Author Topic: Aenea (award winning, casual D&D style PW)  (Read 6036 times)

Legacy_The Amethyst Dragon

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« Reply #45 on: April 26, 2013, 09:19:34 am »


               April 26, 2013

Aenea is still alive and well.  Always being working on in one way or another.  Here are a few of the things I've been working on the past few months.

Project Reforged: Finished!  All new models for ranged weapons have been added to the game (and soon to the Vault)

Project Q: This high quality collection of haks has been integrated into Aenea, replacing many old creature and placeable models, and making several new tileset improvements available.  All the hak merging is complete.

Updated Balors: Working off a Q model, I redesigned all the balor models.  They are now much meaner looking.  Here's the standard red balor (not pictured are all the others).
'Posted

Ammunition Upgrading:
Characters using everfull quivers, everfull bolt cases, and evefull bullet bags can now add additional slashing damage via another magical crystal (crystal of smiting) and via changable "bane fluids" (which add damage based on different racial types).

Society of Adventurers Academy: A large facility for new adventurers, funded by heros in-game, has recently opened.  It's got a practice area for spellcasters, a reading room filled with helpful information, altars to the various deities, and even a small shop with very affordable pricing for lower level characters.

Randomized Merchant Stock:
 Several more merchants around the lands are getting new shipments of merchandise every in-game week.  This system is expanding to cover additional stores, with more items unique to individual merchants.

The Elder Brain: The old elder brain was removed from the gameworld, only to be replaced by a much more deadly creature that is not a massive pile of old brains, but a very powerful mindflayer that devours the brains of other mindflayers.
'Posted

Coming Soon / In The Works:

Giant Improvements: New giant models, based on Q creature models, are being added to the game to replace existing (really old model) giants.  Mountain giants and ettins are custom adaptations of various Q orc model parts.  Frost giants, already making use of the Q models, are getting revamped to have full PC animations (so their archers can use the deadly frost giant longbows). {next hak update}
'Posted
(link for full sized image)

Updated Accessory Models: The next hak update will contain brand new versions of the Aenea circlets (for things like the headband of mental strength (formerly knows as a headband of intellect)) and VFX quivers & arrows. {next hak update}

More Underdark Areas: I'm working on an expansion to Aenea's relatively small Underdark.  Who knows?  I may even pull in some of the non-spider stuff from this month's drow-themed Custom Content Challenge.


And, just to finish off this post, here's a screenshot of my current character, a deadly fighter & arcane archer.

'Posted
(link for full size image)


Edit: And dammit.  I hate how this stupid forum constantly messes up formatting, and auto-shrinks images to 540 pixels).
               
               

               


                     Modifié par The Amethyst Dragon, 26 avril 2013 - 08:24 .
                     
                  


            

Legacy_KlatchainCoffee

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« Reply #46 on: April 26, 2013, 11:27:26 pm »


               To anyone who has not looked at this yet - it is completely worth a look. I have not spent ages there, but initial impression is that the place is a work of art: when I logged in I could not believe I was in the same old NWN, with all the improvements and bits and bobs that TAD put in. From what I have seen, it also has a friendly and helpful playerbase. I would be definitely popping back sometime I am less snowed under with various things.
               
               

               


                     Modifié par KlatchainCoffee, 27 avril 2013 - 06:44 .
                     
                  


            

Legacy_The Amethyst Dragon

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« Reply #47 on: June 02, 2013, 05:51:15 am »


               Just a quick little update.  Content originally made for Aenea's players has, at long last, picked up Hall of Fame award #18.  This time it's for the VFX Quivers & Arrows, which has been available for years and which I updated a month ago.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #48 on: June 16, 2013, 10:36:59 am »


               June 16, 2013

As of today, the World of Aenea PW has been online for 7 years. '<img'>

At least a year of work went into the module before it went online.  I still recall starting downloads from the Vault on my dial up connection and letting them run while I went to bed. '<img'>  After I got a cable connection, the work pace picked up (and I started grad school to become a teacher).  The game went online about a week after my 2nd kid was born (#2 of 4), and about 2 months before I started student teaching.
'-_-'-_-'-_-'-_-'-_-'-_-
I have nothing but thanks for the makers of Diet Mountain Dew. '<img'>

Since Aenea has been online, I've become much more experienced with NWScript, gmax, parenting, and the intricacies of 2da editing....
...and blatant self-promotion. ':whistle:'


To mark the occassion, I'm adding a few small things to the gameworld:
- double XP gains for one week
- a special item quest (talk to Entrom in the city of Macedone to get started) for one week
- a new area (designed by one of my players) that the item quest will lead in to
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #49 on: August 01, 2013, 02:39:48 am »


               July 31, 2013:

More continued development in Aenea.  Had a hak update on July 18th, and because my brain was being productive, had to have another one today for more new and updated stuff.

