrects the issue with scenario starts not being able to build walls and Research Projects not being applied correctly at the start. This makes the mod actually playable.

If you'd like to play test and give the mod some feedback, please do and post it in the forums!

QuoteBug Fixes:
- Fixed game breaking error that prevented adventures from building walls at game start
- Fixed game breaking error that caused scenarios to start with incorrect starting research projects
- Fixed error with Butchering Spot and Tailoring Spot generating message about being unable to resolve Learning Helper

Known Issues:
- Mod comp doors cannot be placed on mod comp walls or blueprints, which causes a player inconvenience. This effects lumber walls, stone walls, metal walls, ice walls, defensive wall structures from both Epic Omega and MidTimes. After researching the issue, this appears to be a limit caused by [A17] and how doors were coded--and cannot be resolved right now. FIX: players will have to manually deconstruct the wall first before placing the door.

Changes:
- Implemented Piercing Damage Type and EO: Damage Type Learning Helper (Partial: Armors have not yet been updated; and many weapons still require patching/updating)
- Scenario Start Splash Screen updated with improved information
- Adventurers start with appropriate armor and appeal, instead of starting dressed up as tribal. They have a much larger equipment budget and will receive minor magic items in the future.
- Created/Patched an Adventurers hair tag identifier. Adventurers will spawn with a much greater variety of hair styles
- Eastern-themed Factions will appear in the world (Partial: they still require a unique map label, some eastern themed armor and apparel, and eastern-themed raiders are not implemented as of yet).

This is just a hotfix on the road to Build 13, so you'll see the outlines of various Build 13 feature (monster hoards and raids [hopefully  ;)], a slightly improved production scheme, and the basics of magic and magic crafting).

You'll see that in this build, adventurers actually look like adventurers now (not tribal folk wanting to be adventurers).


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CopaKindred