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Tears of Northrend
Part 1: To the ice be cast
Part 1: To the ice be cast
Introduction
Hey everyone, after so many times without posting anything here in the Hive and a few failed projects I'm back and this time with an actual work in progress. This, in fact is the my jewel, I've been working in this story since I first played and finished the Froze Throne campaign, since then I've been creating a lot of material, throwing away a lot of dumb ideas and work and so on. First there was the Armies of Northrend map (original name Ice Elves vs Scourge - blagh), it was an altered melee map that even was available here on the Hive, that was my first attempt to present you the Isciphii (I'll explain it), and I have even posted some lore here (that was really messed up, I've fixed that), after all these years I have been working on improving the Isciphii and their lore to they can properly fit in Warcraf's lore and I think that I have finally made it! So I decided to put every idea to work and began this campaign. Now... I'll talk about it a little bit.
The Story
The Tears of Northrend campaign, or campaigns, will tell you the initial story of Sephyrot, a kaldorei mage that suddenly find himself in Northrend powerless and without knowing how he ended up there, will show you how he managed to join two lost races from Northrend that had nothing, but hatred against each other, rise an entire nation just for the sake of vengeance against those who, back in Kalimdor, were trying to end him. Feel Sephyrot's sorrow as a man who's hated by his own kind and has been suddenly taken away from his way of life, his love and his son. Help him in his fight to save an entire race from corruption, while struggling to free himself from his own corrupted past. Follow him in the path to re-ascension as one of the most powerful mages this world has ever seen and try to figure out how such powerful being was never even mentioned in history. Witness his controversial fate at the hands of his own objectives and discover the truth behind all of Sephyrot's saga.The campaign takes place a few hundred years after the War of the Ancients when the divided continents of Azeroth was still new to everyone who were used to the single massive land called Kalimdor.
Although Sephyrot seems to suddenly wake up in Northrend something isn't right about the place and its inhabitants, as you will later find out.
The Gameplay
It is a RPG like campaign in which you control Sephyrot as the single playable character.I've based the combat in the Tyr's Apprentice and Iceborn maps by APproject, where you must "attack on your own" instead of letting the character do it, this means that Sephyrot won't attack by himself (he doesn't even have attack stats), instead the combat is based only on his abilities (that has quick cooldowns for basic attacks), this adds a greater interaction for the gameplay.
Sephyrot develops his skills somewhat like WoW mages, you have three specializations that you can switch from in order to use their unique spells and combat tactics, it is possible to choose between arcane, frost and fire (an additional specialization shall be revealed later), let's talk about them...
The Specializations Mechanic
Sephyrot is constantly carrying four books in his inventory, they will act as your spec change interface, one book for arcane, one for frost, one for fire and one for the still unknown spec. By simply clicking on each book Sephyrot will change to its respective spec, granting you the spec's abilities and adding an orb to his hand that represent the currently active specialization.
Arcane: The arcane specialization is based on strategical combat, most of its spells will stun, slow down or even completely freeze enemies in time so you can avoid damage.
Arcane Missiles: Progression: 4 levels, earned in Arcane Spec 1 | Desc: launches multiple arcane bolts in a target area that deals damage to enemy units and stun them for a quick moment | Usage: basic attack, keep in mind that the stun effect is really quick (less than a second) and is useful only to prevent one or two enemy attacks.
Energy Burst: Progression: 1 level, earned in Arcane Spec 1 | Desc: sacrifices 100 health points to restore 100 mana points | Usage: all abilities require mana and you will constantly end up without any MP left during combat (if you are not carrying potions), this specific ability is the only one that does not require mana, instead it will consume your health to restore MP so you may keep fighting, use it with caution though, may lead to death.
Nullification: Progression: 4 levels, earned in Arcane Spec 1 | Desc: renders a target area frozen in time, preventing enemy units within from moving or attacking | Usage: this is your crowd control spell, use it when facing more than a single enemy or a very powerful one (like a boss - note that bosses will always have auras).
