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Norim (NOR-imm)
A dwarvish warrior, employed by the king to find the path of fire, deep in the heart of the
mountains of Utraakkrh (oo-TRAY-kah-rah). He journeyed underground for nearly seven
months before stumbling across the Palace of Urdual.
Regorty said:Now I really wonder what the city would have looked like before it was destroyed. It probably would have been encompassed the entire volcano as one massive metropolis and be entirely self-sufficient... Oh that would be awesome, indoor farms and to see its industry in its prime, one could only imagine the wondrous of weapons and armor they could have made, maybe even be able to buy your own mech or something! Ok I'm gonna stop wondering about the past.
I did think of having a ghost galat chest dude in frozen temple, it would save people a chest scroll, buuut at the same time could cause issues, soo maybe ill make fake chests and just have the ghost be a jerk to players.TheOysterHippopotami said:You could potentially have some ghostly npcs eternally carrying out their business in some areas or something.
Thothie said:We have a kind of additive holographic render we can use to have ghosts walking through walls and such... Repainting the dwarf white to work with it would be easy enough. Keep meaning to make that lantern carrying dwarf that Vomica wanted so many years ago - could have one lighting a path. Easy enough to script, if they just walk in a straight line and vanish when they hit a wall. *Might* even be possible to make them client side effects, so their interactions are more "ghostly".
(Still wondering what "Unwise place to build a city" would be in dwarven.)
OMG! I can't wait til I get to play with these guys. Will there be a way to control what kind of bolts they use/type of damage they deal?Thothie said:
If not defined, they'll choose randomly, however, I'd suggest defining them strategically, rather than letting them go all random, at least in most cases.Regorty said:Ok, cool. Just making sure the range would be long enough, since the placeholder archers only have a range of 1000 or so. They wouldn't shoot a long enough distance in the final room which was about 1500 units across. So now I am hoping there will be even less of a blind spot for players to hide in. The three different types of damage should be good enough to add some variety to the map, will these guys come with a random version of themselves, like how the normal dwarves script does? So it would auto change what type would spawn with each play through?