Try the dungeons and skirmishes. The chasms skirmish map doesnt appear in Foundry.
Im no longer making foundries and only access the forums via mobile, so im not going to go out of my way to take screens. (Doing attachments via mobile is a pain)
Just from the top of my head and just from the recover the crown questline alone:
4-5 different types of dead bodies
Human sized armored statue with spike helmet
All of the questline maps, both in their original and new versions (that's 6-7 maps)
The 'two steps down' sewer room where the door is 5-6 feet up the wall
The rotating bookshelves
The short radius light used to highlight the crown chest itself
The sparkly vfx holding up the crown
The knockback trap on the crown chest
Etc...
Plus if you want to consider the tutorial maps part of the crown quest:
The two tutorial maps
Placeable landing spots for incoming artillary/catapults
Placeable red damage zones for those incoming catapults
Small dragon skeleton
The sky from the second tutorial map
General Single-player Boss Encounters
Every instanced zone from the tutorial on the Sleeping Dragon Bridge to Celadain.
(Yes, 5-man dungeon bosses are cool, but they aren't the only bosses that could be used.)
(Yes, also understand that the reward system needs a desired update before we get any bosses.)
Timers
This is present in the Cryptic Quest where you escort Dorothea Linkletter through the sewers. If a potion is not administered soon enough after she gets frightened, she transforms and must be subdued.
(Timers can also be seen anytime a player is crowd-controlled.)
Levers
Can be seen in most small instances and dungeons. Flip the switch to open the gate, etc.
Merchants
Can be seen in every quest hub in normal content.
(Would not need to be anything fancy - regular potion/kits would be nice, but at least some way to sell off loot to make bag space would be a great start.)
Skill Nodes
All over the world.
(Understand concern about exploiters. Perhaps limits - 1/map; daily eligible to unlock; etc)
Stackable Quest Items
Items dropped for normal quests stack if they are the same.
Variety of Respawn Points
This can be seen in Mt. Hotenow, there is a respawn point that is a tall tree, rather than the standard fire.
Perhaps we can be given the blue-circle effect with no graphic as a respawn?
Attackable Items
This can be seen in several places, such as the Catapults in Sharandar or the Crane-gears in Whispering Caverns.
Cutscenes
All over. Nearly every small instance has a quick cutscene of the boss. Sharandar zones have multi-shot cutscenes.
Multi-Character Dialogue
Plaguetower quest: first conversation in the quest; you talk to Knox and during that same dialog camera turn to Linkletter and back to Knox.
(Might be scripted, but desired if possible in Foundry)
We are awarded titles and whatnot for our works in Foundry, right? Why not have any of these tied to those awards? If I'm publishing a dozen quests a year and I'm consistently getting high marks, why not open up more controversial items over to the better published authors? In this way good authors are rewarded for their good work beyond titles and ADs. Conversely, if someone is constantly authoring schlock, they will have some of the normal rights to publish reduced or even suspended should a violation be bad enough (copyright violation, hateful content, etc.).
Death Forge lair:
Texture or geometry shifting on assets (entry to lair boss)
Lair boss summons object
Lair boss as a costume
Random animations selected from a list (you get either waving fresh air in front of your nose or a generic use type animation when destroying the five dead bodies. Run the lair twice and you will see different animations get used on the same body)
The map itself
Phantasmal Fortress:
8-10 different planets/nebulae
Various vfx animated people (wall/ceiling walkers)
Tiltable rooms (not the stuff in them, the tiles are tilted)
Several arches in decreasing sizes
Destroyable placeables (lair boss)
Etc.
Vfx animated people are actually in launch content (they exist in icespire peak lairs)
We were told back in beta and at launch foundry authors would be able to make anything the official game made. Sadly, this has never been the case. I'm going to stop posting things that are missing, its not worth it.
I think there are a few items missing off your list, even though it is pretty thorough.
1. Allow 2-3 skill nodes per map.
2. Allow 1 normal Treasure Chest (with Cryptic's randomizer installed, to allow control to cryptic), these are in nearly every map from the developers content. Sometimes even 2 or 3.
