impinc impinc

ACP expansion

ACP expansion

In Heavenfall style, I'd like to enlist some people to help out the ACP mod. I posted something like this before, but was more looking for models, and well, there are no modelers around it seems. Anyways, there are two main things I'd like help with which are easier.

 

 

Abilities

The first thing I'd like help with is the graphics for the abilities. Each ability has two types of graphics needed. Art/icons, and particle effects. Some may be fine with the ingame ones, so I'd like to get a discussion on this as well. The list so far (green is submitted, orange is 'spoken for'). The first thing in the parenthesis is the art, the second is the particle effect. All icons are 64x64, but we can use 256x265 (usually images), and the game will scale the 256x256 down to 64 automatically.

Quendar

Pinpoint (Bullseye - i should probably remove the white background/Confusion) [ImpInc]

Blinding (Bullseye/Confusion) [none]

Slippery (EternalDodger/Eternal_Dodger) [none]

MarkedEnemy (EternalDodger/EternalDodger) [none]

Swiftness (Quicken/Haste) [none]

Slowness (Quicken/Haste) [none]

Distraction (Confusion/Confusion) [none]

GaleWinds (Winds1/Haste) [none]

GreatFocus (Bullseye/Confusion) [none]

MarkedEnemies (EternalDodger/EternalDodger) [none]

TakeAimGroup (ArcaneArrow/none) [none] *

PrepareDodgeGroup (Blink_Icon/none) [none] *

 

Trogs

TendWounds (Heal_Icon/none) [none]

Weaken (Wither_Icon/none) [none]

SneakAttack (Berzerk_Icon/none) [none]

SmokeBomb (Winds1/Smoke_Bomb) [none]

BraveSirRobin (Evade_Icon/Escape) [none]

SoulStealer (DrainLife/Drain_Life) [none]

GasCloud (Winds1/ACP_Poison_Cloud) [none]

CallToDefense (CallToArms_Icon/Confusion) [none]

RallyCry (RallyingCry/Confusion) [none]

DefenseDrain (Drainlife/Backstab) [none]

RallyDefense (CallToArms_Icon/none) [none] *

Stun_Group (Slow_Icon/none) [none] *

 

Urxen

ConcentratedShot (Savage_Strike/none) [none]

DefensiveStance (CallToArms_Icon/Confusion) [none]

InstantRage (Bravery/Confusion) [none]

Sacrifice (Drainlife/Confusion) [none]

PowerStrike (Quicken/none) [none] *

BatterDefenses (DrainLife/none) [none] *

BypassingStrike (Quicken/none) [none] *

GroundStomp (Earthquake_Icon/Confusion) [none]

InsightRiot (Bravery/Confusion) [none]

RallyAttack (CallOfTitans/none) [none] *

HarrowingHowl (Bravery/Confusion) [none]

AllOutAssault (CallOfTitans_Icon/none) [none] *

 

Wraith

MindMelt (Confusion/Shield) [none]

MagicDefense (Enchant_Defenses/Shield) [none]

BattleForm (GiantStrength/Confusion) [none]

MagicBoost (DispelMagic/Confusion) [none]

Invigorate (Bravery/Confusion) [none]

Paralyze (Slow_Icon/Shield) [none]

MendGroup (Heal_Icon/none) [none] *

FrightenGroup (Alchemy_Icon/none) [none] *

MassSpellDefense (Immunity/Shield) [none]

MassImmunity (Immunity/Shield) [none]

 

 

* denotes the ability is from Kenata's Skill Library (note: some have been changed slightly from whats in the skill library, while others have stayed the same.)

 

 

Monsters

This section is a little more vague. First, I think we should add in more monsters, but I don't want the some ole things. I've already done enough 'giant' versions. To get the best new monsters would require modelling, however, if anyone is adventurous, you can try to skin an in game model differently. If there's something you'd like to skin, let me know. I'll let you know which file to edit, and I'll take care of getting it into the game if you don't feel like doing it (or installing the necessary applications). The big thing here is, do we want to add abilities for monsters as well? I've got one in there already for the zombie captain (which I need a particle effect that looks better). Do we want more? Are the monsters tough enough already without adding abilities to them? Also, do we want to give the monsters regular weapons (without Updated weapons affecting them)? If you see UW in the parenthesis below, it signifies that the monster will get abilities from Kenata's Updated Weapons mod.

 

Possessed Battle Axe (UW)

Floating Club (UW)

Cursed Shortsword (UW)

Great Scimitar Of Death (UW)

The Head (Custom fireball spell, *needs better particle effect*) [none]

Zombie (none)

Zombie Captain (ZombieCloud1) poisonous cloud, needs better particle effect [none]

Skeleton (UW from fangdagger)

Skeleton Captain (UW from Karrazan)

Giant Skeleton Captain (UW from Great Scimitar)

Darkling Giant (UW from Gnarled Club)

Fire Golem (none)

Dirt Spider (none)

Aruunir (none)

Sehagh (Clarity2/FlameStrike/SearingAttack)


 


 

Tiles

All names in []s are who did the designs previously. If someone speaks for a tile, I will put the name in green. I wish to first give the chance to the others who have created tiles to update theirs (if that made any sense).