Since the last posting here in April, here's what's been added/updated....

Giant Improvements: The improvements pictured a few posts earlier have made it into the game, improving the looks of multiple giants.

VFX Accessory Upgrade: Updated the VFX Quivers & Arrows, as well as the Aenea VFX circlets and lenses.

Heavy Iron: Iron golems recently got a makeover, thanks to Project Q's stone golem model.  The new ones are bigger, bulkier, and look a lot less like a sci-fi robot.

'Posted

Older City: The city exterior tileset (used for the city of Macedone) has been retextured to look older and more used.

Earth Elementals: Two new earth elemental models have been added, which will replace the regular one when summoned near lava or underwater.

'Posted

Web Placeables:
PLUSH HYENA of DOOM's updated web placeables (from the drow CCC) have been added into the Aenea haks.  They look better than the old ones.

Bee Hives: New beehive placeables have been added.  One is a farmer's beeehive from NWN2, converted by thegeorge.  Three are originals that look like wild beehives (honeycomb).

New Spell: 3rd level bard spell, blink.  Grants cycling 100% concealment for 3 rounds at a time for the duration.

Water Elementals: When summoned underwater, water elementals are now mostly invisible (my model from the underwater stuff CCC), and when summoned in permanent cold areas such as the Icereach, they're made of ice.

Familiar Bling: Wizards and sorcerers can now give their familars two small items to permanently wear (a ring and an amulet).

Companion Bling: Druids and rangers can also give their animal companions two items to equip.

Fungus Among Us: Shrieker and Violet Fungus getting added to some Underdark areas.

'Posted

It's Miller Time: Updates to animations and textures for inner workings of windmills and watermills. Fixing scripting for getting grains/corn ground into flour/cornmeal. Adding brand new watermill placeables made by phenix-rising.

Clouds Below:
Update to areas above the clouds with better "clouds below" placeables,
such as the cliffs at the edge of the Rift.  This model will also get
added to some spots with lots of foggy mist (like out in the Lake of
Mists at the north edge of Watertown).

Better Flames: Updated appearances for some placeable flames, based on Project Q flames.

Fixes for Graphics:
Fixed a few "broken" textures by making them the correct size.  Powers
of 2, people!
2x2, 4x4, 8x8, 16x16, 32x32, 64x64, etc. If making
textures for NWN, the need to be sized to a power of 2 or else the game
doesn't like them.

Stabilized Snake: Serpent
Disciple model recompiled so it's more stable on some PC's computers.
NWN works better if I pre-compile models so it doesn't have to do the
work while the game is running.

Dem Bones: Start
of rebuilding of the common skeleton using PC parts.  All new models
are on their way, starting with the arms and hands in this hak.  Some
in-game skeletons will be upgraded with the next hak update, such as the
guards in Greyskull's castle.  I've used the Q skeleton retexture &
skull as a basis for whipping out skeleton parts for all the PC races. 
Next time I get into model making, I'll be attempting to remake the
torsos, necks, and legs.

Dead Arm: Updated models/textures for Pale Master bone arm, thanks to my work on the skeletons.

Head Fixing: Fixing problems with some head models and textures.  Adding in some arabian style heads that needed some work.

Dhow Do Calithian's Sail?: Adding the excellent Dhow (ship) placeable model from last September's Custom Content Challenge.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #50 on: October 25, 2013, 05:49:22 pm »


               October 25, 2013:

It's been a few months since an update to this thread, but things are still growing and changing in Aenea.  A few of the changes made since the last post...

Alchemy Tradeskill: Added a brand new tradeskill for players.  This one allows creation of various alchemical substances and items from several base reagents.

Leatherworking Tradeskill: Added another brand new tradeskill for players.  This one lets players make different items (such as leather armor) from leather and some animal parts.

Tailoring Tradeskill: Another new tradeskill for players.  This one allows players to make various clothing pieces and linings from cloth and leather.

Runemaking: This older tradeskill has been updated.  Instead of painting variables on items, it now produces runestones which can be held until a later time, then applied to desired items (granting properties that last for up to 6 game hours).  More stable scripting, since the runestones use the same same script as the item-enhancing elemental crystals.

Time Check: Updated the code for the ;;t / ;;info time chatbar command so that it now shows progress toward the next play time reward (players are rewarded for time spent playing a single character, with rewards getting better as more time is dedicated to that character).

'Posted

Special Weapons Update:  A few CEP/Aenea weapons are scattered about in the game, and as of recently they are now eligible for "weapon" feats (Weapon Focus, Weapon Specialization, Etc.).  The use the same feats as the closest standard weapons so that, for example, all of the weapon feats for mace now also apply to the heavy mace (pulling double duty), and the light pick, heavy pick, and maul all use the warhammer feats (so it can pull quadruple duty!).