3. Fix the issue of not being able to raise or lower a room. I noticed you can adjust a few room pieces based on a platform, in a drop down menu. It would be easy to add a "User Input" to the drop down menu and allow us to input a Y for the room.
4. Increase the number of rooms to 75 or so. Especially since hallways count against that allowed number.
5. In the encounters, give more individual control over the mobs. It's good if you want to quickly add a group of melee, ranged, or mixed. Sometimes you want a different feel to the encounter and cannot adjust these encounters. They need to make these monsters available individually, as well.
6. In the adventure section, of the encounters, there are several missing classes. Add them in as well.
These are just some of the things I have noticed so far in working with Foundry. More may come to light as I dig deeper into it.
If not posted yet (sorry not enough time to read everything) the bridges from Phantasmal Fortress. The invisible ones that have a ghostly look to them when you near.
And since I almost forgot, most NPC costumes. Dressing everything up in class gear drops variety a bit. For enemies this isn't bad, but when I want to make regular NPCs all I have the choice of is to go with a premade or use regular shirt and pants. Options like hats (regular caps, feathered caps, etc) and capes and such to make our NPCs ours.
If not posted yet (sorry not enough time to read everything) the bridges from Phantasmal Fortress. The invisible ones that have a ghostly look to them when you near.
We do have a green/misty "ghost" bridge, is this it:
What is the request: Floating Magnifying Glass
Where do you see it in Cryptic quests: Currently not in Game
Reason: So it can be setup as intractable for foundry builders to give room descriptions or allow the player to search for items
What is the request: Floating Ear
Where do you see it in Cryptic quests: Currently not in Game
Reason: So it can be setup as intractable for foundry builders to give room descriptions or allow the player to search for items
What is the request: Floating Skull
Where do you see it in Cryptic quests: Artifact Quest
Thorin Oakenshield - 60 DC | Floki Longarm - 60 TR | Tiny Tank - 60 GWF
Stand your Ground NW-DNBHK74ML
imaginaerum1Member, NW M9 PlaytestPosts: 378Arc User
edited April 2014
I'm not very good at putting images in my messages, so these are as attachments. I'm pretty sure none of these are available in Foundry, but if they are, please correct me and direct me to them.
Here's what I've got so far:
* The big cauldron (without the flame, please) at the end of Nest Egg
* The human interior wall, with the open top, as seen throughout the Nasher quests in Blacklake
* The kobold egg nest, as seen in Nest Egg
* The small, flat, non-rotating waterfall (actually looks decent close-up, doesn't rotate to always face the player), as seen in (I think) Nest Egg
* The tiny house-looking thing found outside the gates before the map transfer to the bridge in the intro/tutorial zone
Also, somewhere (I can't find it, but will post if I do) there's a miniature version of that Tower District mine entrance. I'd love to have that.
And finally, of course, the Sit animation, this time as shown by Ottley's Associate in PE. Yeah, I know we keep asking for it. Maybe if we pester them enough we'll finally get it.
0
artaxdarkmaneMember, Neverwinter Knight of the Feywild UsersPosts: 11Arc User
edited April 2014
Is it too much to ask for a final chest next to all potential quest givers in Protectors Enclave? Why are the end rewards chests so far from the quest givers that you can't see or hear them light up?
The tiny house is "Vellosk Wall Parapet 01," it already exists as an asset in the foundry.
Lol... no wonder I couldn't find it. Parapet was the last thing I was thinking of. Now that I've looked at it in Foundry, I realize that what I was seeing was only the top bit of it.
Thanks for letting me know.
0
ofkathriaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2014
The ship where you enter and leave Caer Konig via the docks.
I just played that quest! The pieces are available, but the scripting is not. I don't think they want us to make puzzles better than their own.
But, a simple version of this being just a 4-5 sided rotatable object to act as a 4-5 position switch. No light needed, just a setting for when in position X, action A can happen, or Component complete is true until moved from position X.
We could manage alright if we even had the red light platform in an "on" version and "off" version. It wouldn't be as smooth, but we could use copies so we could interact to "turn" the statues with appear/disappear toggling. It wouldn't be animated, but it would work. Those, or really any glowing rune, gem, or anything like that would be great.
