» Sat Jan 01, 2011 1:55 pm
Finally, finally finished the other big project, so now I can let the people there fend for themselves. Back to good ole DEM, try and finish this up by the end of the summer, so I can move onto that little ole Dorf Fortress mod of mine.
In the meantime, let's talk about quests.
Again the main quest is the main part of the mod, but... don't expect anything deep. It's less political intrigue (Communists are made fun of however) and more OH MY GOD THAT GIANT ROBOT JUST BLEW UP THAT WAS AWESOME. I divided into two parts, one being more puzzle oriented, the other being mostly dungeon crawls and explosions, and also explosions. I used to have it be a requirement to have the player beat the mainquest, but I took that off, let inexperienced be hit by trains I say. As for sidequests, more become available as you proceed in the mainquest, there are about 5 the initial part of the main city, 6 in the nearby towns, about 4 or 5 scattered across the island. One of them of course, is about the Sword of Gim, which again, is horribly overpowered, unbreakable, but makes it so that the player is unable to put it down, sleep, or for the most part, talk to anyone. It's magic skills of course, but you have to take a journey inside your own head (Yay dungeon crawls).
Anyways, inside the city, you have the Guild of Technomancers, which has about 10 quests, but each one has two very different sides to it. Technomancy as a skill is also introduced, which is based off your armorer and magic skills. Besides that, there's another 5 or so in the city, and one or two treasure hunts. There's also a new museum with about 3 new artifacts. Off the island, we've got the enormous city of Nwedaga-Deux, which has about 2 very large sidequests, one to relight the enormous Dorf Train, and the other is a double-dungeon crawl through both the city, and later a giant Dwemer research station (Complete with airships, submarines, more trains, EXPERIMENTS, and a crazy AI).
So yeah, 30+ sidequests.