For those of you uninformed as to the nature of this undertaking of mine, or in other words, those who don't know what Continent of Yesterbreeze (YB) is, I'll take this delightful opportunity to enlighten you where you are otherwise not enlightened. This project started approximately April '07 (no exact date known, I now wish I had marked that momentous moment) and has been an ongoing project developing quite steadily ever since. A large continent spanning a multitude of regions, a vast number of exterior cells (of which, again, I have no exact value, but lots - take my word for it), and situated (currently) to the west of the Bitter Coast Region. The way becomes hazy when it comes to regarding MW lore, so it is best not to dwell to much on that. Take this mod as it is; enjoy the sights, enjoy the quests, and most of all, enjoy the overall experience.
INFO
With Yesterbreeze, I aim to deviate from the standard MW ways, and provide some fresh, original, and hopefully, enjoyable approaches to many different aspects of the game. To highlight some of Yesterbreeze's features, they are:
* Starting YB - There will be two options of how to start YB: Pre-MW and Post-MW. The Pre-MW option is for those who wish to start a new game and get the full YB experience with a new char-gen and prologue to the main storyline. However, for those who currently have high-level characters and wish to continue to use those, there will be the Post-MW alternative so you can continue to use that character. It will be advised to start a new game and create a new character, but in the end it's your choice.
* Landmass - YB is primarily a continent mod, so there is a great emphasis on the world building. The ultimate goal in creating YB is to make things you've never seen in MW before, to make you go "Wow, that's cool!" and to make you want to explore the world, to see what's out there ? to discover the secrets YB contains. The style of building the exteriors is quite different to that of MW. YB takes a new approach and, unlike MW, uses a lot more objects to create very different and more interesting landscapes. The regions of YB range from the rocky, snowy mountains of Tyrthol Coast to the dry, dusty plains of Syramez desert; from the dense pine forests around Y'Phirac to the open waters of Lake Fieara. Yesterbreeze offers an imaginative, varied alternative to the somewhat plain, boring, and repetitive landscapes of MW. Hidden caves, secret waterfalls, vast forests, barren wastelands, tranquil lakes, frozen seas, hostile glaciers, boggy swamps ? YB has it all! (Except ashlands ? there was enough of that in MW!)
Imagine two soaring mountain ranges, capped with snow, and between these mountains a plateau. A ragged path carved into the cliff winds up to the plateau above. Climbing this path and cresting the cliff, you are greeted by a large lake, sparkling in the afternoon sun, surrounded by tall, leafy pine trees. A gentle stroll around the lake takes you to a narrow gorge gushing down to the valley below? who knows what awaits down there?
* Cities - YB has 12 'cities', each one unique in it's own right. There's Togurn, the fortified Imperial town; Oredac, the Cliffside village; Veloropir, the city in the trees; Cohis, the oasis in the desert. The mountain city of Pijet, and the caverns of Simet; the ruins of Tyramenarthol and the farmlands of Lismaden. The majestic Y'Phirac and the shack city, Soluon. Finally, the peaceful Wzurv, and serene Dhifyran. They all combine to form the Cities of Yesterbreeze, each with something different to offer. Transport between the cities is primarily via ship or the local Racer Flights service. Racer Flights is the YB alternative to silt striders ? trained cliff racers (the only ones you'll see in YB) will fly you, under the direction of a pilot, to any city in YB that has an office. Relatively cheap, fast and effective, Racer Flights is the preferred method of travel for those with weary legs, or those who don't want to get weary legs.
* Factions - There are 10 factions planned for YB, excluding the Main Quest factions. They are Fighter's Guild, Bandit's Brotherhood, Yestebreeze Murder Investigators (YMI), Hitman Guild (Name pending), YB Mages' Guild, Necromancer Sect, three warring Goblin tribes; Icefyre, Thaukendar, and Shadebane, and a gladiator-type guild. Since the previous thread there has been much development on some of the factions, Fighter's Guild and Bandits in particular, and we have combined the previously mentioned Rangers into the Fighter's Guild. As a base, most of the factions will have an opposing faction, meaning you will only be able to join one or the other, but we aim to provide many varied and interesting Quest Lines (QLs) for the factions. For example, within the Bandit's Brotherhood you will have the opportunity of setting up customizable ambushes and smuggle goods using a different method each time. The Hitman Guild will allow you to become an assassin and conduct your kills in several different manners, each as interesting as the next. While the YMI will lead you on a hunt to solve the clues and the murders that are happening in YB. Who will you side with in Tyrthol Coast? Which tribe shall you lend your allegiance to so that they can prevail over their goblin kin? Will you be able to help the YB Mages' Guild rid the plague that is the Necromancer Sect, or will you help the Necros establish equal rights? Which faction will you choose? How will you play it? (Any comments, or suggestions, or ideas for names, are welcome)
* Quests - Uh... where to start? Miscellaneous Quests. We are aiming for the nice round number of 100 misc. quests. These are kindly being thought up and conceived by the masterful Syrcanus, whose conceivability skill is unparalleled in value (and using Fligg's cap remover, it soars very high). Unlike MW's quests, our goal is to provide choice. This means nearly every quest you do there will be multiple paths as to how you complete it. Currently, at time of posting, the number of misc. quests planned and in our Quest Library is 65 - which means we're 65% through the designing misc quests! We also have many of the factions Quest lines (QLs) under construction, and we are looking at many quests there, as well. A quick, rough tally of the number of quests for Misc quests, Fighter's Guild, Bandits, YMI, and Hitman guild is about 290 quests. So, with the other other factions and the MQ we will be looking at a large number of quests - well over 300, verging but most likely passing 400, perhaps even 500. We'll see. So, for those of you who don't particularly like to just wander and drink in the sights but prefer to get in the thick of it, then the vast range of quests YB offers will please you no end. (Any comments, or suggestions, or ideas for quests, are welcome)
* Leveled Gameplay - This idea stems again from the level of difficulty of MW, and how the quests did not really become any difficult if once you were at a high level. For example, I once went and played the game and did lots of side quests and leveled up my character before going to do the Main Quests. However, when I went to do the Main Quests, I found them ridiculously easy for my high level character and they did not provide much of a challenge. So, I intend to implement a leveling system on the major quests of YB, which will adjust the difficulty of the quest to suit that of your character. There will be a base value, however, which will not change. So, if you reach a quest which has a base value of level 20 and you are level 15, the difficulty will not be lowered, but rather you will have to work to get up to a level where you can complete it. Or, if you are level 30 and doing that same quest, the quest difficulty will be adjusted to make it challenging for a level 30 character. So, overall, I aim to provide more enjoyable, challenging gameplay, truer to that of what I envision as RPG. (Any comments, or suggestions, are welcome)
* NPCs - The cities will be populated according to size and importance of said city with the intention that no MCA be needed for YB. NPCs will have additional dialogue that is area/NPC-specific and will, hopefully, provide more interesting conversation and give reason to talk to random NPCs. For example, families of NPCs will ask whether you've visited their hometown lately and, depending on your response, enquire as to the welfare of their family. There will be many topics of conversation, depending on your reputation and quests completed, each with various responses to choose from which depends on your character's preference. The down-right rude dismissal to the polite declination, or the social chat? You choose, you talk.