5. *new* not sure if these models exist in the game, but dead animals. horses, cows, pigs etc.
Hope these get added to the game, but I won't be planning to make episode 2 until we get more enemy and friendly encounters. Since i exhausted all options in the first one.
The ship where you enter and leave Caer Konig via the docks.
YES! Took me an hour to "patch" the small shiprweck to make it look sail-worthy if not beat up.
Our only choices at the moment are dingies, and GIANT Sea going cities.
Medium - we want a few "medium" size boats! Lakes and rivers!
...also:
What is the request: Protectors Garden Benches
Where do you see it in Cryptic quests: Protectors Garden
I have updated the main post with the things I've missed in the last 6-months (has it been that long??). I also re-ordered the category listings alphabetically.
I probably still won't be too active - just not the time in the day anymore.
If anyone who is more forum active wants to take over (ie restart) this thread, send me a PM.
I have several things I would like to request, and I don't BELIEVE they are on the list yet. They are all assets. I took screenshots as I played through with my CW. These may not be in order, but the first 4 are:
1) The Sigils on the floor in Tualo's House. (Also the one on the door, but I failed to get a screenshot)
2) The Stained Glass Windows from the Plague Tower
3) The Gears from "Opening the Way" (that shield too...)
4) The Clockwork structure at the end of the same quest
8) The Stone Sigils of the Ashmadai Summoners in Watcher's Forest
Also the kind that doesn't glow:
9) The Armored Statues from "Shields of Vigiliance"
(Also, can we get some heads for the giant ones? Even if the heads are separate. At present we can't have armored statues unless we want them to be headless.)
Ability to scale placeable objects, as seen on flowers and plants in Neverdeath Graveyard, specifically elsewhere in the graveyard versus the dragon area.
In the dragon section of Neverdeath, when kobolds are damaged by dragon cult area of effect powers, the kobolds to attack the dragon cultists, but the kobolds will ignore cultists in their aggro range if the cultists do not attack them. This shows both that multiple factions exist and the relationship of factions towards each other can be changed (from neutral to hostile in this case).
If the player enters the aggro range of the kobolds, the kobolds will continue to attack the cult. When the kobolds attack them, the cultists not currently engaged in combat with the player (such as moving towards the player) will start directly attacking the kobolds.
Ability to equip creatures with items:
In the Hidden Cove in the Blackdagger Ruins, there is a hexer who holds a lantern guarding Old Lenn's stuff. He continues to hold the lantern as he fights you.
Ability to disable companions on a per area basis:
Sage shop in PE.
Non player oriented cameras and the ability to use them:
every scrying orb everywhere
Ability to equip creatures with items:
In the Hidden Cove in the Blackdagger Ruins, there is a hexer who holds a lantern guarding Old Lenn's stuff. He continues to hold the lantern as he fights you.
Ability to disable companions on a per area basis:
Sage shop in PE.
Non player oriented cameras and the ability to use them:
every scrying orb everywhere
*emphasis mine* I would give my voice to these as well. The first would be a great way to allow some atmosphere and verisimilitude (lanterns at night, also a number of other objects would be cool to work in story elements and so forth)
The latter would be a great way to show off some of the incredible details that some of our authors put into their maps. It could also probably be adapted somewhat to emulate the "boss cutscenes" that have been requested since forever.
Timer
As seen in: Barrows Demolition, a mod 4 quest. There is specifically a countdown timer used multiple times. It even has an onscreen countdown. (Timers existed in launch content as well)
Triggers
As seen in: Barrows Demolition. If the player is inside the area of the trigger when the timer runs out, something bad happens to the player. (Spoiler free...)
Setting objects to rotate ingame
As seen in: Warlock capstone quest. A number of objects rotate around in the skies during this.
Skyships that can fly around
As seen in: the green dragon and lizardmen skirmish. If you look around, you'll notice the skyship flying around in the skies above the area.
