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> Diablo 1, Yes, it belongs here!
ghastley
post Oct 14 2019, 02:22 PM
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I added a starter quest to the Bounty quest list for Markarth (as the Monastery is in the Reach) and that part works as intended. Manually setting completion processes the reward properly.

I'm adding triggers to step the rescue quest itself, so you'll see progress in your journal. And I've pieced together another level of mines, so that I have somewhere for the vanilla Succubi. The Soul burners, Hell Spawn, and Frost Witches each have a mini-boss cell to showcase them, so the population is out of balance right now.

The mines have a straight-line path through them, that is not available to the player, who has to take a round-about route to bypass a locked (actually a static) door in the middle. I got that idea from the realisation that the Abyss level was like that. The victim could walk straight through, but the player must take all the side-paths to unlock the direct one. So now the mines are the same.

It needs nav-meshing before I can add the Succubi (or any mobs), and before that, clutter, as it affects the nav-mesh. And lighting, and dust effects etc., which at least can be done at any time.

I'm unsure what other enemies should accompany the Succubi. In Diablo's mine level, there were a large variety of gargoyle-like creatures, and poison-spitting "beasts". I don't want the latter to be chaurus, as those only appear with Falmer, and they don't really belong with Succubi, who'd like enough light to be clearly seen and admired. Maybe another critter will get the chaurus spit attack, just for this.


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Sakiri
post Oct 14 2019, 07:33 PM
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Hm. Interesting.

Could maybe scale the existing gargoyles down? I'm not sure what the poison splitters look like as I've never played Diablo 1.


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ghastley
post Oct 14 2019, 07:59 PM
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QUOTE(Sakiri @ Oct 14 2019, 02:33 PM) *

Hm. Interesting.

Could maybe scale the existing gargoyles down? I'm not sure what the poison splitters look like as I've never played Diablo 1.

Since the sprites were quite small, it doesn't help much if you've seen one. tongue.gif

They were quadrupeds, roughly dog-sized, and probably intended to look like the SI skinned hound. The only other quadrupedal monster in Diablo was a skeever-like animal in the easier levels, with a regular bite attack.

I'm leery of adding gargoyles, because that requires Dawnguard as a master. More players can use the mod if I don't. Some of the atronachs might be viable, with some scaling and other tweaks. There was one mob that resembled a storm atronach (rock beast, rather than lightning chucker). I need a melee mob, as the Succubi are pure magic-users. One that combines a spit with a bite attack would make a third, without losing balance.


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ghastley
post Oct 17 2019, 03:40 PM
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I'm just using draugr until I come up with a better idea. I connected the new level into the chin, between the crypts and the abyss, and ran a test character through with god-mode on, just make sure there were no holes in the walls, that the nav-mesh worked, and none of the mobs got stuck. It's looking quite functional so far.

The scene that links trying to release Greta from the pillory to unlocking the door to the boss' lair is still to do. So any run-through blocks at the end of the abyss level, but I've already checked that part out before I locked the door. So this is all that remains from the mechanical viewpoint.

Then there will be a lot of cosmetic work, with clutter, dust effects, cobwebs, etc. before it can be released. That's time-consuming, but not challenging. I also need to grind through duplicating the remaining levels of each enemy. The succubi have only three levels, so far, and need at least double that many. That means higher-level spells, more hit points, as they go up. At least the draugr already have that, so I don't have to do the work.

Not all enemies level, and the game uses leveled lists containing multiple types of creature to compensate. So if I wanted wolves, I'd get them replaced by bears at higher levels, and then maybe trolls. That makes the choice harder for a leveled dungeon, where one creature in the list might work, but another wouldn't. The gargoyles have three levels, so they were promising. I'd still have needed to add another creature to the list below them.

Directional ambient lighting is still confusing me. The light in the mines is acceptable in level, but it currently has an illogical source direction, rather than being omni-directional. I may never fix hat.



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