Phase Shift: Progression: 3 levels, earned in Arcane Spec 2 | Desc: teleports you to a target point, at further levels will slow down enemies around the starting point and even damage enemies close to the destination point | Usage: this is very useful to flee from dangerous situations.
Arcane Explosion: Progression: 2 levels, earned in Arcane Spec 3 | Desc: Creates an explosion of arcane energies that will damage enemies around you and slow down their movement, at further levels the effect will stun them instead of just slowing down. | Usage: combined with Phase Shift this is pretty useful to flee from dangerous situations and even allow you to leave a trace of destruction in your path.
Incanter's Ward: Progression: 1 level, earned in Arcane Spec 4 | Desc: Creates a magical shield around you that will absorb damage and convert it to mana, when the shield fades it will create a massive explosion that deals considerable amount of damage to close enemies | Usage: this is your ultimate spell for the arcane spec, it will solve all three major dangerous situations in a single cast... If you're running out of health, use it to absorb damage, if you're also running out of mana and can't afford your health for an Energy Burst, use it to convert any damage taken to mana, if you are surrounded by enemies use it to quickly dispose of them or at least cause some heavy damage!
Energy Burst: Progression: 1 level, earned in Arcane Spec 1 | Desc: sacrifices 100 health points to restore 100 mana points | Usage: all abilities require mana and you will constantly end up without any MP left during combat (if you are not carrying potions), this specific ability is the only one that does not require mana, instead it will consume your health to restore MP so you may keep fighting, use it with caution though, may lead to death.
Nullification: Progression: 4 levels, earned in Arcane Spec 1 | Desc: renders a target area frozen in time, preventing enemy units within from moving or attacking | Usage: this is your crowd control spell, use it when facing more than a single enemy or a very powerful one (like a boss - note that bosses will always have auras).
Phase Shift: Progression: 3 levels, earned in Arcane Spec 2 | Desc: teleports you to a target point, at further levels will slow down enemies around the starting point and even damage enemies close to the destination point | Usage: this is very useful to flee from dangerous situations.
Arcane Explosion: Progression: 2 levels, earned in Arcane Spec 3 | Desc: Creates an explosion of arcane energies that will damage enemies around you and slow down their movement, at further levels the effect will stun them instead of just slowing down. | Usage: combined with Phase Shift this is pretty useful to flee from dangerous situations and even allow you to leave a trace of destruction in your path.
Incanter's Ward: Progression: 1 level, earned in Arcane Spec 4 | Desc: Creates a magical shield around you that will absorb damage and convert it to mana, when the shield fades it will create a massive explosion that deals considerable amount of damage to close enemies | Usage: this is your ultimate spell for the arcane spec, it will solve all three major dangerous situations in a single cast... If you're running out of health, use it to absorb damage, if you're also running out of mana and can't afford your health for an Energy Burst, use it to convert any damage taken to mana, if you are surrounded by enemies use it to quickly dispose of them or at least cause some heavy damage!
Frost: The frost specialization is focused in defensive combat, it will significantly increase your defense with specific spells, allow you to summon constructs to fight for you while you assist them by incapacitating enemies.
Ice Shard: Progression: 4 levels, earned in Frost Spec 1 | Desc: launches a magical shard of ice on a target enemy, stunning it and dealing a little amount of damage | Usage: basic attack, this spell is mainly for you to stun your enemies for your summoned units, since the damage it causes is almost insignificant.
Frost Armor: Progression: 1 level, earned in Frost Spec 1 | Desc: surround a target (can be yourself) with a frost armor that will increase your armor stats and slow down attacking enemies | Usage: this is pretty similar to the default Frost Armor spell, the thing here is that it lasts longer, your armor will be HEAVILY augmented and it costs a LOT of mana (for a simple buff spell) and it is kind of essential for the frost spec that focus on defensive combat.