Comments
Im no longer making foundries and only access the forums via mobile, so im not going to go out of my way to take screens. (Doing attachments via mobile is a pain)
4-5 different types of dead bodies
Human sized armored statue with spike helmet
All of the questline maps, both in their original and new versions (that's 6-7 maps)
The 'two steps down' sewer room where the door is 5-6 feet up the wall
The rotating bookshelves
The short radius light used to highlight the crown chest itself
The sparkly vfx holding up the crown
The knockback trap on the crown chest
Etc...
Plus if you want to consider the tutorial maps part of the crown quest:
The two tutorial maps
Placeable landing spots for incoming artillary/catapults
Placeable red damage zones for those incoming catapults
Small dragon skeleton
The sky from the second tutorial map
Etc etc.
Texture or geometry shifting on assets (entry to lair boss)
Lair boss summons object
Lair boss as a costume
Random animations selected from a list (you get either waving fresh air in front of your nose or a generic use type animation when destroying the five dead bodies. Run the lair twice and you will see different animations get used on the same body)
The map itself
Phantasmal Fortress:
8-10 different planets/nebulae
Various vfx animated people (wall/ceiling walkers)
Tiltable rooms (not the stuff in them, the tiles are tilted)
Several arches in decreasing sizes
Destroyable placeables (lair boss)
Etc.
Vfx animated people are actually in launch content (they exist in icespire peak lairs)
We were told back in beta and at launch foundry authors would be able to make anything the official game made. Sadly, this has never been the case. I'm going to stop posting things that are missing, its not worth it.
1. Allow 2-3 skill nodes per map.
2. Allow 1 normal Treasure Chest (with Cryptic's randomizer installed, to allow control to cryptic), these are in nearly every map from the developers content. Sometimes even 2 or 3.
3. Fix the issue of not being able to raise or lower a room. I noticed you can adjust a few room pieces based on a platform, in a drop down menu. It would be easy to add a "User Input" to the drop down menu and allow us to input a Y for the room.
4. Increase the number of rooms to 75 or so. Especially since hallways count against that allowed number.
5. In the encounters, give more individual control over the mobs. It's good if you want to quickly add a group of melee, ranged, or mixed. Sometimes you want a different feel to the encounter and cannot adjust these encounters. They need to make these monsters available individually, as well.
6. In the adventure section, of the encounters, there are several missing classes. Add them in as well.
These are just some of the things I have noticed so far in working with Foundry. More may come to light as I dig deeper into it.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
We do have a green/misty "ghost" bridge, is this it:
Encounter Matrix | Advanced Foundry Topics
I been looking everywhere for it. I been through the objects a thousand times and never seen it.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
Where do you see it in Cryptic quests: Currently not in Game
Reason: So it can be setup as intractable for foundry builders to give room descriptions or allow the player to search for items
What is the request: Floating Ear
Where do you see it in Cryptic quests: Currently not in Game
Reason: So it can be setup as intractable for foundry builders to give room descriptions or allow the player to search for items
What is the request: Floating Skull
Where do you see it in Cryptic quests: Artifact Quest
Stand your Ground NW-DNBHK74ML
Yep. I'm using it in my "Arena of Calimport" ending.
I jumped into Foundry and it's called "FX - Magical Ghost Bridge"
Encounter Matrix | Advanced Foundry Topics
Here's what I've got so far:
* The big cauldron (without the flame, please) at the end of Nest Egg
* The human interior wall, with the open top, as seen throughout the Nasher quests in Blacklake
* The kobold egg nest, as seen in Nest Egg
* The small, flat, non-rotating waterfall (actually looks decent close-up, doesn't rotate to always face the player), as seen in (I think) Nest Egg
* The tiny house-looking thing found outside the gates before the map transfer to the bridge in the intro/tutorial zone
Also, somewhere (I can't find it, but will post if I do) there's a miniature version of that Tower District mine entrance. I'd love to have that.
And finally, of course, the Sit animation, this time as shown by Ottley's Associate in PE. Yeah, I know we keep asking for it. Maybe if we pester them enough we'll finally get it.
NW-DAZ2F74LW
The tiny house is "Vellosk Wall Parapet 01," it already exists as an asset in the foundry.
Lol... no wonder I couldn't find it. Parapet was the last thing I was thinking of. Now that I've looked at it in Foundry, I realize that what I was seeing was only the top bit of it.