Item Appearance Modifying: Also known as "appearance crafting", this has been altered for shields, cloaks, helmets, rings, amulets, belts, bracers, and gloves.  Now, instead of cycling through appearances on a model or looking up appearance numbers in an out of game chart, players can select an example right in-game and use that to alter their own item(s) of the same type.  The new method also now makes use of tradeskills, so modifying existing gear can lead to improvements in several tradeskills.

Animal Totems: Barbarian feats, each of these can be used to enhance a barbarian's rage ability.  One totem can be used at a time, with it's effect added to the rage effects.  For example, after using the Bear totem, the barbarian regenerates 1 hitpoint/round while raging (3 points/round in spring months).
Bear, Deer, Hawk, Lion, Panther, Raven, Shark, Turtle, Wolf
'Posted 'Posted 'Posted 'Posted 'Posted 'Posted 'Posted 'Posted 'Posted

Extended Rage: A new barbarian feat that extends the duration of the rage ability by 5 rounds.
'Posted

Dashing & Daring: A new feat that lets unarmored characters apply their Charisma modifier to their Armor Class.
'Posted

Spell Opportunist: A new feat that lets trained spellcasters get additional effects for some spells by exploiting their knowledge of how spells might interact.  For example, casting an electrical spell on a target just hit with a water spell makes the electrical one harder to save against.
'Posted

Aqueducts: The city of Macedone, along with the priesthood of Aquar (Aenea's god of water), has build large aqueducts to bring fresh water into the crowded port city.  These are brand new placeable models created for Aenea, based off images of historic Roman aqueducts.

'Posted

'Posted

'Posted

Crystals Update: Newly found/created enhancing crystals (such as a crystal of smiting and crystal of flame) have brand new inventory icons and scripting.  Also with an updated appearance are the blood of magic crystals (used for getting enhancement bonuses on items in-game).
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #51 on: March 03, 2014, 09:50:33 am »


               

March 3, 2014


 


Seems I've been slacking in keeping this thread updated.  So, here's what's been added to Aenea since October...


 


Safer Passage via Familiar: PC spellcasters are able to set a target location for the teleport spell while possessing their familiars, which makes the sneaky mouse and cat familiars more useful.


 


Big Stick: The greatclub is a brand new item type for those giants and others that just want to hit things with a big stick.  It's supported by weapon feats for clubs, so it's actually a rather useful weapon.


 


greatc10.jpg


 


Messier Kills: No more brown loot bags left behind as remains.  Joining new remains models added a few months earlier are ones for giants, dragons, beholders, and a generic "bloody mess".


 


New Hands: I made all new hand models to replace existing ones, and even added several brand new ones, such as ones with rings and ones with claws (which are great for those wolfblood or dragonsoul characters).


 


newhan10.jpg


 


Conjuration Focuses: Spellcasters that have Spell Focus, Greater Spell Focus, and Epic Spell Focus in conjuration spells now have summoned creatures (via the summon creature spells) that last longer and gain bonus to attack, AC, and hitpoints.


 


Other Spell Focuses: Spellcasters that have Spell Focus, Greater Spell Focus, and Epic Spell Focus in other spell types also benefit by gaining longer durations for some spells or more damage from other spells.


 


Monster Treasure Hoards: Some monsters, such as dragons and beholders, now leave most of their treasure/loot in treasure hoards within their lairs instead of dropping them in their remains when defeated.  Players still have to defeat said foes to get the treasure, but it just makes more sense for beholders to stash their stuff somewhere centralized rather than carry it in non-existant pockets.  Same goes for dragons.  This system makes use of Cestus Dei's treasure models from one of the past CCC themes.


 


Q Update: Aenea was updated to use version 1.7 of Project Q.


 


VFX Pets: The faulty VFX shoulder-mounted parrots have been fixed (from way back in 2010, finally figured out the issue with the model).  I also added four brand new shoulder-sitting VFX pets: a faerie dragon, a pseudodragon, a mouse, and a raven.


 


Ice (Water) Elemental Fixed: Removed pink glow from the "diamond golem" model that is in the CEP so that water elementals summoned during freezing weather are now properly white.


 


Fire Elemental Glow: Based on a suggestion from my own kid that now plays NWN, I added a dynamic light emitter to the fire elemental model, so that druids in elemental form can still see in the dark when they're made of fire.


 


Slimy, Yet More Satisfying: Added all new models for oozes, slimes, and jellies to replace the ones included in the CEP and default game.  Ochre is usually orange, and the slithering tracker is now dang hard to see.


 


oozesu10.jpg


 


Hide the Cubes: Updated the look of the gelatinous cube model to make it harder to see (in D&D they are supposed to be easy to mistakenly blunder into in a dungeon corridor).  I also added a smaller version, since they reproduce by budding off a mini cube.


