Combat & Conversation

Discuss any Adventure Modules for the IB2 Engine

Re: Combat & Conversation

Postby youngneil1 » Sun Feb 18, 2018 7:34 pm

My brave assembly is made of:

Fardel, my trusty friend (which, of course, I have not sold so far!)
Shugo, a male phlegmatic Ronin
Ilyranha, a choleric Zealot (and a Tedious Rascal)
Xrixi, a melancholic Witch and
Boros, a sanguine Captain
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Re: Combat & Conversation

Postby youngneil1 » Mon Feb 19, 2018 6:56 am

We have entered and left the mountain again alive, first run through the tunnel, yeah :) ! Party reached level 2 (Fardel also improved his donkey kick big time, I am sure :lol: ).

The factions, their leaders and the whole plot develop very well, keeping me greatly interested where it all moves from here.

The battles had a great balabce, keeping me on my toes. The sleep like witch power (with targets will save weakend beforehand by trait use) was my greatest asset. Also, the zealots AoE heal helped a lot.

I think some more text description how it looks and feels inside the mountain, eg of the great cave with city gates or the narrow tunnels would have enhanced the dense atmosphere even more.

Onwards :) !
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Re: Combat & Conversation

Postby youngneil1 » Mon Feb 19, 2018 5:56 pm

Having a blast here :D !

I love the situational little text adventure like spots in the mountain (still first level of mountain). You make excellent use of the different traits there, bringing the party to life. Same for my captains vigilant leader trait prior some encounters.

The family drama in the mayor's familiy is written very well, I was totally within that scene. Generally, NPC are drawn and written very distinctively. I have already memorized many names intuitively. Augusta was very well liked by Sinja (my wife) btw :D .

But catastrophe looms: the innkeeper refuses to sell me rations (in chapter 1), hope I find another source of food soon. I could have tasted that mushrooms, but instincts - and my naturalists dialogue options - tell me that would have been a bad idea, no ;) ?
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Re: Combat & Conversation

Postby zach_holbrook » Mon Feb 19, 2018 8:41 pm

Fantastic! Glad you're having a good time and that the characters are coming to life. Sorry about Vance not selling you food -- that's something that needs fixed. I'm uploading a new version soon with some changes. This will be addressed, as will an end-of-game bug having to do with certain transitions resetting the town map to its default state.

Was it wise not to eat the mushroom? Who can say!

I'm also glad to hear that things seem balanced so far, too. Best of luck as you forge ahead!
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Re: Combat & Conversation

Postby zach_holbrook » Mon Feb 19, 2018 9:51 pm

New version available!
https://www.dropbox.com/s/ehi83rhfb1ej7 ... n.zip?dl=0

v0.102 changes:

-used IceBlink v88 to build; download here: https://www.dropbox.com/s/1esumw5ojbfg1 ... 9.zip?dl=0
-tweaked final conversation
-removed access to areas that were causing the final map to reset, breaking game
-added missing icon for ranged specialist
-made it possible to buy food from Vance in first chapter

upcoming:
-making certain dungeon events non-repeatable
-tweaks to trait-based power durations and stackability
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Re: Combat & Conversation

Postby youngneil1 » Sat Feb 24, 2018 5:19 pm

Got the newest version and have explored a lot of level 1 by now. An enourmous, very impressive labyrinth. Playing on my desktop right now, I can enjoy the wonderful music and lots of different sound effects, they are really cool indeed :) .

The Sphinx just ate my party for breakfast :shock: ... will try again now, harf :twisted: !
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Re: Combat & Conversation

Postby youngneil1 » Sat Feb 24, 2018 7:53 pm

Ha! The Sphinx is down (became much easier after I realized I still had a level up to do :lol:, reaching lvl 4).

And made it to the end, hooray :D. It was a wonderful journey and amazing experience. Many thanks for sharing it, Zach.

Some more specific thoughts as they come:

The Let's Go Down To Dungeon Town Song is so masterfully done, I would think you had a choir singing it for real. There was another tune while adventuring on the main map that I felt did really inspire my journey (it was instrumental only).

The randomized setup of mini adventure events is a cool technique, keeping an element of surprise on reload/replay.

The cave felt really like a labyrinth to me, took me some time to fully explore it (or so I hope I have done). It is very easy to loose orientation within (which is great).

The events within the mountain are ultra mysterious. It is all so twisted, metaphysical most of the time. Mother Regret and the whole scene of her appearance are truely sophisticated.

It is good that the power battle and family drama in town have more tangible roots in the normal world (or so it seems). I think this is needed as otherwise it might get too strenous to follow through the harder to chew mysteries of the mountain. The way it is counterbalanced now is great though.

So, I already look forward to continue my brave party's journey very much... keep the good stuff coming :D !
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Re: Combat & Conversation

Postby zach_holbrook » Sun Feb 25, 2018 11:45 pm

Thank you so much for all this encouragement! I am so pleased that you were able to get to the end of it (and enjoyed the trip). Fourth level, too! You must have been very thorough along the way. I'm glad the narrative experience was good, too -- keeping the balance you talk about is going to be a challenge as I go, but I look forward to it. Thanks again for playing.
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Re: Combat & Conversation

Postby youngneil1 » Tue Feb 27, 2018 3:04 pm

It was a great pleasure :) .

To add a bit more, I also liked how you have cleverly split the item catgeories in the shop via the preceding convo. Much more convenient to shop this way (until we have sorting/filter buttons in the shop itself at least).

Also, it was a very interesting design choice to fully heal the party after each battle. I did consider this desgin very early on here in the forums, too (and debated quite intensively on this with Lurking Grue back then iirc). As of today, I would likely go for the classic approach of no auto-regeneration in order to keep the player on his toes even after it becomes clear that a battle will be won (minimize damage taken, resources spent, so the party has better chances of surviving next battle, too). The auto-regeneration has its merits, too, though: it allows to set up each encounter in a very challenging way as the author knows much better in which state (here: refreshed) the party will enter a battle. This one is quite a central design choice for a campaign (especially combined with the ration system).
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Re: Combat & Conversation

Postby zach_holbrook » Tue Feb 27, 2018 4:15 pm

Thanks! And of course -- none of it would be possible without your own work and Jer's. So double thanks!

I agonized about full restoration. Here are a few of the reasons against it:

-scraping by can be really, really fun
-it doesn't make a lot of sense narratively
-it's not what people expect with a D&D-type game

And here are the ideas that swayed me to use it (for now!):

-it was important to me that dungeon events/ration system impact the player's HP and SP (especially because skill traits and wisdom otherwise don't have much mechanical impact), *but* I didn't want them killing people off
-going to town to rest can be a time sink
-it makes testing for balance far easier (as you suggested)! :)
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