A Twist of Fate - Announcement

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HousePet
Perspiring Physicist
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Re: A Twist of Fate - Announcement

#31 Post by HousePet »

I could help you set up artifacts which scale with the level they drop at, but perhaps you should consider restricting dungeon order a bit more to start with. The difference in power between a level 1 and a level 10 character is going to be hard to deal with via scaling.
My feedback meter decays into coding. Give me feedback and I make mods.

Fayd
Halfling
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Re: A Twist of Fate - Announcement

#32 Post by Fayd »

I look forward to it.

XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: A Twist of Fate - Announcement

#33 Post by XLambda »

HousePet wrote:I could help you set up artifacts which scale with the level they drop at, but perhaps you should consider restricting dungeon order a bit more to start with. The difference in power between a level 1 and a level 10 character is going to be hard to deal with via scaling.
Yeah, it's probably for the best if I just drop the whole 'do early game in any order' thing. I really like the concept, but it's proving to be very difficult and awkward to balance. I'll work out an order for the time-windows and put them sequentially into a quest.

Also, the ATOF artwork spreadsheet is now a thing! If you would like to help with sprites for ATOF, please take a look. As I said, it'll be updated as the project progresses, so it's actually very short right now. Nevertheless, any contribution is much appreciated and will receive full credit.

rexorcorum
Graphical God
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Location: There and Back again

Re: A Twist of Fate - Announcement

#34 Post by rexorcorum »

XLambda wrote: Also, the ATOF artwork spreadsheet is now a thing!
Neat-o. Saying that, I would still rather let other artists (heya, trenggiling :mrgreen:) have their chance to shine. Only when the need is dire and the hour- late, will I swoop from the my orcish dominion to save the fate.. erm, day... something :).

Cheers!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: A Twist of Fate - Announcement

#35 Post by XLambda »

Alright, here comes another update. Apart from working on the code, I've continued to flesh out the first half of the campaign. As I've mentioned in my post above, this part will feature a number of excursions into the past of Maj'Eyal.
So, without further ado, here are the time-windows as they are planned right now! Do note that these aren't in any particular order yet.
  • The Derthfields, in the Age of Dusk. Witness the terrible after-effects of the Spellblaze, hopefully avoiding a brutal death at the hands of the Ziguranth, and do battle with the greatest necromancer alive, the great Kor'pul!
  • The Siege of Last Hope, in the Age of Pyre. Orcs included of course, though this segment is not meant to be Orc Prides 2.0.
  • The Naloren Homelands, shortly before the Cataclysm. A chance to see some of the lands that are long sunken in the Age of Ascendancy, visit some picturesque ports and perhaps even the Naloren's Sher'tul relics.
If you have any suggestions for zones in any of those time-windows, please do share them. I have some plans of course, but there's still plenty of room.

And that was today's update. Soon I think I'll be able to share some impressions of the first few zones, so keep your eyes on this thread. Arcane Eyes are also acceptable. :wink:

XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: A Twist of Fate - Announcement

#36 Post by XLambda »

Wow, I haven't posted in this thread for a long time! For those who are wondering whether this project is still alive - yes, it is! I'm taking a short break from development right now since I'm finishing off a tough real-life project, but after that I'll be back to coding ATOF.

In the meantime, enjoy some screenshots of the WIP I took:

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: A Twist of Fate - Announcement

#37 Post by Kamani »

Was this abandoned? I always like to check, since I can't really tell.
Pronouns: They/Them

fateriddle
Halfling
Posts: 86
Joined: Thu Jul 16, 2015 4:46 am

Re: A Twist of Fate - Announcement

#38 Post by fateriddle »

I suggest to think of something fundamentally altering the play-style in the new campaign. Some ideas:
1. New class will be great but time consuming for development.
2. Set restrictions / special rules to dungeons.
3. Some bonus skills, options

XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: A Twist of Fate - Announcement

#39 Post by XLambda »

Kamani wrote:Was this abandoned? I always like to check, since I can't really tell.
Not abandoned, just slowly coming off hiatus. :wink:
fateriddle wrote:I suggest to think of something fundamentally altering the play-style in the new campaign. Some ideas:
1. New class will be great but time consuming for development.
2. Set restrictions / special rules to dungeons.
3. Some bonus skills, options
I'm still taking suggestions, so if you have more specific ideas for any of the above, fire away. There's certainly going to be a bit of new content - I'm hoping to offer at least one new class to unlock - but the main idea behind the project was to offer a fresh (and shorter) alternative to the very lengthy and much-played AoA campaign. So I'm not going to stray too far from the classic ToME balance (which Embers arguably did, considering how finely-tuned to Tinkers it is).

XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: A Twist of Fate - Announcement

#40 Post by XLambda »

So, it's been almost exactly a year since I opened this thread. How much has been done since then? Well, admittedly not nearly as much as I would have liked. My real-life workload demanded undivided attention for many months. Since coming off hiatus I've stayed away from the code and refined the concept instead.

When ATOF was announced, Embers had not been released yet. I think we can safely say that Embers redefined what a good Tome campaign looks like. Its length and pacing are great improvements over AoA, and it's only natural that I wanted ATOF to follow in its steam-giant-sized footsteps. Also, Embers' plot and storytelling were really awesome and elegantly weaved into the campaign (provided you actually read and care about the lore). Again, I've tried to apply the learned lessons. It took me a while, but I think I've worked out a plot that meshes well with established canon and won't bore the players too much.

Anyway. I'm happy to announce that 2017 will see the return of active ATOF development. I'll go back to coding and such instead of speculating about fictional temporal paradoxes and the exact mechanics of chronomancy.

I'm also announcing that the project is looking for developers! If you have some experience with add-on development and want to help out, let me know. We especially need someone with class/talent coding experience, but if you'd like to help code zones and such, you're also very welcome.

So, let's all hope for the best this year, and as usual, keep your arcane eyes on this thread for further announcements and updates.

Signing out,

XLambda

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: A Twist of Fate - Announcement

#41 Post by Kamani »

Looking forward to it. I haven't seen any addons that add an entire campaign. It sounds really neat.
Pronouns: They/Them

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