Summon Elemental: Progression: 4 levels, earned in Frost Spec 1 | Desc: Summons a elemental to fight for you, it has frost attack that will slow down enemies and can taunt them if you are in danger, at further levels the elemental will be stronger and will have cleaving attack to deal damage to multiple enemies | Usage: always have your elemental with you, since your basic attack will cause an insignificant amount of damage you must rely on this summoned unit to take down your enemies. Also considering the defensive characteristics of the frost spec, the elemental can taunt enemies away from you.
Summoning Control: Progression: 1 level, earned in Frost Spec 1 | Desc: A list of commands for a more efficient control of your summoned unit | Your elemental is not under your direct control, this mean you can't click on it and issue order by right-clicking stuff, instead you have this controls list (based on the spell book ability that opens an entire new slot buttons panel for you), from it you can order your elemental to follow you, to stop, to hold position, you can change its combat behavior between passive and aggressive, you can dismiss it to restore some of it's health as mana and you can command it to cast it's own spells.
Winter Clouds: Progression: 3 levels, earned in Frost Spec 2 | Desc: creates a freezing cloud that will slow down the attack and movement of close enemies and improve your elemental's health regeneration and attack power | Usage: summon the clouds whenever you can, they will protect you and improve your elemental's combat capabilities.
Freeze: Progression: 2 levels, earned in Frost Spec 3 | Desc: Freezes an enemy unit in a hunk of ice, not allowing the target to move or attack, however rendering it invulnerable, at a further level you can freeze yourself for protection | Usage: crowd control spell, allows you to totally freeze a single target, at a further level you are able to freeze yourself, why would you do that? Well, protection, since this spell will render the target invulnerable. It is not advisable to use it when facing only one enemy, since, well, it will be invulnerable and you won't be able to attack (you still can take advantage of this to recover your strength on second thought).
Frost Bomb: Progression: 1 level, earned in Frost Spec 4 | Desc: Places a Frost Bomb on a target enemy that will slow it down, cause some initial damage and upon detonation will damage and freeze surrounding enemies for a short time. | Usage: this is your ultimate spell for the frost spec, this is both a crowd control spell and a damage spell, one of the few abilities that will really cause significant damage to enemies in the frost spec, it should be used when you find yourself surrounded by so many enemies that your summoned elemental won't be able to handle the situation.
Frost Armor: Progression: 1 level, earned in Frost Spec 1 | Desc: surround a target (can be yourself) with a frost armor that will increase your armor stats and slow down attacking enemies | Usage: this is pretty similar to the default Frost Armor spell, the thing here is that it lasts longer, your armor will be HEAVILY augmented and it costs a LOT of mana (for a simple buff spell) and it is kind of essential for the frost spec that focus on defensive combat.
Summon Elemental: Progression: 4 levels, earned in Frost Spec 1 | Desc: Summons a elemental to fight for you, it has frost attack that will slow down enemies and can taunt them if you are in danger, at further levels the elemental will be stronger and will have cleaving attack to deal damage to multiple enemies | Usage: always have your elemental with you, since your basic attack will cause an insignificant amount of damage you must rely on this summoned unit to take down your enemies. Also considering the defensive characteristics of the frost spec, the elemental can taunt enemies away from you.
Summoning Control: Progression: 1 level, earned in Frost Spec 1 | Desc: A list of commands for a more efficient control of your summoned unit | Your elemental is not under your direct control, this mean you can't click on it and issue order by right-clicking stuff, instead you have this controls list (based on the spell book ability that opens an entire new slot buttons panel for you), from it you can order your elemental to follow you, to stop, to hold position, you can change its combat behavior between passive and aggressive, you can dismiss it to restore some of it's health as mana and you can command it to cast it's own spells.
Winter Clouds: Progression: 3 levels, earned in Frost Spec 2 | Desc: creates a freezing cloud that will slow down the attack and movement of close enemies and improve your elemental's health regeneration and attack power | Usage: summon the clouds whenever you can, they will protect you and improve your elemental's combat capabilities.
