Co8 New Content: Hickory Branch

Discussion in 'New Content Subdirectories' started by Gaear, Mar 22, 2010.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    The orc cave and HB have been merged, essentially. They were both new content where you went off to fight orcs, and orc cave was probably not big enough to merit its own chapter, yet it was still significant enough to merit being removed from the standard version so as not to offend the purists' sensibilities, so ... the merger. ;)

    I think they go fairly well together with the existing modifications. And don't worry - ogre cave is still there as originally written by Troika.

    Glad you're enjoying HB. :)
     
  2. erkper

    erkper Bugbear Monk Supporter

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    Thanks for the clarification. It's pretty much as I surmised, and I'm more than happy with the end result.

    In case no one has said so lately, you guys do exceptional work here. :beer:
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    Thank you! :beer:
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Played HB 2.0 for the first time this weekend,
    I must say it's really well done.

    It's also quite refreshing to experience uncharted territories in ToEE. Scouting out the map with my Rogue and launching surprise attacks was terribly fun.
    (funny anecdote - while scouting, I was sure that the ripple in the water near the dire lizards was a hidden monster ;) )

    Lastly - Obscuring Mist really helps in that map. The Horn of Fog from the Blacksmith is great for that, and happens to be timed just right.

    As for dialogue in the cave fight - you can use it as an opportunity to pre-buff.
     
  5. Gaear

    Gaear Bastard Maestro Administrator

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    Thanks, but bear in mind that when I make these maps, I'm actually stealing existing assets from ToEE for the most part and recombining them in interesting ways. So the credit for good, high-quality textures that match the ToEE aesthetic still goes to Troika. Also, what you see is the high-res stuff. Nothing is scaled down.

    That door would only lead to ... the other side of the door, basically. ;) It's just a wall from a structure that was once there, and the door remains intact. Try walking behind the wall.

    Hm, are you saying that the ripple dummies did not unconceal there? I wish we could find a way to keep them concealed no matter what happens, because they could then remain in their intended task of making ripples in the 'water,' such as it is, to help show that there is indeed water there. ;) Surfaces that are intended to be liquid don't look fully convincing without some form of animation in ToEE. (Most use the various water animations - the Hommlet river, the various Moathouse pools, etc., but we can't customize those for re-use as far as I'm aware.)

    That's a good idea. What should they cast? I think the orc shaman guy has Prayer, and the orc gal has Mirror Image.

    Does anyone else think there should be more monsters, or is the balance effective as is? Adding more would go outside the bounds of krunch's original 'vision,' but I suppose it could be done. I don't think we'd want to make it too fat with monsters though, because at some point it becomes improbable that so many would be concentrated in a limited space and they just stack up on top of each other.
     
  6. erkper

    erkper Bugbear Monk Supporter

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    I think it's fine as-is. The hook from Nevets says a small orc band, the goblinoid leaders say horde, and the truth is somewhere in the middle. Sounds good to me.

    Besides, any larger a force would probably attract attention from the Viscony of Verbobonc, and wouldn't require the village elder to point adventurers at it.
     
  7. Sitra Achara

    Sitra Achara Senior Member

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    I also think it's fine as is.

    Nope, I launched a surprise attack as usual :D

    Are they marked as OF_CLICK_THROUGH? If not, have you tried it?


    Well, they're level 6 casters, you can give them other spells too.

    The Shaman is a level 6 Cleric of Gruumsh, with 17 WIS, and the Evil & Magic domains.
    So he should have:
    4 level 1 spells
    4 level 2 spells
    3 level 3 spells
    +Evil/Magic domain spells

    Magic domain appears to be an error, since he's a follower of Gruumsh. Gruumsh doesn't feature the magic domain. So magic should be changed to Chaos, Strength or War.
    I'd recommend Strength, which gives him Enlarge Person, Bull's Strength and Magic Vestment.

    Evil Domain - relevant spells are Protection from Good, Magic Circle Against Good.

    The Witch is a level 6 Wizard with 15 INT (17 - 2).
    That's:
    4 level 1 spells
    4 level 2 spells
    2 level 3 spells

    Recommendation:
    2 phase prebuff,
    Witch - Heroism on Lord Hungous, Bull's Strength on Hungous
    Shaman - Shield of Faith on Hungous, Enlarge Person on Hungous

    If enough time has passed, also add:
    Witch - False Life on self
    Shaman - Magic Circle Against Good on Hungous
     
  8. Gaear

    Gaear Bastard Maestro Administrator

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    Wow, that would make Hungous quite the destroyer. :nervous:

    I'll have a look, but one of the things that makes the spellcasters attractive as is is that they actually function. ;) I think krunch just ripped off the shaman from the ogre shaman, because he has identical spells and AI and behaves identically. (Or maybe that was Ruff's orc caster, can't recall atm.)

    I'll have to check and see ... I just wish the damn particle effects for static object ripples worked. Actually they do work, because I created one unintentionally once, but I've never been able to duplicate that since. I must have spent days working on those things. :blegh:
     
  9. Ranth

    Ranth Established Member

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    Something I found interesting, is when I killed one of the naked women, the ripples still occur. I guess unmoving dead bodies make the water move according to the game. Can we use something else for ripples then? like invisible chests or something that cant die?
     
  10. GuardianAngel82

    GuardianAngel82 Senior Member

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    If we want to preserve the ripple dummies, why don't we make them level 24 monsters of some sort?
     
  11. erkper

    erkper Bugbear Monk Supporter

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    I just noticed the same thing with dead lizardmen in Imerydis Run. Sounds like that may be a good angle to explore...
     
  12. Gaear

    Gaear Bastard Maestro Administrator

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    Well that was the idea ... any mobile object causes ripples if it's standing in water. The dummies are concealed* though, so you can't see them, only the ripples.

    I don't think you can place a dead NPC on a map, or conceal it. You'd be able to set it's don't draw flag so you can't see it, but then it probably wouldn't generate ripples either.

    *Concealed as in hiding, like the bandits outside the Moathouse.

    The current ripple dummies can be made invulnerable (and should have been, but I mistakenly thought they wouldn't show up at all so it wouldn't matter), but the problem is they'll always get pulled into combat anyway if you cast an AoE spell (or target them directly).

    I'll figure out the particle effects somehow - they should work, and they're the proper way to actually do it, not a cheap workaround. I've never seen another particle effect fail in the game, just the stupid ripples.
     
  13. General Ghoul

    General Ghoul Established Member

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    What about how the skeletons hide in the Meadows? Before they pop out of the ground?
     
  14. erkper

    erkper Bugbear Monk Supporter

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    Same thing as the bandits - concealed, but you can hit them with an AoE (like Turn Undead.)
     
  15. General Ghoul

    General Ghoul Established Member

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    But can you use the same function to "hide" the ripple effect?




    On a different note, I'm going through HB now. One suggestion for the future is to spread out the groupings. I am slaughtering then with spike growths, most groups seem to fit nicely in its AOE.
     
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