Wanderers of Sorceria Dedicated Update Thread
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- RazorclawX
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Re: Wanderers of Sorceria Dedicated Update Thread
Started work on the East District.
I had no idea that Lady Veraft looked so goddamn ugly, but I suppose it'll be a change from all the female characters being human (and half the male characters being monsters).
I had no idea that Lady Veraft looked so goddamn ugly, but I suppose it'll be a change from all the female characters being human (and half the male characters being monsters).
- RazorclawX
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Re: Wanderers of Sorceria Dedicated Update Thread
No cutscenes in the East District are servicable with anything but Placeholder Text. Finished one of the bosses to my satisfaction (although I'm starting to get concerned about reusing my code across too many of the bosses. Metallus the Shining Blade actually has a boss pattern gutted from a boss I removed from the game). There is a build & destroy portion to this level dealing with the Invaders; I completely blew it with them because I gave them no food and the frickin' idiots are too big to get out of the base with all the food buildings being built by the AI.
Anyway, the inspiration for this boss is Battleguard Sartura from World of Warcraft. If you have any familiarity with the fight you know it involves a lot of Bladestorms.
Anyway, the inspiration for this boss is Battleguard Sartura from World of Warcraft. If you have any familiarity with the fight you know it involves a lot of Bladestorms.
- Whiplash!
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Re: Wanderers of Sorceria Dedicated Update Thread
I remember that fight quite well....RazorclawX wrote: No cutscenes in the East District are servicable with anything but Placeholder Text. Finished one of the bosses to my satisfaction (although I'm starting to get concerned about reusing my code across too many of the bosses. Metallus the Shining Blade actually has a boss pattern gutted from a boss I removed from the game). There is a build & destroy portion to this level dealing with the Invaders; I completely blew it with them because I gave them no food and the frickin' idiots are too big to get out of the base with all the food buildings being built by the AI.
Anyway, the inspiration for this boss is Battleguard Sartura from World of Warcraft. If you have any familiarity with the fight you know it involves a lot of Bladestorms.
¯\_(ツ)_/¯
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Re: Wanderers of Sorceria Dedicated Update Thread
You mean the Seawing drake right?RazorclawX wrote:Not really. The Sorceria Guardians don't have a huge variety; they are rather overpowered in general (they use Ancestral Spirit on each other, for instance). All their units are reskinned Naga and they use the flying dragons in Book 4 as air units.Blake wrote: Sounds like lots of progress was made, so is there a large variety in the types of units the Sorceria Guardians are able to build?
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Re: Wanderers of Sorceria Dedicated Update Thread
Decided to use Zule's two NPC generals, Varaskil and Kengal, yet again. They showed up in some of the Book 5 missions where Zule was an enemy.
- RazorclawX
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Re: Wanderers of Sorceria Dedicated Update Thread
Had to drastically reduce the damage Duke Shivak was outputting; between him and the Infernals there was just too much Immolation action going around and made it far too easy to kill the player. Of course I probably overdid it, but 30 damage per second on multiple guys drains life helluva quick.
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Re: Wanderers of Sorceria Dedicated Update Thread
So you'd just have to keep as far from him (Duke Shivak) as possible to avoid dropping like a fly? Yikes. 

"I figure language is a poor enough a means of communication as it is so we have to use all the words we've got. Besides, there are damned few words that everybody understands"
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~Henry Drummond, Lawyer from Inherit the Wind
- RazorclawX
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Re: Wanderers of Sorceria Dedicated Update Thread
He's meant to be fought in melee range, although he doesn't have a melee attack and won't stay in melee range. I might actually have to change his attack to melee so it's easier (if I do that I should give him some weapons), although he is kind of interesting with a ranged attack.
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Re: Wanderers of Sorceria Dedicated Update Thread
I think this question has already been asked, but is Book 6 going to carry over heroes from Books 3 through 5, with their items and statistics intact from the previous books, or is it going to be completely independent of the previous books?
- RazorclawX
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Re: Wanderers of Sorceria Dedicated Update Thread
Items from Books 3 through 5 are carried over. Well, not all of them; you all may as well kiss your Amulet of Spell Shields good-bye.
Started working on the Sorceria Core. Probably the portion of the campaign which I look least forward to mapping-out. The four districts are functioning at a playable level at the moment, but there's no items on any of the maps.
11 out of the 18 bosses are implemented at the moment. I might add 1-2 more depending on if I can find a place to fit them (the two I have in mind are not the same as the ones I cut from the game, but time will tell if they're redudnant to the existing bosses).
Started working on the Sorceria Core. Probably the portion of the campaign which I look least forward to mapping-out. The four districts are functioning at a playable level at the moment, but there's no items on any of the maps.
11 out of the 18 bosses are implemented at the moment. I might add 1-2 more depending on if I can find a place to fit them (the two I have in mind are not the same as the ones I cut from the game, but time will tell if they're redudnant to the existing bosses).
- RazorclawX
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Re: Wanderers of Sorceria Dedicated Update Thread
Taking a short break on working on the campaign.
- Inuyasha7
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Re: Wanderers of Sorceria Dedicated Update Thread
What amulets of spell shield are you talking about. I NEVER FOUND ANY:(RazorclawX wrote: Items from Books 3 through 5 are carried over. Well, not all of them; you all may as well kiss your Amulet of Spell Shields good-bye.
Started working on the Sorceria Core. Probably the portion of the campaign which I look least forward to mapping-out. The four districts are functioning at a playable level at the moment, but there's no items on any of the maps.
11 out of the 18 bosses are implemented at the moment. I might add 1-2 more depending on if I can find a place to fit them (the two I have in mind are not the same as the ones I cut from the game, but time will tell if they're redudnant to the existing bosses).
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Re: Wanderers of Sorceria Dedicated Update Thread
So is the Sorceria Core gonna be one large map or is the level gonna be split between a few smaller ones?
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Re: Wanderers of Sorceria Dedicated Update Thread
Right now it's one map. Although I haven't actually worked on it in a month because I planned this part of the thing the least. The Core in my mind is mostly story stuff; beside the bosses I never gave the gameplay aspect a lot of thought.Blake wrote: So is the Sorceria Core gonna be one large map or is the level gonna be split between a few smaller ones?
If it comes down to it I'll just remove the gameplay portions and just stick with a boss parade or something.
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Re: Wanderers of Sorceria Dedicated Update Thread
boss parade?...i think you should give some testers to try it out before you'll release cuz ppl might not like it :O