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Glim
 
PostPosted: Sun, Jun 02 2013, 17:52 PM 

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Joined: 13 Jul 2010
Location: British Columbia

We figured you guys might like to have periodic sneak peaks of what the design team is working on and what you can look forward to seeing in the module later down the line. So what we will be posting here are screenshots, bits of lore or general descriptions of things we're working on behind the scenes to whet your appetites before you get to actually see them IG. What I won't be posting here is timetables for these projects because at the end of the day, this is all done on a volunteer basis and RL happens.

Feel free to PM me about anything that's posted here, or ask in General Discussion and I'll do my best to answer, though just like any other game development, some things won't be answered before release (we can't spoil all the surprises after all).

Enjoy the sneak peaks! :)


 
      
Glim
 
PostPosted: Sun, Jun 02 2013, 18:13 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Dungeon Redux: Darkhold

One of the more popular dungeons in the module, we decided it was time to spruce it up a bit...

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A staggering amount of new lore awaits discovery right IG through interacting with various NPCs and relics of the keep's past, but the past can often prove deadly...

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Environmental hazards abound and the secrets of Darkhold will reveal themselves in different ways depending on your party's actions while within...

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Glim
 
PostPosted: Sun, Jun 02 2013, 23:17 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Improved Quest Progression

An ongoing project with the goal of improving the “quality of life” while leveling/question in Amia by providing a more cohesive system that allows for greater opportunities for partying up while still providing the freedom to choose different quests that you may not have done with a previous character.

The basic concept is to provide quest lead-ins that more aptly direct new and old players alike towards the different quest options that there are on Amia. However not wanting to give up the freedom to choose which quests you want, you don’t have to follow the arcs to take the quests if you don’t want to; they’re still there if you randomly walk up to a quest giver. There will still be quests (in fact, more of them) that are not part of the main “leveling arcs” for those who want to go their own way or explore the server more, but the arcs will provide a more clear cut method of leveling for those who prefer to level with as little “pain” as possible.

Here’s an example of how it might go:

Code:
              A
              |
      -----------------
     /                 \
    B                   C
    |                   |
  -----               -----
 /     \             /     \
D       ------E------       F
|             |             |
-----------------------------
 \                         /
  G                       H
        (continues on)


Everyone would start with A and then the quest givers would suggest (once quest A is turned in) that the players could go help his pal B or check out rumor C. If they choose B, they can then go to D or to E. They might meet up with some people at E who had chosen path C originally (yay for more party opportunities!) and this also provides an opportunity to jump ship and go down the path you hadn’t originally chosen (yay flexibility!). Then eventually everyone would end back up between D/E/F and G/H, going to the same place, and then choosing between G and H, again allowing for partying or switching paths. The exact setup will fluctuate, but the general theme will remain the same, providing a smooth transition between quests from level 2 all the way to level 30 if the player so chooses.

Obviously this is quite the undertaking and it won’t be completed over night, but thankfully it’s something that we can very easily work on and implement in pieces to gain some immediate benefit, rather than having to wait till it’s all done at once. To start off this initiative, the design team has been working on alterations of a few starting dungeons/area (such as the Den of Webs and Darkhold above, among others) as well as introducing new quests

In addition, we will also be updating the journal entries for quests as we go, with color codes denoting a rough estimate of the level of challenge a given quest (and its associated dungeon/area) will present. This will allow those less familiar with those areas (whether new players or old who haven’t been there before) to at least have a rough idea of what they’re getting into.


 
      
Glim
 
PostPosted: Sun, Jan 12 2014, 18:56 PM 

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Joined: 13 Jul 2010
Location: British Columbia

New Obstacle System:
Certain methods offer XP rewards, based on the fact that they take skill to use. Other, brute-force methods offer no XP. All characters will have some method of breaching obstacles, with varying levels of success and reward.

Sneak Archtype: Open Lock / Bash (locks), Disable Trap (traps), Use Magic Device (wards, brute)
Caster Archtype: Knock / Bash (locks, brute), Find Traps (traps, reveal only), Dispel + Spellcraft (wards)
All Other: Bash (locks, brute)

Locks - Open Lock (skill based, trained only)
  • No changes to existing. Grants XP based on Open Lock DC x2 to all party members, once per reset.