Freeze: Progression: 2 levels, earned in Frost Spec 3 | Desc: Freezes an enemy unit in a hunk of ice, not allowing the target to move or attack, however rendering it invulnerable, at a further level you can freeze yourself for protection | Usage: crowd control spell, allows you to totally freeze a single target, at a further level you are able to freeze yourself, why would you do that? Well, protection, since this spell will render the target invulnerable. It is not advisable to use it when facing only one enemy, since, well, it will be invulnerable and you won't be able to attack (you still can take advantage of this to recover your strength on second thought).
Frost Bomb: Progression: 1 level, earned in Frost Spec 4 | Desc: Places a Frost Bomb on a target enemy that will slow it down, cause some initial damage and upon detonation will damage and freeze surrounding enemies for a short time. | Usage: this is your ultimate spell for the frost spec, this is both a crowd control spell and a damage spell, one of the few abilities that will really cause significant damage to enemies in the frost spec, it should be used when you find yourself surrounded by so many enemies that your summoned elemental won't be able to handle the situation.
Fire: The fire specialization is the pure destructive force of magic, it allows you to quickly dispose of enemies with fearsome spells, however it has some defensive leaks, so you must keep your own safety in mind.
Fire Ball: Progression: 4 levels, earned in Fire Spec 1 | Desc: Launches a fire ball at an enemy target that will damage it and other enemies around | Usage: basic attack, this spell is used as your primal damage source in the fire spec.
Immolation: Progression: 1 level, earned in Fire Spec 1 | Desc: Surround yourself in flames to damage enemies that get too close, but drains mana over time | Usage: this is the simple Immolation spell from the Demon Hunter in WC3, use it whenever you have too many enemies close to you and have some mana to spare.
Counter Heat: Progression: 1 level, earned in Fire Spec 1 | Desc: Melee attackers receive back 25% of the damage they deal to you | Usage: Whenever Immolation is active you will gain this spell, if Immolation is turned off this spell is removed.
Ignite: Progression: 4 levels, earned in Fire Spec 1 | Desc: Ignites an enemy unit in fire causing damage to it and surrounding units for a short period of time | Usage: This can be a good way to cause damage to ranged units that are close to each other, why only ranged? It is because the fire effect will damage yourself too if the target gets too close!
Cauterize: Progression: 3 levels, earned in Fire Spec 2 | Desc: Cauterize your woulds healing and removing any bleeding or frost debuffs, may cause damage if the target has a fire debuff | Usage: Cauterize can be used both as a defensive and attack spell, while it will heal you up and remove certain debuffs it can also be used to increase the damage caused by your remaining spells, as follows: Ignite - if used in a target that has been hit by Ignite it will cause an explosion that will deal massive damage, however it will remove the Ignite debuff as well; Meteor - if used on a target that's close to a Burning Ground (created by a meteor hit) the effect will increase the damage caused over time by the fire; Immolation - this is a negative effect only, if you try to heal yourself with Cauterize while using Immolation the effect will be reverse and instead of healing you up the spell will melt you while Immolation is active.
Pyroblast: Progression: 2 levels, earned in Fire Spec 3 | Desc: Hurls a gigantic ball of fire that will damage any enemies in its path | Usage: This is your second greater source of damage, it will cause significant damage to enemies and does not consume too much of your mana.
Meteor: Summons a gigantic burning meteor that will fall down from the sky, stunning enemies and causing a considerable amount of damage, it will also set the ground in flames where it hit for a short period, the fire will damage any unit that get too close | Usage: This is your ultimate spell for the fire spec, it is very powerful, but you must use with caution, because just like Ignition, the fire effect will damage yourself if you get too close.
