Archive for the ‘Updates’ Category

January update

Posted by Zygon Dragon on 25th January 2012 in Updates

 

 

Crowley has been busy and finished a few custom shapes such as the Yew staff. The Yew staff can be equipped and used in combat as a normal staff. He’s finished a few different colours of the Yew staff also that will correspond to what type of spell the staff will be charged with.

Sythifuge has been working on a Hydra shape and a grave shape to contribute to the mod.

AgentOrangeGuy has been working on a few usecode things, finished the Spider cave, Moonglow crypts except the last level, and will be working on a few side quests. Mandrake and his mishaps with the stones of virtue…

ZygonDragon has been cleaning up the mountains and forests around Britain. Still quiet a bit of map work to go but we’re getting closer to an official release.

Here are some new screenshots of the Shrine of Compassion and the stocks in Yew.

Shine of Compassion Original

Shine of Compassion Original

Shrine of Compassion New

Shrine of Compassion New

Yew Stocks Original

Yew Stocks

Qucik New Years update

Posted by Zygon Dragon on 10th January 2012 in Updates

AgentOrgangeGuy stops for no-one. He’s been very busy over christmas and new years and has completed work on all the shrines. The shrine’s can now be restored.

Minoc has also been populated with its NPC and all conversations have been converted. The NPC’s portraits still need to be done but the rest is pretty much complete. Work has started on some of Moonglow’s crypts too.

The custom book submission is still open so if you would like your material to appear in the remake send it in. Just keep it relevant to the game. Please email your books to AgentOrangeGuy.

Christmas update

Posted by Zygon Dragon on 28th December 2011 in Updates

AgentOrangeGuy has finished coding the Shrine of Compassion and the Shrine of Valor. Both shrines are now freeable and the runes can be found. He has also nearly finished Sutek/Blackthorne’s former castle.

Crowley has been busy creating some new shapes too.

General update

Posted by Zygon Dragon on 7th December 2011 in Updates

AgentOrganGuy has been hacking and slashing away at the usecode. The part of the rune of valor quest where you enlist Sherry’s help is done.  As of right now, it is scripted due to the game locking up when ‘going solo’ with Sherry (Avatar polymorphed into Sherry and vice versa). The rune of Valor can be obtained now, and soon the shrine will be able to be freed. All cities and towns are structurally complete, some just need npcs and conversations finished.  Right now he’s working on the main points of the plot (being able to get the runes, free the shrines), and cleaning up some areas here and there on the map.

Map of Britannia

Screenshot section updated

Posted by Zygon Dragon on 5th December 2011 in Updates

I’ve just updated the screenshot section with the latest builds screenshots. Britannia has never looked so good!

New shapes and animation

Posted by Zygon Dragon on 17th November 2011 in Updates
This weeks update does not boast a whole lot of new changes other than AgentOrangeGuy has been working on the crypts and cleaning up dagger isle and the Shrine of Honesty .He did make a relic from U5… Windemere (which oddly enough was located near where Ambrosia is in u7). The castle is in ruins of course, but he plans on making a sidequest on getting a magebane sword and magic armor from the castle. it will have a back story on what happened to it after U5 and it is obviously sinking due to the earthquakes.  He pretty much made the castle almost an exact replica of how it looked in U5, just that it is in ruins (there will be a story for that too).
Crowley has done some fantastic shape and animation work. He’s created a new shape for Gwenno and the man in the stocks, Sinjen. Check out the images below:
 SinjenSinjenGwenno Body :)GwennoGwennoGwenno

World Build update

Posted by Zygon Dragon on 3rd November 2011 in Updates
Moonglow is complete structure-wise, it just needs roof work done and some slight fixing of the map, and then npcs.  U6 books will be imported to fill the Lycaeum, and then the U7 books that would fit in. We will be taking submissions via the website for custom books to be imported into the game.  Here are some ideas we are looking for: “historical accounts” of events from past games or current (u6) events, diaries, treatises, stories, poems and other written things similar to the random books you’d find in U7.  Just keep them relevant to the game, and not too big (about the size of u7 books). Please email us all submissions.

Weekly progress update

Posted by Zygon Dragon on 18th October 2011 in Updates

AgentOrangeGuy has been working on random things like the map, getting a few areas structurally fixed like New Magincia and currently building Sutek’s castle. Also, he’s been fixing the Fens of the Dead and adding the shipwrecks, and working on some in-game books… one of which will explain what happened to The Empire… Captain Hawkins ship that according to Homer, was wrecked “on the cape southwest of here, near Serpents’ Hold”.  Presumably, this was after the crew offed Hawkins. This ship was also where a piece of the map was located. He has tied that all together very nicely.  Only 2 towns remain to be built, New Magincia and Moonglow.

AgentOrangeGuy thinking big

Posted by Zygon Dragon on 6th October 2011 in Updates

Here are some ideas that AgentOrangeGuy has and is trying to implement:

I have a ton of good usecode ideas that I flutter back and forth to. One such idea was having animals spawn raw meat, that would need to be cooked to be edible.  It worked somewhat, but I needed to work some bugs out of it first.  It would make more sense having to cook it rather than carving it straight from the animal and shoving it into the mouth of a hunger stricken, complaining Iolo.
Another idea is one that could be used in a different, unique mod once we’re done.  I could probably implement it in the U6 mod in one area – the gargoyle war.  once all the shrines are cleansed, and the avatar needs to go through Hythloth, there will be a fortress built into the first level (some of it above ground) that will need to be cleared out. There will also be a few gargoyle war parties that will wander the area.  So, one of the guard units I will make will be freed up to help for the final assault on the gargoyles in Britannia.  I plan on doing some usecode into the commander’s conversation to allow for user input in coordinates and to be able to give an attack order at a given time.  So, basically you’d talk to this npc, who is waiting for orders. You’d give him an attack order , user input coordinates (sliding scale input) and time of day (0-7)(also sliding scale).  That would teleport  the soldiers tot hat area (putting it in their schedules), put them in attack mode, and have them attack all evil enemies like gargoyles. theoretically, you could have them patroll certain hotspots you want back up in (for example, placing htem on the crossroads to fight the bandits).

Weekly update: Serpents Hold

Posted by Zygon Dragon on 26th September 2011 in Updates

Things are certainly moving along quiet nicely with AgentOrangeGuy’s latest update, which mainly consisted of Serpents Hold. He’s finished Loubet’s training area and the keep. Still no NPC’s but looking very good. He also did some general map work, tweaking dialogues and eggs for the Quenton Side quest.

Odkin has finished the Yew portraits, screenshots to follow very soon.

We have a new member Crowley who is tackling new shapes, old shapes and other stuff. He has been working on a new shape for Gwenno.

Stay tuned…