 


oozesu11.jpg


 


Natural Invisiblity for the Hunter: Added a very transparent lion model to the game for the "invisible hunter" creature so that it's hard to see even when the game engine forces it to drop invisiblity momentarily when it attacks.  This replaces the old "white lion" appearance that was used for years.


 


Acid Splash gets Subtle: Added a new toned down projectile VFX for the 0-level acid splash spell.  The bright green glowing blob was just too obvious for such a low-powered spell.


 


New Ore Icons: Added all new inventory icons for iron, silver, gold, adamantite, and mithral ores, as well as a new icon for uncut gems.


 


New Mineral Veins: Added brand new "mineral vein" placeables for a proper visual cue that mining can be done in various places.


 


Old Tyme Smelter: Created and added a new model based on medeival smelters so that PCs have a proper place to turn ores into workable metals.


 


Burnin' Time: Added new salamander models to the game.  These guys will soon have homes within places frequented by fire giants.


 


salama12.jpg


 


Fire Giants: Thanks to Pstemarie's work in Q 1.7, I had an excellent model to work with for fire giants.  I've since modified them to use full PC animations so that they can use weapons like bows and can use emotes.  I'll be building an area for the fire giants soon.


 


po_gnt10.jpg


 


Pixie Fun: Spellcasters with pixie familiars will notice a change in their look, as the little fey will change to an all-new model which will be different depending on the master's alignment.


 


pixies10.jpg


 


Gargoyle: I never liked the original gargoyle look, and was not satisfied with the hardpoints' one that's in the CEP, so I finally created my own, based on Aenea's balors (which are themselves based on Project Q's balrog model).


 


_gargo10.jpg


 


Forest Dragon: A brand new plant creature will start showing up in wooded areas.  He doesn't take kindly to unattended campires.


 


_fores10.jpg


 


Stone Giant: I never liked the stone giant models in the CEP, which is why they never got used.  Now that I've made my own, they'll start appearing in mountainous regions.  This one is based on the DLA ogre, a PC head model, lots of model adjustments, and texture work.


 


_stone10.jpg


 


Shambling Mounds Get Busy Growing and Dying: Replacing the models found in the CEP with brand new ones based on the Q stone golem shape, Aenea has brand new living shambling mounds and decaying ones as well.


 


_shamb11.jpg_shamb12.jpg


 


New Spells: The most recent hak update (yesterday) added 8 brand new spells for various casters in Aenea: castigate and repudiate (which harm demons and undead), desecrate and unhallow (which help demons and undead), focus (adds +1 to skill checks), shillelagh (adds attack and damage bonus to clubs and quarterstaves), and limited wish and wish (which summon djinn to grant wishes).


 


New Magic Item Creation System: Overhauled the way PCs enchant new items (that aren't like wands, potions, and scrolls with selectable caster levels).  There are nearly 450 different items PCs can make themselves.


 


New Magic Item Empowering System: PCs have been able to add basic AC and enhancement values to armor and weapons for years.  Now, however, PC spellcasters can add many more properties to basically any existing item.  Between all the item types, there are over 1,100 different properties that can be added to things, from 1d6 fire damage vs. plants on a greataxe to reducing the weight of full plate armor to 5 pounds to turning a dagger into a holy avenger dagger...PCs have many more options.


 


So, yeah.  Aenea is still alive and growing, with work on stuff going on almost daily behind the scenes.



               
               

               
            

Legacy_T0r0

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« Reply #52 on: March 03, 2014, 08:37:33 pm »


               

TAD, Those look awesome. I especially like that stone giant and forest dragon. Kudos !!



               
               

               
            

Legacy_Skywatcher

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« Reply #53 on: April 29, 2014, 08:15:08 pm »


               

World of Aenea is still there and still thriving. Many thanks to AD for keeping this going all these years!



               
               

               
            

Legacy_YeoldeFog

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« Reply #54 on: April 30, 2014, 05:18:20 pm »


               

Oooh, are the Fungal Shambler and the Shambling Mound to be found somewhere, or are they Aenea exclusive?



               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #55 on: May 01, 2014, 09:24:25 am »


               


Oooh, are the Fungal Shambler and the Shambling Mound to be found somewhere, or are they Aenea exclusive?




They are just in Aenea.


               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #56 on: June 17, 2014, 12:07:46 am »


               

June 16, 2014:


 


As of today, the World of Aenea PW has been online for 8 years. '<img'> 


 


You'd think I liked this game or something.



               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #57 on: June 21, 2015, 12:28:16 am »


               

Wow. It's been a (busy life) year since I posted in this thread.


 


And, although offline for a few weeks while I moved, Aenea is still running, celebrating 9 years online.



               
               

               
            

Legacy_Fester Pot

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« Reply #58 on: June 21, 2015, 10:44:03 pm »


               

Yay!



FP!