Immolation: Progression: 1 level, earned in Fire Spec 1 | Desc: Surround yourself in flames to damage enemies that get too close, but drains mana over time | Usage: this is the simple Immolation spell from the Demon Hunter in WC3, use it whenever you have too many enemies close to you and have some mana to spare.
Counter Heat: Progression: 1 level, earned in Fire Spec 1 | Desc: Melee attackers receive back 25% of the damage they deal to you | Usage: Whenever Immolation is active you will gain this spell, if Immolation is turned off this spell is removed.
Ignite: Progression: 4 levels, earned in Fire Spec 1 | Desc: Ignites an enemy unit in fire causing damage to it and surrounding units for a short period of time | Usage: This can be a good way to cause damage to ranged units that are close to each other, why only ranged? It is because the fire effect will damage yourself too if the target gets too close!
Cauterize: Progression: 3 levels, earned in Fire Spec 2 | Desc: Cauterize your woulds healing and removing any bleeding or frost debuffs, may cause damage if the target has a fire debuff | Usage: Cauterize can be used both as a defensive and attack spell, while it will heal you up and remove certain debuffs it can also be used to increase the damage caused by your remaining spells, as follows: Ignite - if used in a target that has been hit by Ignite it will cause an explosion that will deal massive damage, however it will remove the Ignite debuff as well; Meteor - if used on a target that's close to a Burning Ground (created by a meteor hit) the effect will increase the damage caused over time by the fire; Immolation - this is a negative effect only, if you try to heal yourself with Cauterize while using Immolation the effect will be reverse and instead of healing you up the spell will melt you while Immolation is active.
Pyroblast: Progression: 2 levels, earned in Fire Spec 3 | Desc: Hurls a gigantic ball of fire that will damage any enemies in its path | Usage: This is your second greater source of damage, it will cause significant damage to enemies and does not consume too much of your mana.
Meteor: Summons a gigantic burning meteor that will fall down from the sky, stunning enemies and causing a considerable amount of damage, it will also set the ground in flames where it hit for a short period, the fire will damage any unit that get too close | Usage: This is your ultimate spell for the fire spec, it is very powerful, but you must use with caution, because just like Ignition, the fire effect will damage yourself if you get too close.
Unknown: This is the most powerful (and mana costing) spec, Sephyrot will only find out about it later though, when he begin to discover his true nature.
Haha, I won't reveal those...
And now you think "ok, four books in his inventory to allow you to change specs, won't this leave me only two free inventory slots?", and I say yes, it will, but this is on purpose. To make things harder you are allowed to have only two items ready for use, however this does not mean that you will be able to carry only two, there is an Interaction ability that can be used on items (either on the ground or in your inventory) to send them to your backpack that guess what... Has seven more available slots! Let's talk about the backpack...
The Backpack
This is actually a second hero unit that you can "control", although it can't be seen, can't be moved, can't attack, can't do nothing rather than provide info, it allows you to upgrade your specializations and act as the backpack. This hero unit is called the Character Menu, it is, as I said, a hero unit that has no model, can't walk, can't attack and is hidden somewhere in the map. From the Character Menu you can manage your backpack (send items back to Sephyrot), view the currently active specialization, view the known specializations and upgrade them as you do for Warcraft III hero skills.
Magical Resources
The lumber meter has been replaced with a Magical Resources meter, this special resource is gained from gathering Magical Herbs (50 points each) throughout the map or from quests. It can be used to earn gold, by selling them to any vendor, 50 points is worth 25 gold, or to buy special items from Alchemists (Chapter 3 onwards).
