Jakisthe Posted March 24, 2012 Author Share Posted March 24, 2012 It IS planned (and the decision trees I made all very complex and will most likely need to get pared down eventually), but there's a trouble with making NPCs vampires. Either they1)Just go about their normal routines, albeit as a member of the vampire raceor2)They act like a vampire should, ie, feeding, sleeping during the day, avoiding guards - all that. The first option is kinda plain, since it doesn't effect much...and as far as the second one goes, it'll likely be ridiculously complex to implement thanks to having to make new AI scripts. But yes! You'll be happy to know that it is planned :thumbsup: Link to comment Share on other sites More sharing options...
MofoMojo Posted March 24, 2012 Share Posted March 24, 2012 (edited) It IS planned (and the decision trees I made all very complex and will most likely need to get pared down eventually), but there's a trouble with making NPCs vampires. Either they1)Just go about their normal routines, albeit as a member of the vampire raceor2)They act like a vampire should, ie, feeding, sleeping during the day, avoiding guards - all that. The first option is kinda plain, since it doesn't effect much...and as far as the second one goes, it'll likely be ridiculously complex to implement thanks to having to make new AI scripts. But yes! You'll be happy to know that it is planned :thumbsup: So, tonight I focused mainaly on polish and playing through the game...literally with no cheats. Cheating has been necessary to get proper testing done, but I now started as Level 1 and went to Risen level with ZERO cheat. Oh, and one modification. A while back we discussed the idea of hearts restoring satiation. I went ahead and implemented a satiation restore of 5 to hearts (flat across) whether damaged or not. Damaged hearts still provide 100 health, mana and stamina while Healthy hearts restore full across the board. And don't worry...the amount restored by hearts is configurable. IF you don't like the idea, set it to 0. I did this because playing as a level 2 character, actually focusing on being both a vampire, and playing through the quests. Making it TO a dungeon and THROUGH a dungeon and BACK was tremendously difficult to do without getting starved. In dwarven dungeons it'll be inredibly difficult. So what's interesting on the one hand, is do you eat the hearts to regain about 1.2 hours worth of satiation, or save them when you really need them in the heat of a battle. Right now I can recover 1 heart per battle if I'm quick. I may lower the time to harvest from 10 seconds to 5. We'll see. So outside of having no real side effects when starved (outside of sun damage doing DOUBLE) I need to get those hooked up and working amd tested. The play through is allowing me to take notes on minor adjustments that need to be made. For instance, I just noticed that nearly all the rich nobles carry garlic, NONE of the guards do, and some of the NPCs do. I don't want the rich to be 90% garlic carriers or it looks like very castle you walk into is full of stinky people. Well, I guess it's supposed to look that way, but... Gaurds, I had wanted about 25% of them to carry garlic. Little things, but that's why we call it fit and polish. -MM Edited March 24, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
Jakisthe Posted March 24, 2012 Author Share Posted March 24, 2012 MM and I discussed being able to see the fangs of the vampire, and after a long time of fiddling and eventually realizing that I don't know how to work with these formats in the slightest, I made my own set of teeth! VERY basic textures, ie, just colors, all that, and for some reason the mesh keeps backlighting on the gums (which I only remembered I could iso out in the second picture :T), but that's what I get for only spending a few minutes on it. Side (ignore the pink lumps, they're the gums I offset before I iso'd them :whistling:)http://i.imgur.com/luRib.jpg Front (now with me not being an idiot and forgetting to take out the hideous artifacts!)http://i.imgur.com/yDGJ5.jpg Now to convert that from a .max file to a .godknowswhat file. Link to comment Share on other sites More sharing options...
Jakisthe Posted March 24, 2012 Author Share Posted March 24, 2012 (edited) stupid slow internet messing up the loading and making me post twice... Edited March 24, 2012 by Jakisthe Link to comment Share on other sites More sharing options...
deama Posted March 24, 2012 Share Posted March 24, 2012 I was thinking that the satation effect that the hearts give needs to be increased, about doubled, maybe even tripled. PS: if you feed on someone, does it restore your health? Link to comment Share on other sites More sharing options...
