Frogboy Frogboy

Dungeons and Act III

Dungeons and Act III

Small_Temple_Tactical_Map

So as some of you know, we’ve been working on trying to have more interesting things start to happen during what we call “Act III”.

Act I is where you’re exploring the world, founding cities, dealing with the monsters.

Act II is where you’re building up your cities, starting to trade with other factions, fighting skirmishes

Act III is where you start to deal with the end game. Going on quests, fighting wars, starting to unleash the more powerful spells.

76,285 views 37 replies
Reply #26 Top

Quoting DGB246, reply 26
Are these going to be multi-room dungeons or is it just a new battlemap? I can't really work it out from the picture

 

Heavenfall's point is that it's a tease that leads you to make some conclusions without really stating anything.  I agree, though I think we're seeing something along the lines of the original AOW's dungeons.  And that would be all to the good, since I'm sure Stardock could do better with them.


But we'll just have to see.  No point in getting worked up over that.

Reply #27 Top

As far as I know the system, you would have to win or lose the current tactical map. After that, the quest can start another encounter in any map it wants. So yes, you can have a dungeon with dozens of rooms as long as the player is willing to sit there for an hour and has a crap ton of healing nectars. The only limitation would be system taxing and memory leaks. Both of which are currently an issue.

Reply #28 Top

Quoting seanw3, reply 27
As far as I know the system, you would have to win or lose the current tactical map. After that, the quest can start another encounter in any map it wants. So yes, you can have a dungeon with dozens of rooms as long as the player is willing to sit there for an hour and has a crap ton of healing nectars. The only limitation would be system taxing and memory leaks. Both of which are currently an issue.

 

Because of the Chinese puzzle box approach to loading?  I suppose there would be too much memory used in a much larger dungeon.  Damn.  At least I got my wife to consider a new tower with 64-bit Win7 in 6 months.

Reply #29 Top

I'm guessing hes just showing off showing off the new tactical map. However if they are adding dungeons instead of having huge multi room things that take forever I would rather just have locations that can be visited multiple times for random encounters. That way even into Act III you could continue to fight monsters and gain loot. Of course to prevent farming you could add a cooldown or random negative events that kill a unit or something. That way no matter how advanced the game got their would always be some monsters lurking in dungeons below the surface.

Reply #30 Top

Quoting Cauldyth, reply 25
Clearly they've decided to scrap the entire original design of FE and turn it into a Dwarf Fortress clone.  I look forward to many hours of harvesting wood to build tables.

 

I think FE could make a decent RPG with a bit of tweaking. Perhaps a future mod?

Reply #31 Top


Ya, or each quest could have an item or "clue" that leads to another quest. That next quest can be random or specific.

Reply #32 Top

Quoting Glazunov1, reply 20
Reminds me of the tactical dungeons in Age of Wonders.

Indeed. Nice addition Brad!

Reply #33 Top

I liked how FFH did dungeons - it was simple but risky with the random roll for dungeon outcomes

Reply #34 Top

Hum. Not sure this is relevant but more quests; more items and more dungeons :)

-

What would be sort of neat ('cept it would take way too long) is to be able to build tunnels behind enemy lines (or take a series of dungeons). I think it sounds neat but in practice I'm not sure it is really relevant. What I've been finding is that my 'large' army can almost always dominate the enemy but the biggest issue is moving it into place fast enough.

 

AOW-SM had some neat dungeons; they also had this alternate plane sort of thing that allowed you to sort of phase shift. It's been a long time since I played aow but vaguely I think you could move faster in the alternate plane so it was easier to traverse the world if the connection points were in good locations.

Reply #35 Top

So how about some dungeon RPG scenarios next beta? ehhhh? Skyrim could always use a break for some old style top dungeon encounter after encounter with some text in between.  :grin:

On a serious note, even without any of the information for this available. Would it be possible to add one dungeon encounter, after another with a text selection in between allowing a couple choices?

Reply #36 Top

Quoting MidnightsFX, reply 36
So how about some dungeon RPG scenarios next beta? ehhhh? Skyrim could always use a break for some old style top dungeon encounter after encounter with some text in between. 

On a serious note, even without any of the information for this available. Would it be possible to add one dungeon encounter, after another with a text selection in between allowing a couple choices?

 

Yes. I do that in my Labtrinth mod. It's pretty easy and you can even force the player to get lost and end up at the start. So they have to fight their way back through.

Reply #37 Top

Beautiful! I will probably take a look at that between now and game release (assuming your mod is open to the public). I wouldn't take any content, but maybe some code technique and style. Besides, I will probably wait a while to do any modding for the game. I do enjoy the improvements that have been made thus far anyways.