Sanity
Sephyrot is a little bit unstable, and the high above normal coldness of the place where he is makes things even more difficult. The game has a sanity mechanic that will cause Sephyrot to faint or even die if he is not cautious. Here is how it works: the sanity meter replaces the food meter, it can reach all the way from 0 up to 20 points, the sanity slowly decreases if you're out in the wilds during the night, when it is more cold. To avoid losing sanity, try to use as much daylight as you can, if you have no other choice and must go out during the night try to find warm spots, like torches and campfires, you will suffer no penalty in these places. You will also lose sanity whenever you die, upon death you receive a 6 points penalty, if you don't have enough points it is game over, but if you do have enough, you will be able to ressurect immediatly or give up. To restore sanity you must use some specific items. Below is a more clear explanation of the mechanic:
*During the night
*Using specific spells
*In specific quest situations
*Whenver you die
*Using specific spells
*In specific quest situations
*Whenver you die
*During the day
*Close to warm spots (torches and campfires)
*In cities
*Specific spots that might be related to quests
*When using Immolation
*During cinematics
*Close to warm spots (torches and campfires)
*In cities
*Specific spots that might be related to quests
*When using Immolation
*During cinematics
*Using a Potion of the Clear Mind (bough from Arcane Vendor)
*Using Hot Beverage (bough from Generic Vendors)
*Using Hot Beverage (bough from Generic Vendors)
*If it is due to cold weather, the first two times, Sephyrot will faint and be brought back to a safe spot
*The third time he dies
*Due to death, it is game over
*The third time he dies
*Due to death, it is game over
The Campaign
Tears of Northrend itself is not a single campaign, it is split into three campaigns that shall be released separately. The first one is To the Ice be Cast, that will tell you how Sephyrot met one of the strange races inhabitants to this new land and formed a pact with them. The second part is From the Ice be Born, here you will find out how he met the second race, managed to achieve peace between the two and used their combined strength to build up a nation and rage war against the opposing Drakari troll empire (don't worry, I promise that I won't kill any official lore here, everything will be explained). The last part is By the Ice be Cursed, here our hero, at least your still calling him like this at this point, will have his nation established and named the Isciphii, this last part of the story will reveal Sephyrot's true nature and objectives when he tries to use the Isciphii to take vengeance upon the kaldorei who so many years ago tried to kill him, only to be betrayed by his own kind and manage to have even one more people to take revenge upon.
The Project
As I said back there, this is already a work in progress, I'm currently working on To the Ice be Cast, and here you can check what I've done so far.To the Ice be Cast
Maps Completion Progress: 1 of ???
Chapter One - Lost in nowhere (playable)
Sephyrot finds himself in strange and cold cave with almost no power nor memory left, now he must struggle to survive in this unknown land while trying to recover his strength without losing sanity.
Chapter Two - The wolves in the mountains (in progress)
Our hero is rescued by the fellow kmah after fainting in the middle of a blizzard and now owe his life to the wolfmen, he is tasked by their leader to assist in a certain "demon problem" so he can prove himself trustworthy.
Sephyrot finds himself in strange and cold cave with almost no power nor memory left, now he must struggle to survive in this unknown land while trying to recover his strength without losing sanity.
Chapter Two - The wolves in the mountains (in progress)
Our hero is rescued by the fellow kmah after fainting in the middle of a blizzard and now owe his life to the wolfmen, he is tasked by their leader to assist in a certain "demon problem" so he can prove himself trustworthy.
Mechanics completion progress: almost there
Specialization change: done
Character menu: done
Backpack: done
Sanity: done
Alchemy: in progress
Arcane spec: done
Frost spec: done
Fire spec: done
Unknown spec: planning
Character menu: done
Backpack: done
Sanity: done
Alchemy: in progress
Arcane spec: done
Frost spec: done
Fire spec: done
Unknown spec: planning
I expect to update this thread once per week with my progress.
If you have any ideas, suggestions or bugs to report, please feel free to post.
In the link below is attached the current playable version of the campaign.