Thanks for letting me know.
The Wood Lord's Curse
Part I: Wild Man of the Wood
Part II: The Warlord's Tomb
We could manage alright if we even had the red light platform in an "on" version and "off" version. It wouldn't be as smooth, but we could use copies so we could interact to "turn" the statues with appear/disappear toggling. It wouldn't be animated, but it would work. Those, or really any glowing rune, gem, or anything like that would be great.
1. Interactable during combat option (seen in gauntlgrym's food/wood lootable whilst in combat).
2. death planes. basically areas you can put in that kill things. so people can create hazardous cliffs/pits, traps/cutscenes to kill npcs.
3. hazardous effects. fire, poison fog, lava, cold.
4. Encounters - this has been mentioned before.
5. *new* not sure if these models exist in the game, but dead animals. horses, cows, pigs etc.
Hope these get added to the game, but I won't be planning to make episode 2 until we get more enemy and friendly encounters. Since i exhausted all options in the first one.
and also the featured satirical comedic adventure "A Call for Heroes".
YES! Took me an hour to "patch" the small shiprweck to make it look sail-worthy if not beat up.
Our only choices at the moment are dingies, and GIANT Sea going cities.
Medium - we want a few "medium" size boats! Lakes and rivers!
...also:
What is the request: Protectors Garden Benches
Where do you see it in Cryptic quests: Protectors Garden
Encounter Matrix | Advanced Foundry Topics
I probably still won't be too active - just not the time in the day anymore.
If anyone who is more forum active wants to take over (ie restart) this thread, send me a PM.
1) The Sigils on the floor in Tualo's House. (Also the one on the door, but I failed to get a screenshot)
2) The Stained Glass Windows from the Plague Tower
3) The Gears from "Opening the Way" (that shield too...)
4) The Clockwork structure at the end of the same quest
5) The Celtic Cross style Tombstones from "Dragon Attack"
6)The bathtub from Councilman Graves' house
7) The Artisan's Tomb golden statues
Also the kind that doesn't glow:
9) The Armored Statues from "Shields of Vigiliance"
(Also, can we get some heads for the giant ones? Even if the heads are separate. At present we can't have armored statues unless we want them to be headless.)
https://dl.dropboxusercontent.com/u/3879894/nwo/scaled1.jpg
versus
https://dl.dropboxusercontent.com/u/3879894/nwo/scaled2.jpg
In the dragon section of Neverdeath, when kobolds are damaged by dragon cult area of effect powers, the kobolds to attack the dragon cultists, but the kobolds will ignore cultists in their aggro range if the cultists do not attack them. This shows both that multiple factions exist and the relationship of factions towards each other can be changed (from neutral to hostile in this case).
If the player enters the aggro range of the kobolds, the kobolds will continue to attack the cult. When the kobolds attack them, the cultists not currently engaged in combat with the player (such as moving towards the player) will start directly attacking the kobolds.
In the Hidden Cove in the Blackdagger Ruins, there is a hexer who holds a lantern guarding Old Lenn's stuff. He continues to hold the lantern as he fights you.
Ability to disable companions on a per area basis:
Sage shop in PE.
Non player oriented cameras and the ability to use them:
every scrying orb everywhere
The latter would be a great way to show off some of the incredible details that some of our authors put into their maps. It could also probably be adapted somewhat to emulate the "boss cutscenes" that have been requested since forever.
and also the featured satirical comedic adventure "A Call for Heroes".
Every zone, at least all the pre-60 zones.
As seen in: Barrows Demolition, a mod 4 quest. There is specifically a countdown timer used multiple times. It even has an onscreen countdown. (Timers existed in launch content as well)
Triggers
As seen in: Barrows Demolition. If the player is inside the area of the trigger when the timer runs out, something bad happens to the player. (Spoiler free...)
Setting objects to rotate ingame
As seen in: Warlock capstone quest. A number of objects rotate around in the skies during this.
Skyships that can fly around
As seen in: the green dragon and lizardmen skirmish. If you look around, you'll notice the skyship flying around in the skies above the area.