* Leveled Creatures - My feeling on Leveled Creatures (LC) in MW was that, in my eyes, they were not that - they weren't leveled. With YB, I want to revise the idea of leveled lists and make them truly leveled. So, that means, if your level 50 you aren't going to be walking around the wilderness and see a level 15 guar LC - you'll be seeing something stronger, more reflective of your own skills and abilities. This, I hope, will make the wilderness more wild and more of a challenge to explore. I also intend to make creature specific leveled lists. This means that I will be able to control the LC at certain places, so that if I want a wolf to be at this area, there will be a wolf there, and not a bear because the leveled list put one there. However, I am going to be capping LCs off. What that means is that there will be a leveled list which only goes up to level 50, or 35 (or any other value), so that if you get past level 50, or 35, then the LCs will not get any stronger. These leveled lists will be spread out through the wilderness so there is a mix of weaker and stronger creatures - an attempt at trying to simulate the weaker and stronger creatures of real life. (Any comments, or suggestions, are welcome)
* Ancestral Tombs - Ever thought Ancestral Tombs (ATs) were a bit boring, especially after the first few you visited? Well, I intend to remedy that and provide more exciting, perilous, and hopefully some [censored]-your-pants moments when exploring ATs. (Excuse my censored language, I couldn't think of a better way to put it, though) How do I intend to do this? Why, put in traps of course! There will be many ATs spread throughout YB, and not all will have traps in, but many will. For those that don't have traps, I plan to do something special to them, which I will not say here at this point in time. For those others, they will have traps. The reasoning behind this is that the dead are sometimes buried with their family treasures, so, in order for the family to protect those treasures and prevent tomb raiders from dropping by, they installed traps. These traps are varied and will be also "leveled", with a "randomizer" placed in every tomb with traps in. The randomizer means that, upon entering the AT, it will randomly select one of a few traps to be "active" meaning each time you go in, it may very well be a different experience. And perhaps not always a pleasant one. The traps will be "leveled", which, depending on you health, attributes and other stats will do varying amounts of damage on your character - or just kill you outright. Overall, I'm hoping this will provide a unique and exciting experience for those currently dissatisfied with ATs in MW, and make them worth exploring once again - if only to see what way you will die, this time. (Any comments, or suggestions, or ideas for traps, are welcome)
Percentage Completion
Please take the percentage completion with a pinch of salt. I find it is very hard to accurately estimate how much I have done, and how much there is still to go, but I have done an awful lot of work so far, which the percentage completion doesn't really reflect...
Exteriors: ||||||||||
Interiors: ||||||||||
Quests: ||||||||||| (0-50% Quests designed | 50-100% Quests made in CS)
Other: ||||||||||
MEDIA
Here is a comprehensive collection of screenshots of YB, and also the vidoes of YB. These screenshots and videos are being taken as the mod is being developed, and do not necessarily represent the finished mod, so please take that into account. Otherwise, enjoy.
Videos
http://www.youtube.com/watch?v=iWhBM2baa08
http://www.youtube.com/watch?v=9HHUI0SxDc0
http://www.youtube.com/watch?v=rrGQchkOP1U
http://www.youtube.com/watch?v=wPd9YRFurMA
Latest Screens
The latest screenshots are of the newest developments in the Swampy southland.
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Also, on request, some old areas have had screenshots taken again with updated graphics.
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The Rest
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Interiors by Cullanna:
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A big thanks to all those who have been helping me with the mod so far, you know who you are. I really appreciate it, and this mod wouldn't be as good if it wasn't for your contribution, whether it was helping me with a script on the CS forum or giving me a new retexture or model - it all helps to make this mod that much better. I'd like to make a special mention of Mystery05, whose tireless testing, constant encouragement and positive, informative feedback has helped me no end! Also to Syrcanus, whose ability to think up unique and interesting misc quests never fails to amaze me. And also to Cullanna, who has been working solidly on interiors for Oredac and Togurn.
I hope you all enjoy watching as this mod develops, and enjoy it all the more when it is released. But most of all I hope you all with enjoy it as much as I have enjoyed, and am enjoying, making it.
Cheers,
Regaez