Locks - Bash (force based, anyone)
  • Bash DC is based off of a local integer on the object itself, set by the designer of the area
  • Bash check is as follows:
    • Unarmed Attack (regular): 1d20 (no bonus)
    • One-handed: Strength Modifier + 1d20
    • Two-handed: Strength Modifier x 1.5 + 1d20
    • Unarmed Attack (Monk lvl 8+): Strength Modifier x 1.5 + 1d20
    • One Handed Blunt: Strength Modifier x 1.5 + 1d20
    • Unarmed Attack (Monk lvl 16+): Strength Modifier x 2 + 1d20
    • Two Handed Blunt: Strength Modifier x 2 + 1d20
    • Additionally each failed bash check adds -1 to the bash DC on that door by anyone, for 15min (represents damage to the door). DC resets to original value after 15min of no bashing.
    • Additionally using a Shield during a bash attempt reduces the damage from triggered traps or wards by 30%/40%/50% for medium characters, 40%/50% for small characters, respective of shield size
  • No XP is granted for this method of forceful entry.
  • If it's a door that cannot be bashed (such as Faction entrance) a message will suggest getting DM oversight instead

Locks - Knock (spell based, arcane only)
  • Usable on locks only (as per PnP)
  • Only affects one door, box or chest per individual casting (as per PnP)
  • Caster level check remains (as per Amia modification so as not to outshine Open Lock skill + gear investment)
  • Artificial hard cap of 65
  • Calculation = Open Lock DC vs. Base 10 + Caster Level + key ability Modifier + Transmutation Spell Focus feats: 2, 4 or 6 respectively
  • BoT Page still causes production of Thieves Tools based on Caster Level
    • CL 1-4 = +1
    • CL 5-9 = +3
    • CL 10-14 = +6
    • CL 15+ = +10
  • No XP is granted

Traps - Disable Trap (skill based, trained only)
  • Grants XP based on Open Trap DC x2 to all party members, once per reset.

Traps - Find Traps (spell based, arcane & divine)
  • Only affects a 30 meter radius as per standard NWN spell
  • Caster level check added so as not to outshine Search skill + gear investment)
  • Artificial hard cap of 65
  • Calculation = Search DC vs. Base 10 + Caster Level + key ability Modifier + Divination Spell Focus feats: 2, 4 or 6 respectively
  • Marks affected traps as Seen for all party members in the area
  • Checks against both mundane Traps and against Wards (see below)
  • Does not disarm any traps (as per existing Amia modifications), only highlights them
  • No XP is granted.

Wards - Suppress Ward (skill based, arcane & divine)
  • Casting Dispel on the warded object causes a Spellcraft check vs. Ward DC (local integer on object, treated just like Open Lock or Disarm Trap skill rolls)
    • Ward DC vs 1d20 (take 20 if not in combat) + Spellcraft skill (including focus feats and gear bonus, etc.)
  • Bonus to check based on Abjuration Spell Focus feats (standard 2, 4 or 6 respectively)
  • Bonus to check based on “grade” of Dispel used (0, 3, 6 or 9 respectively)
  • Grants Ward DC x2 in XP to the party upon successful Suppression

Wards - Bypass Ward (skill/force based, trained only)
  • Use Magic Device can also be used to fool a ward for a short time (15min), allowing PCs to bypass it but this method grants no XP to the party
    • Ward DC vs 1d20 + Use Magic Device skill (including focus feats and gear bonus, etc.)

New Wards:
  • Spell triggers via scripting and local variables on doors or placeables that will be only removable by a successful Dispel as noted above
  • Will still be findable by a successful Search check as forewarning (call it spotting arcane/divine runes, or recognizing spell scarring around the door, whatever) using a PLC next to the door that will spawn on a successful Search check (or use of Find Traps), similar to how secret doors are found and spawned
  • Local Integer variable will be placed on the door to go with a Local String ward spell script name. The integer will be the DC to disable the ward as above and the spell that will trigger if it isn't disabled when opened
  • Trying to bash the door, or otherwise open it without removing the ward first (could be warded and locked) will trigger the ward. Standard option of a one-off or continuous, same as regular traps
  • Doors or objects will be able to have a Ward or a Trap with this method, or potentially both. The PLC that spawns next to the door would be the visual queue that there is a Ward in place, similar to how Traps highlight the door on a successful Search check. If the Ward is disabled, a cooldown on the PLC will also be placed for the same duration (standard 15min "respawn") that the Ward is down for.


 
      
Glim
 
PostPosted: Sun, Jan 12 2014, 19:00 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Obstacle System: What This Means for You
So just to point out the theory behind the above system, the goal of this is to both reward those who invest in the classes or skills meant to deal with obstacles, with XP while leveling, but still provide at least some opportunity for other classes to bypass or just bull-rush through those obstacles in some fashion as well.