Tears of Northrend - alpha build 07/17
+Posted
+Added Frost Spec
+Added Fire Spec
+Added a WIP Chapter Two to test Game Cache
+Added the Test Environment chapter to test spells
+Replaced Food meter for Sanity meter (will be used later)
+Replaced Upkeep meter with version info
*Fixed some bugs in Chapter One
*Improved some minor aspects of Chapter One
+Added Fire Spec
+Added a WIP Chapter Two to test Game Cache
+Added the Test Environment chapter to test spells
+Replaced Food meter for Sanity meter (will be used later)
+Replaced Upkeep meter with version info
*Fixed some bugs in Chapter One
*Improved some minor aspects of Chapter One
+Finished chapter 2 terrain main layout (minor changes may happen)
*The camera is not locked to the hero anymore
*Some spells were balanced
*Minor improvements and bug fixes
Note: this alpha build was meant to solely update the chapter 2 terrain. Quests, mechanics and some building collision are still missing
*The camera is not locked to the hero anymore
*Some spells were balanced
*Minor improvements and bug fixes
Note: this alpha build was meant to solely update the chapter 2 terrain. Quests, mechanics and some building collision are still missing
+Added the first main questline to chapter 2
+Added 2 optional quests to chapter 2
+Added the sanity mechanic
+Added a Town Portal mechanic
+Added the cave exit/enter mechanic (now you can leave the starting city)
+Added vendors
+Added several new items for the vendors
+Improved the Interact mechanic with NPCs
+Added more enemy units to the map
+Added mechanic to ping quest locations
*Character menu cannot use items anymore, only carry them
*Fixed some minor bugs
*Balanced some spells
+Added 2 optional quests to chapter 2
+Added the sanity mechanic
+Added a Town Portal mechanic
+Added the cave exit/enter mechanic (now you can leave the starting city)
+Added vendors
+Added several new items for the vendors
+Improved the Interact mechanic with NPCs
+Added more enemy units to the map
+Added mechanic to ping quest locations
*Character menu cannot use items anymore, only carry them
*Fixed some minor bugs
*Balanced some spells
+Added new item models for potions
+Added the Magical Resources system
+Added the next two main questlines
+Added the first boss for chapter 2
+Added a new optional quest
+Added a freeze mechanic that prevent you from entering the high pass before completing the first questline
+Added more items to the Arcane Vendors
+Added a new Arcane Vendor and Generic Vendor to the map, in a convenient spot
+Added a new initial sequence to the intro cinematic
+Added the Immolation spell as part of the Sanity mechanic (while it is active the sanity will not drop)
*Balanced some spells
*Minor bugs fixed
-Sanity no longer drops during a cinematic
+Added the Magical Resources system
+Added the next two main questlines
+Added the first boss for chapter 2
+Added a new optional quest
+Added a freeze mechanic that prevent you from entering the high pass before completing the first questline
+Added more items to the Arcane Vendors
+Added a new Arcane Vendor and Generic Vendor to the map, in a convenient spot
+Added a new initial sequence to the intro cinematic
+Added the Immolation spell as part of the Sanity mechanic (while it is active the sanity will not drop)
*Balanced some spells
*Minor bugs fixed
-Sanity no longer drops during a cinematic
+Added a new special event in chapter 1 that will unlock a cinematic sequence
+Added the first part of the cinematic sequence that can be unlocked throughout the campaign: Pieces of the Past: To Please a Queen
+Added a new optional quest that unlocks the second cinematic sequence (still being planned)
+Added the first part of the cinematic sequence that can be unlocked throughout the campaign: Pieces of the Past: To Please a Queen
+Added a new optional quest that unlocks the second cinematic sequence (still being planned)
+Added several new optional quests to chapter 2
