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Update #63: Stronghold!

Stronghold Project Eternity Tim Cain Systems Design Programming Update

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#21
godsend1989

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I can't help feeling I would have been happier not reading this.

 

I'm not meaning to say I dislike the ideas of the stronghold, but I do feel it may take away from the overall experience of owning and growing it if I know even half of everything that can happen to it (I'm probably trying to say I wouldn't have minded seeing a spoiler tag at the start of the update).

 

Maybe it's just me, but I feel that once I know what to expect from a game, it becomes little more than a chore.

 

Other than that, the stronghold sounds great! I hope events surrounding it won't be too disruptive to regular gameplay, though (what's that about certain events requiring immediate attention, will I be teleported? Please don't send me notifications, like angry spam emails, about every little event that takes place in my home while I'm off killing undead.)

 

You could get the random events from messengers, i always found Skyrim messengers funny because they run very fast.



#22
melkathi

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Sounds too good to be true :p



#23
Oner

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Stronghold sounds cool, looking forward to it. I hope the NPCs inside will have character, like that second in command lady in NwN2. Oh and distributable guards. "All of them patrol the road, the mage will protect the castle just fine." :p

 

Awesome update, the stronghold sounds amazing.  One question regarding this:

 

 

 
  1. Adventures for idle companions. You will eventually have more companions than will fit in your party, so you will have leave some of them behind. While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you!

This suggests to me that all party members will earn experience individually, rather than all my companions always being the same level as my main character (or a level or two lower or higher because of race level adjustment) like in NWN2?  Am I correct in my assumption? (I hope so, because I am all for this)

I think they said somewhere that chillaxing companions will earn a fraction of the active characters' xp.


Edited by Oner, 03 September 2013 - 03:06 PM.

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#24
Keyrock

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One more question:  Once I set up the prison, can I taunt and/or torture my prisoners?  Please tell me I can torture my prisoners.  I will take any elf I find, throw them in prison, then torture them.  Good times.


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#25
Tamerlane

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And it took... one hour and three minutes for someone to ask about torture. I'm glad I didn't make a bet on that; I'd have said five hours at the very least.


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#26
Lastan

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Woah. The stronghold sounds rather like a game of its own.

Can't wait.


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#27
Keyrock

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And it took... one hour and three minutes for someone to ask about torture. I'm glad I didn't make a bet on that; I'd have said five hours at the very least.

Oh ye, of little faith.


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#28
Jokei

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I wonder how this will weave into the story...


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#29
daetrin

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This is sounding great, but I'd kind of prefer it if companions went on their adventures based on their own preferences which could change over time based on adventures they did and on adventuring with you via companion interaction.  Having to pick out their adventures for them is a weird sort of micromanagement that I feel could be better couched as an aspect of the companion metagame.  Giving companions some agency would go a long way toward making them feel more like their own people and not just more of your own characters.


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#30
Lephys

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First of all... EXCELLENT stronghold design thus far! I trust any and all tweaking and completion of this mechanic/design. WOOT!

Secondly... Will we be able to name our stronghold?

If so, I'm going to name mine FeebleGrasp. It shall have been passed down through a long family line of FeebleGrasps. 8)

#31
Gfted1

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Awesome update.



#32
Wirdjos

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This stronghold system sounds amazing! I'm a little worried about getting my hopes up too high because it sounds so great.

 

I tend to be a packrat when playing large RPGs. I wouldn't mind having a place to display the things I've collected in my adventures, if you're still taking suggestions.



#33
Xcomjunkie

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Wow, love this whole concept! Just wanted to specifically back two things:

 

1. Loved the suggestion that major monsters we slay during the game can be mounted/stuffed/hung in our stronghold as prestigious decorations! Dragon skull fireplace? Stuffed Minotaur statues? Goblin throw-rugs? Caged Epic Sparrow of Evil? Muchos Awesomeness!

 

2. Would it be possible to add support for optional text-based companion adventures, a la Space Rangers? I'd LOVE to be out adventuring, have a little notification that my at-base companion has set out on an adventure, and be able to guide them through it if I chose! What an incredible avenue for deeper storytelling without needing to tie up artist resources, for those who want it! Even if you could just leave the code hooks in so this could be modded in later would be a serious win!

