Khet Posted December 3, 2008 Share Posted December 3, 2008 While a good 90% of the folks here probably don't really care, I figured I'd keep those that do up to date on upcoming additions and changes in my mod Evanore Island. So, for V0.3B, here's what's planned. - Fully working Prosperity. This is what's taking this version so long to be released. I'll be releasing it with the Prosperity aspect fully working and (hopefully) bug free.- Three more sidequests. That's right, three full blown side quests each with their own rewards.- Four new caves/dungeons. Fully spawned and all interior work complete on these.- Simple sheep farm. I've decided to turn Saladin Malada into a sheep farmer. A few other inhabitants might be turned into miners or farmers.- One Mine. Enough said.- A few more tweaks to AI Packages.- Merchants should no longer be on strike. (Sorry for this one! I completely forgot the Services package!)- Tweaked the "Forgotten People" side quest and renamed it to "The Great Poison"- Added NPC Anne Nix. (Oversight on my part for those that have reached this point in the main quest)- Tweaked various spawns around the island.- Tweaked existing cave/dungeon spawns.- The Ghost is no longer an Imperial. He's been changed to Dremora.- Made the Ancient Map slightly easier to find.- Captain Teach should now grant transport to and from Evanore if you speak with Palandis before talking to Teach after reaching the island.- Added a unique NPC (Easter Egg)- The Ancient Bridge is no longer labeled as a Tavern- The Grove Guardians are now slightly harder to defeat.- You now need to collect more than one tool from the shipwreck during the main quest- Added more dialogue to NPCs (specifically the Murder and Construction Master topics)- Renamed Brock Burke to Father Burke- NPCs will now lock their doors at night before sleeping- A bedroll has been placed in the alleyway. This is enabled after the third house is built.- You can no longer sleep in Palandis' or Olivia's beds.- The Player Manor no longer comes fully furnished (this was originally intended but left out as an oversight)- Added an NPC to the Oak and Crosier in Chorrol that will sell the furniture.- Removed the Enchanting and Spellmaking alters from the player manor (in preparation of the Guilds)- After hiring Bako as the guard captain new guards appear around town. (Left out due to an oversight)- Cluttered up the merchant's shops a bit more- Tweaked clutter in existing houses- Added a few custom meshes and textures- Added six quests relating to the Prosperity Aspect- Objects relating to Prosperity that were added in v0.2b should no longer randomly enable.- Moved Father Burke's house closer to Saladin Malada's- Move the shops closer together- You should no longer get the random message (in the upper left corner) saying, "A strange force prevents you from advancing." while in the Evanore Worldspace- Fixed a few spelling errors in the Ancient Runes (part of The Great Poison quest) That's it for v0.3b! I've probably left a few things out but that should cover almost everything. On the horizon: - Voice acting for the main quest should be added by either 0.4b or 0.5b- Guilds should be fully functioning by 0.5b- More caves/dungeons will be added- More tweaking and refining of NPC AI packages- A 'common house' might be built which will house more NPCs- Parts of Evanore may be be converted to Farmland (once I figure out how)- More side quests- More voice acting- Ability to set up trade routes (to increase Prosperity and Merchant's variety- The Evanore Port will also grow and expand based on Trade routes (NOT prosperity) That's all I can remember for now, but it's a good enough show of what I have planned for the mod! Link to comment Share on other sites More sharing options...
armageddon818 Posted December 3, 2008 Share Posted December 3, 2008 Wow, I've been keeping track of your work and so far you have been doing a really great job. Keep up the greeat work!"- Added NPC Anne Nix" Good last name...I'm sure you already know but it means snow in latin. Very nice choice. I love the "x" and "s" words in latin. Link to comment Share on other sites More sharing options...
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