The hardest thing about making quests right now is the difficulty in testing them. One typo in a quest can make it just not work. This is why I’m lobbying internally (or externally) to get a quest editor made that eases this but will require more documentation. As you can see from above, the quest system is powerful but we’ve only scratched the surface so far. Are you able to release an XSD file so we at least can validate the structure, if not
Xython
I'm very glad it was fixed. It's ok for a beta to hold the record for the only program to cause an Out of Memory Error on my 8 GB system ;)
I'd like to see self-driven quests as well... maybe call them "missions" or some such. Things that involve you finding some hideously evil fungus in the depths of the swamp and putting it in a cage upriver from another kingdom's capital city so it kills their livestock and sickens the army... with the option to summon a creature to guard it from being removed. Another example would involve kidnapping the lead researcher at another king's academy of magic, then locking him in the highe
In a way the whole setting reminds me of Darksun... the destroyed world, limited sources of magic, isolated life. The creatures inhabiting it and the ways of drawing magic out are different, but the overall perspective feels similar. Then again, it looks like ikros commented on that first... glad I searched the thread more carefully so I could point credit his way...
[quote who="Climber" reply="76" id="2432094"] 2. I like to make RED only appear once (or have no chance re-appearing until 5 breakthroughs later) in the tech tree. This means if the gamer decided not to take it this time, the gamer has made a conscious decision that will have a lasting effect on his game. Afterall, rare tech should only have a limited window of opportunity be researched. 3. If the gamer ignore a GREEN tech for its N consecut