The other theory behind this is that the "secondary" methods of dealing with each of these obstacle types, top out at slightly lower rolls than are possible for those trained in the proper skills, or with the proper classes. This means that for epic dungeons, where leveling is no longer a concern, we will have the capability to make some obstacles require certain classes, thereby rewarding that class investment and hopefully even promoting the RP that comes with them.


 
      
Glim
 
PostPosted: Fri, Mar 07 2014, 3:03 AM 

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Joined: 13 Jul 2010
Location: British Columbia

Improved Quest Progression - Leveling Direction

Further to the work on quest progression and updating the server's dungeons and such, I thought I'd show you guys the "rough idea" of where things are headed. You'll see that there are three primary "paths" if you will, that the updates to the quests (and new quests) will work you towards, making it easier both to find other people to quest with and to find where to go next. But you aren't limited to one path; you can switch seamlessly at any point from left path to middle, right to left, whatever you want, it's just a guide.

You'll also see that some of the entries still have question marks, or have been covered over with awesome accessories and such. Anything that isn't marked in green isn't set in stone / completed yet, and there are also some things that will have plot changes to do with them (so I can't spoil everything for you!).

Also, bear in mind that a lot of these changes are a good ways down the road yet and won't be happening any time soon at all. It's just planning.

Image

Hopefully this provides you with some idea of where we're headed with these physical aspects of the module and server. If it brings up any questions or you're not certain of anything indicated here, please feel free to PM me. Or wait for Yossarin to make a General Discussion topic about it like he usually does ;) :P


 
      
Raua
 
PostPosted: Mon, Aug 28 2017, 18:32 PM 

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Joined: 09 Jul 2014
Location: The Land of >9000 Lakes (GMT -6)

Hello Amians, We here in the ADT felt a little more transparency would be nice for our player base and have decided to periodically post some of our works-in-progress for upcoming updates. Devs will periodically post screenshots of areas under construction, bits and pieces of lore, and mechanical changes for us all to look forward to seeing in the module.

Stay tuned and enjoy the eyecandy, Amia!


 
      
Raua
 
PostPosted: Mon, Aug 28 2017, 18:38 PM 

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Joined: 09 Jul 2014
Location: The Land of >9000 Lakes (GMT -6)

In area design land, we have a few projects underway. This week's episode brought to you by Dicey and Raua:

show
New Outlaw island Concept:
Filled with debauchery, piracy, and booty of both varieties.
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Moogle
 
PostPosted: Wed, Aug 30 2017, 16:30 PM 

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Joined: 12 Feb 2013

Around 216 new heads will be coming to Amia soon! They will be a mix of the races and they will work with the large phenotype as well. Here are some previews of each gender and race. The numbers and official screenshots for the new heads will be released later on.

show
Female Human & Half-Elf
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Male Human & Half-Elf
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Female Elf
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Male Elf
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Female Dwarf
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Male Dwarf
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Female Halfling
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Male Halfling
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Female Gnome
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Male Gnome
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Female Half-Orc
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Male Half-Orc
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_________________
Kyathanis Maernlylth
Bladesinger


 
      
Raua
 
PostPosted: Wed, Sep 06 2017, 1:07 AM 

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Joined: 09 Jul 2014
Location: The Land of >9000 Lakes (GMT -6)

There are a few things in the works at the moment, but here's a little tasssste~

Sssomething ssslithering thiss way comesss
show
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This message is brought to you by OLIVE'S MORNING COFFEE™ Keeping bishes awake est. never.

_________________
Occasionally seen as [DM] Raua, or playerside as...

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Raua
 
PostPosted: Sat, Oct 14 2017, 13:12 PM 

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Joined: 09 Jul 2014
Location: The Land of >9000 Lakes (GMT -6)

Oh, it's been far too long since I last posted an update here. Hmn.. what have I gotten myself into now? Uh... something wet? Wait.. that sounds wrong on several levels. Yet, somehow it's fitting. :mrgreen:

Rub adub blub?
I can't actually bring myself to edit these down smaller, so please understand as you follow the puush links, sorry :S

This message is brought to you by OLIVE'S MORNING COFFEE™ Keeping bishes awake est. never.

_________________
Occasionally seen as [DM] Raua, or playerside as...

Image


 
      
Kamina
 
PostPosted: Tue, Jul 24 2018, 17:30 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

It's been a while, huh?

