When the game loads, all mods are scanned in order to show available scenarios, which can come from any mod. Adding a monster (this is mostly duplicated by Part 3 Custom Monsters above)Įach mod lives in its own folder, and mirrors the folder structure of the game itself.Legacy Carry-Over Having an item stick with a hero through legacy.The story is called "Heart of the Forest" and the mod is shipped with the game so you can inspect it or use it as a baseline. This is a series of blog posts that walk through how to create a villain (campaign story). How to create a campaign Heart of the Forest This topic shows how they work and how to add more.Ĭampaigns (Villains) Using the "new campaign" tool As of June 2021, release 1.0 has a structure for chapters in the generic campaign. Creating a mission which has a specific map and script, as opposed to random monsters on a procedurally generated map. Creating a linked set of encounters, or "quest chain". Creating an encounter which appears as a flag on the map, such as a treasure map or request for help. Creating a complex encounter, which has several choices and "branches" Preventing victory comics that don't make sense for a particular battle. Adding an NPC, who can re-appear with the same name and appearance in a later encounter. Adding variety to the comic text, varying the text by the personality types of the speaker. Creating a more complex encounter, which has a choice. Creating your own event with relationship choices and sharing it as a mod.
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