+Added a new mini-boss fight that's related to one of the optional quests
*Minor bugs fixed
*Minor improvements to chapters 1 and 2
+Added a new mini-boss fight that's related to one of the optional quests
*Minor bugs fixed
*Minor improvements to chapters 1 and 2
+Added two new main questlines
*Minor bugs fixed
*Minor bugs fixed
+Added respawn mechanic, death does not mean instant game over anymore, if you have enough Sanity points
+Added Magical Resources selling mechanic
+Added to the Frost Spec the ability to command your elemental to cast Frost Nova
+Added to the Fire Spec the Counter Heat ability
+Added in Chapter 2 an interaction option with one of the citizens that will reveal the most important spots in the city (so you may know where to go upon starting the chapter)
+Added some a health meter UI for the Brood Mother fight in Chapter 1
+Added a heavy hitting Impale ability to the Brood Mother that can be avoided, so the fight may look more like a boss encounter
*Replaced some of Sephyrots audio files so his voice lines may better fit with the character
*Replaced loading screens texts
*Fixed and rebalanced Fire Spec
*Rebalanced Frost Spec
*Rebalanced the gold cost of some items
*Minor bugs fixed
+Added Magical Resources selling mechanic
+Added to the Frost Spec the ability to command your elemental to cast Frost Nova
+Added to the Fire Spec the Counter Heat ability
+Added in Chapter 2 an interaction option with one of the citizens that will reveal the most important spots in the city (so you may know where to go upon starting the chapter)
+Added some a health meter UI for the Brood Mother fight in Chapter 1
+Added a heavy hitting Impale ability to the Brood Mother that can be avoided, so the fight may look more like a boss encounter
*Replaced some of Sephyrots audio files so his voice lines may better fit with the character
*Replaced loading screens texts
*Fixed and rebalanced Fire Spec
*Rebalanced Frost Spec
*Rebalanced the gold cost of some items
*Minor bugs fixed
+Added a new optional quest
*Minor bugs fixed
*Minor bugs fixed
+Added a new Campaign Screen
*Minor quests tweaking
*Minor bugs fixed
*Minor quests tweaking
*Minor bugs fixed
*Remember to turn on your specializations, otherwise you won't be able to attack
*Remember that Sephyrot won't auto-attack, you must always manually use his spells for combat
*The default attack spell is mapped with the letter A
*The other spells are always mapped in Q, W, E and R, for the respective slot order.
*Exploring might lead you to treasures, quests and bonus endings
*Sanity is now part of the game mechanic, keep an eye on it
*Remember that Sephyrot won't auto-attack, you must always manually use his spells for combat
*The default attack spell is mapped with the letter A
*The other spells are always mapped in Q, W, E and R, for the respective slot order.
*Exploring might lead you to treasures, quests and bonus endings
*Sanity is now part of the game mechanic, keep an eye on it
Credits
HIVE:
Deon
MortAr-
SINISTERX
Champara Bros
Weep
JesusHipster
paulH
Sellenisko
NaserKingArthas
Tarrasque
Xezko
TheReaper
-Grendel
Ujimasa Hojo
maynhe
MiniMage
GiFun
Sunchips
kellym0
Mc !
Frankster
Tranquil
JetFangInferno
HappyTauren
Burning_Dragoon5
Hunter1357
bisnar13
PROXY
MasterHaosis
TLI-Inferno
Rondo
BloodElf300'
Epimetheus
sunwarrior25
PrMosquito
alfredx_sotn
Ket
sPy
Wandering Soul
Hexus
hortaxman
GreyArchon
Sin'dorei300
________________________
XGM:
FrancK
Totoro
Deon
MortAr-
SINISTERX
Champara Bros
Weep
JesusHipster
paulH
Sellenisko
NaserKingArthas
Tarrasque
Xezko
TheReaper
-Grendel
Ujimasa Hojo
maynhe
MiniMage
GiFun
Sunchips
kellym0
Mc !
Frankster
Tranquil
JetFangInferno
HappyTauren
Burning_Dragoon5
Hunter1357
bisnar13
PROXY
MasterHaosis
TLI-Inferno
Rondo
BloodElf300'
Epimetheus
sunwarrior25
PrMosquito
alfredx_sotn
Ket
sPy
Wandering Soul
Hexus
hortaxman
GreyArchon
Sin'dorei300
________________________
XGM:
FrancK
Totoro
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