 

In closing, me heart you long time, keep up the great work!


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#34
LionelOu

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I've only got one question:

Will I be able to accept a shockingly low ransom for my prisoners, thereby horribly insult them?

 

"You're worth less than a peasant to me!".


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#35
Losse

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Sounds really cool.  I CANNOT WAIT!  

 

Playing through Icewind Dale 1 right now to help curb the wait blues.



#36
curryinahurry

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Great update.  I hope that we can get some art and narrative (by the companion) as reporting of companion adventures.  I was wondering if such quests would be playable, but it sounds like it will take the form of reporting, so I would like some meat on that particular bone in the form of a art panel or three in the style of the 'scripted events' shown in update 54.

 

Also I'm wondering if I can eventually sway some of the prisoners I take to my side of the conflict aisle by the end of the game.  Sort of like Sarevok, but without having to kill them first, of course.


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#37
ImRhoven

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This sounds great. I'm not the person that has to have a player home in a story driven RPG, but if it's there this really is the way to do it.

 

And I love the idea of having a museum or trophy room or something to display mementos from your adventures


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#38
Hormalakh

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Reminds me of the Assassin's Creed stronghold for some reason. It's pretty cool. I hope the mechanics are as awesome and tactically interesting as it's starting to sound like. Thanks for the update.

 

I do hope that the stronghold doesn't end up making the game too easy for the player because of all the bonuses. I'm sure you guys have thought of all sorts of ways to preclude players from taking advantage of the stronghold to "cheese" through sections of the game and at the same not make the stronghold a must-have buff-zone for the higher difficulty challenges.

 

Now if only we could get a vertical slice video....


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#39
Eddain

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And it took... one hour and three minutes for someone to ask about torture. I'm glad I didn't make a bet on that; I'd have said five hours at the very least.

Well how else am I supposed to roleplay as a chaotic evil mage if I'm not allowed just a little torture here and there?



#40
fireundubh

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"Upgrades are improvements to various parts of the castle, usually to add to the security or prestige of the place. Security affects how much taxes you collect as well as helps reduce the number of “bad” random events, while prestige increases the number of “good” random events as well as increasing tax collections, too."

 

A high-security fortress is likely to be short on individual freedom. Why can't you be a bad ruler and an effective leader?

 

"You can begin collecting taxes from your populace as soon as you gain the stronghold. The amount of taxes you collect increases with your prestige (because people know of you and like you), but the amount also increases with higher security, since some taxes are lost to banditry. You will want to keep both of those values high."

 

What if you want to be more feared than prestigious? People should pay up because they don't want to cross you.

 

"You can also employ hirelings to stay at your stronghold. These people will provide bonuses to your prestige and security, but they cost money to employ. Some will leave your castle if you stop paying them, but others will wait around to get paid again (but not provide any bonuses until they are)."

 

See, this is where I think you should be able to employ unsavory types, like ruffians and corruptible guards, to increase your fear rating and help you extract money and information from the weak.

 

"If you have cleared the dungeon and built a prison under your stronghold, then when you are fighting some of the named NPC’s in the game, you will be given an option to take them prisoner instead of killing them."

 

What if you want to take prisoners and make their executions public spectacles? Or have them fight each other to the death while taking bets on the outcome? Or force them to work in the mines, fields, or wherever would be most humiliating?

 

"Some visitors are wonderful and give good bonuses, and you will want them to stay as long as possible. [...] Others are not so great, and you will want to offer them one of your companions to act as an escort to their next location, or perhaps simply pay them to leave."

 

Of course, if you could play a bad guy, this would be the opposite. The wonderful visitors would be the people who the decent folk want gone and the not-so-great visitors would be the hero sorts who want to change things for the better (i.e., cause trouble.)

 

So, while I generally like the stronghold design, the theme sounds like you have to play a good guy if you want a useful stronghold.


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Also tagged with one or more of these keywords: Stronghold, Project Eternity, Tim Cain, Systems Design, Programming, Update

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