A few of us on the ADT are looking to fluff up some classes that could do with a touch up. With the update due to occur after this post, will have the first step to our way on developing this. We are going to be making a portion of the "DM rewarded" widgets/spells/forms able to be learned from other players as well as DM events made to "seed" them on to characters. As of right now, my personal endeavours are focusing on Shifters, Druids, Bards and some other Arcane spells.

With the update incoming, there will be an addition of "Extended Dragon Shape", which will allow Druids and Shifters to change in to all Chromatic, Metallic and Shadow Dragons. However, these will not be immediately accessible for players as we are looking for a way for you to earn these in-game if you have the relevant feat.

In regards to Bards, be on the look out for new Bard songs coming your way. Spells and other cool effects are planned.

We're also going to finalise our Book of Transmutation revamp, hoping to have it out in the next week or so.

I will also be expanding Wyrmling forms the same as Dragon Shape, allowing level 1 shifters to have a selection of Metallic forms to pick from, though this may happen later as it will require more scripting than the Dragon Shape due to their Epic form progression.

But this is just what I'm working on! Hrothmus has a lot of stuff coming your way too as I'm sure you've all seen him prowling the Improving Amia forum fixing some outstanding issues. We have a lot of new content incoming and on behalf of the Amia Development Team we all hope you're seeing the fruit of our labours. As always, feedback is appreciated, so do not hesitate to post any queries and questions in the General forum as well as to continue reporting any issues you face or any suggestions in the Improving Amia forum!

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Kamina
 
PostPosted: Mon, Oct 01 2018, 18:49 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

Raua wrote:
Oh, it's been far too long since I last posted an update here. Hmn.. what have I gotten myself into now? Uh... something wet? Wait.. that sounds wrong on several levels. Yet, somehow it's fitting. :mrgreen:

Rub adub blub?
I can't actually bring myself to edit these down smaller, so please understand as you follow the puush links, sorry :S

This message is brought to you by OLIVE'S MORNING COFFEE™ Keeping bishes awake est. never.




*Whistles innocently*

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Kamina
 
PostPosted: Sun, Nov 18 2018, 13:37 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

Here's some pictures from the upcoming Skills-based dungeon:

The Tomb of the Crimson Wyvern

In the depths of Demonreach, the Crimson Wyverns have found the long lost tomb of the Demonreach founding Pirate King. Their issue lies in that the tomb has a secondary name, the Cache of Bottomless Riches. Instead of the usual tomb style, this whole necropolis is shaped like a giant safe. The only way to get in and get some amazing loot may involve sneaking past the Crimson Wyverns, who are not so happy to be sharing the loot, and unlocking access to the lower levels yourself...

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_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Kamina
 
PostPosted: Sun, Jun 09 2019, 15:34 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

Unique Boss Drops

The DM team have been slowly working through this project to spice up the boss hunter's lives. Right now, players tend to cycle the same few soloable bosses and occasionally party up to tackle additional bosses just to strike the 5/100 epic loot bin chance per reset.

This update will not take away or change this loot bin, the 5/100 loot bin will still be present on all bosses so if you're actively hunting for epics, this update won't change much.

The update is quite simple actually, each boss will gain 5 new epic items unique to themselves. They will be themed around them and cater to certain classes as opposed to general use (not saying other classes may not make use of other items not aimed at them!). These items have their own drop rate:

"Easy" Bosses (E.g. Fire Giant King, Pygmy Boss) 1/100 chance of hitting this drop table (1/500 effectively to obtain a certain item from it)
"Intermediate" Bosses (E.g. Windreaper, Wastrilith) 1/75 chance of hitting drop table (1/375 for individual item)
"Hard" Bosses (Rabka the Bound, soon-to-be-released Kraken) 1/50 chance of hitting drop table (1/250 effectively to obtain a certain item from it)


Alongside this, some people will find new best-in-slot equipment may come directly from these bosses, or niche gear that will aid you in certain circumstances.

A lot of these items are still going through balancing, as they're aimed to be on-par with DC gear, however I can reveal an item dropped by 3 of the "Hard" bosses that is pre-approved just to moisten your tastebuds:

Darkness - Ioun Stone - Chrysoprase
Rabka the Bound - Ioun Stone - Lavender
Kraken - Ioun Stone - Iolite

We want to leave a lot of it to surprise, however we believe by adding an individual drop table to all epic bosses, not only will you guys be tempted to kill them for more chances at our epic drop table, but you may also receive very powerful uniques from these bosses.

Note: T-Rex, Phane and Boneyard currently have no plans to have this added to them.

No ETA but we're hoping to have this out ASAP!

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
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