 

GoodieHuts

Old Temple - ACP_Old_Temple [ImpInc] *Could use an update if someone wants to make this look better, by all means :)

Molten Gold - ACP_Molten_Gold [John Hughes

Old Temple2 - ACP_Old_Temple [none]

Abandoned Temple - ACP_Abandoned_Temple [ImpInc]

Swamp Tree - ACP_Swamp_Tree [ImpInc]

Swamp Tomb - ACP_Swamp_Tomb [ImpInc] *This should be replaced with something else. It's basically the same as the above.

Frozen Tower - ACP_Frozen_Tower [ImpInc]

Scenic Ruins - ACP_or_Ruins [oddhreia]

Oasis Ambush - ACP_Oasis_Ambush [John Hughes

Crystal Spire - ACP_Crystal_Spire [John Hughes]

Ice Altar - ACP_Ice_Altar [ImpInc]

Fallen Fortress - A_Fallen_Fortress_01 [none]

Desert Pyramid - ACP_Desert_Pyramid [ImpInc]

Desert Tower - ACP_Desert_Tower [ImpInc]

Ancient Ruins - artifact_desert_dungeon2 [none] (this is the one where you have a chance of uncovering a shard)

 

If you want to redo one of my tiles, please do so. Most of my tile designs are pretty bad and/or generic. Also, I can always add more goodiehuts if you just want to add in a different tile which may not work for the above.

 

Quest Huts/Locations

A Problem With Wolves: *I'd like new ones for both of these. In fact, it would be nice to get 2 new ones for each (Seeing as this is a duplicated quest).

      Nobleman's Home - rheia_noble_estate1/2 [oddrheia]

      Wolf Lair - rheia_wolves1/2 [oddhreia]

Haunted Vagabonds: 

     Village - none [none]

     Enemy Location - No_One_Home [John Hughes]

A Sage's Request:

      Sage's Estate - ACP_Sage1 [ImpInc]

      Sage Assisstant's Home - ACP_Sage_Assisstant [ImpInc]

Tomb Of Hagall:

      Tomb Of Hagall - ACP_Tomb_Of_Hagall [ImpInc]

      Scroll Location - ACP_Swamp_Tree [ImpInc] *would like something completely different here

Old Homestead:

      Old Homestead - ACP_Old_Homestead [John Hughes]

      Umberdroth Pack Tile - ACP_Oasis_Ambush  [John Hughes]

Return Of The Undead: (Basically the same as haunted vagabonds)

     Vagabond Camp - R_Vagabond_Camp - [ImpInc] *This needs a redo-ing :P

     Enemy Location - No_One_Home - [John Hughes]

The Ranger's Stolen Boots:

     Ranger's Home - ACP_Ranger_Home [ImpInc]

     Magic Shrine - ACP_or-Magic_Shrine [oddrheia] *needs 2x2 conversion

     Temple - ACP_or_Temple [oddrheia

Undead Culmination:

     Vagabond Camp - R_Vagabond_Camp [ImpInc]

     Enemy Location - No_One_Home - [John Hughes]

Fresh Ruins:

     Initial fresh ruins - Q_Ruin_02 [oddrheia]

     Second fresh ruins - Q_Ruin_02 [oddrheia]

     Bandit Camp - A_Bandit_Camp_01 [oddrheia]

     Dragon Fountain - A_Dragon_Fountain_01 [oddrheia]

 

While the list is a bit long, some of these are probably good with the in game stuff. I'll leave everything up for discussion now, then green things out when I'm happy with everything. I'd also like ideas for special items to be acquired only through questing. Throw out some ideas. I want to include some unique things that you can only get through quests.

24,695 views 30 replies
Reply #26 Top

I'm aiming for a friday release of 1.0. If anyone else has any tiles or graphics to submit, please do so soon. I'd like to get the most stuff into 1.0 that I can!

 

Note: Due to some changes coming in 1.19, it may push the release beyond Friday, but it all depends on how long it takes me to adjust for the new patch.

 

EDIT: Also, if you want to include some tactical maps, that'd be sweet too. I also need a tile done for the vagabond camp. I need one for the quest location. The 3rd level of the vagabonds, they can join your faction (the same way refugee camps work). One of these "resources" is spawn. I'll just use the quest location tile as the resource tile, but we need a build tile, and "built tile".

 

Reply #27 Top

Never tried my hand at tactical maps... I will eventually, I suppose :). But the editor has been crashing on me a lot lately, so I'll poke around with what I set to do first. Maybe try a tactical map or two later.

I also got a little busy lately, so not as much time with the editor as I'd like. Still, I got the 2 versions of the wolves quest done. (And then realized the tiles are going to be around for like 5-7 turns max, haha. Oh well.) Wolves got themselves a pair of proper lairs instead of magical shiny thing.

Estate 1 front/back

Estate 2 front/back

Wolves 1

Wolves 2

Tiles + shadows  HERE

I'll try to get you more quest tiles before friday, though I may not be able to... been eyeing some unclaimed goodie huts too :P.

Reply #28 Top

Awesome work, as always oddrheia. Thank you. Don't rush yourself. There's a lot going into 1.0. If some tiles aren't the best, not a big deal, as they can always be added in later very easily.

 

If you ever want to do other graphics, that'd be awesome too. It would be cool to modify some of the in game images for use during quests. If that's something you want to try, let me know, and I'll let you know which ones I think need it the most (some are fine with the current in game images).

 

Reply #30 Top

I come emptyhanded :P. Didn't have the chance/time to work on more stuff. But, what you have in mind for quest graphics? Intro pictures/object icons? I can certainly keep an eye out, and if stuble on any art that is fitting, it's easy enough to convert it for elemental use. :)