MofoMojo Posted March 24, 2012 Share Posted March 24, 2012 (edited) I was thinking that the satation effect that the hearts give needs to be increased, about doubled, maybe even tripled. PS: if you feed on someone, does it restore your health? Daema, Feeding on people will restore health based on the amount of damage you do. It's actually a very effective way to heal in combat as the minimum amount of damage you do when you feed on someone is 25% of their total health. So if your opponent has 200 health and you get a feed attack on them, that will restore 50 health. Note: The 25% minimum does not count toward your satiation damage requirements. When in combat you only get 5% satiation damage counted toward requirements. (quick history for those that aren't aware or haven't read through 42 kickin pages of suggestions and wonderful ideas by everyone) Hearts were implemented conceptually for the following reasons: Restoration Spells for Fledglings are only 66% effective when cast on self. Risens, 33% and Master and on not effective at all. Potions also have no effect on you at Master and on. So with Masters, Progenitors and Sires having absolutely no regenerative abilities OUTISDE of their own higher regenerative rates, they had no way to survive. So... enter hearts. As I was playing through the game, the last two days I found it difficult to go dungon hopping and just exploring and survive. At least until I got a follower. I needed a way for the lone vampire to ... extend their survival rate and so as long as they can harvest a heart, it will restore 5 points of satiation (which is a global value that can be modified). The scale on satiation is only 0-100 (again the upper limit is customizable). So if you do think that life is a bit difficult with only 5 points, you can increase it. However the drop amount is currently set to only 3.5 (configurable) per 3600 (also configurable) in game seconds (1 hour in game time). Now the satiation provided by hearts DOES NOT count toward your goals. It's strinkly a means of preventing hunger. You'll still need to feed and perform feed kills in combat to progress vampirism. So, long run... You'll be able to adjust these values to anything you see fit to work with your play style, or run it out of the box for the experience we intended people to have. :) -MM-MM Edited March 24, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
phil11 Posted March 24, 2012 Share Posted March 24, 2012 (edited) When I was playing several weeks ago as a vampire with Vampire FX and Vampire Overhaul mods, I became frustrated by how quickly the night hours seemed to pass. I would be in the middle of a battle with a Dragon at 4 AM, and it might take 2 hours of gametime to beat it (especially when using the Deadly Dragons mod, and even moreso if you're fighting a Fire Dragon.) By that time, the sun would be up and I would lose all benefits of Vampirism, making the fight nearly unwinnable. So, I found a mod called Dynamic Timescale, which alters the time based on what you are doing. Time is slower all around, but during combat and when indoors it is even slower. Mind you, this is all configurable; you could set the timescale however you like. But it allowed me to really enjoy my night-time excursions as a Vampire, rather than have to rush to do anything and then wait another 12 hours until night came again. I'm not sure if this would mess up the satiation/starvation progression, but it could be very useful in situations like MM described, ie going through a dungeon and not being able to quench your thirst quick enough. If time passed slower, you might be able to get through a dungeon in 2 hours of gametime rather than the 6 it might take with the vanilla timescale. What are everyone's thoughts on this? Edited March 24, 2012 by phil11 Link to comment Share on other sites More sharing options...
MofoMojo Posted March 24, 2012 Share Posted March 24, 2012 When I was playing several weeks ago as a vampire with Vampire FX and Vampire Overhaul mods, I became frustrated by how quickly the night hours seemed to pass. I would be in the middle of a battle with a Dragon at 4 AM, and it might take 2 hours of gametime to beat it (especially when using the Deadly Dragons mod, and even moreso if you're fighting a Fire Dragon.) By that time, the sun would be up and I would lose all benefits of Vampirism, making the fight nearly unwinnable. So, I found a mod called Dynamic Timescale, which alters the time based on what you are doing. Time is slower all around, but during combat and when indoors it is even slower. Mind you, this is all configurable; you could set the timescale however you like. But it allowed me to really enjoy my night-time excursions as a Vampire, rather than have to rush to do anything and then wait another 12 hours until night came again. I'm not sure if this would mess up the satiation/starvation progression, but it could be very useful in situations like MM described, ie going through a dungeon and not being able to quench your thirst quick enough. If time passed slower, you might be able to get through a dungeon in 2 hours of gametime rather than the 6 it might take with the vanilla timescale. What are everyone's thoughts on this? Hi Phil11, As for messing things up, it really shouldn't have any impact in a completely negative way. The hunger is not calculated in realtime but in gametime seconds gone by. Early on in the development we actually wanted things to be based on realtime, rather than game time so that "waiting" had no affect, however there are/were challenges with that approach. Waiting SHOULD have an affect on hunger. Even sleeping to some extent although I've disabled that it's entirely possible to hook it back in UNLESS the player sleeps > X hours. So running a mod like that would somewhat hork with the way hunger is calculated... perhaps in an interesting way. i.e. during the day it would be caculated FASTER and during the night slower...theoretically. And then of course, you can tweak all of our settings so.... I might have to check that out! -MM Link to comment Share on other sites More sharing options...
nskin039 Posted March 24, 2012 Share Posted March 24, 2012 Also like the idea of a longer night. And I think satiation should be related the amount of passing time (waiting and sleeping should count too). Link to comment Share on other sites More sharing options...
elricshan Posted March 25, 2012 Share Posted March 25, 2012 longer nights... -__- well that is just stupid... a vampire is a slave of night and if people make the night longer it kind of deafets the point of the vapire drawback from the day... Link to comment Share on other sites More sharing options...
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