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New player loving the foundry with some requests.

vandignescavandignesca Member Posts: 162 Arc User
edited August 2014 in The Foundry
Hey there,

I just got into Neverwinter about two months ago now, and while I love the game and foundry, I find myself wishing for a few features when making my own quests beyond just the standard "more items, less bugs". It's possible these are available now, and I just missed them, or don't know how to do them. If so, I apologize. If they aren't available, then I humbly request them :)

-The "Adventurer" encounter is nice for customization, but it would be great to have a greater class variety to choose from beyond fighters, clerics, and wizards. What about an archer or a rogue hmm? Or a conjurer/warlock (now that it's coming)? In addition, it would be awesome if we had another set of adventurers of each type for different difficulty levels. I don't know what you call the enemies with different health bars or bubbles, so I'll just list the number. Right now adventurers have 5 health bubbles/bars and are listed as "standard difficulty". Can we have some of the 3 bar (easy) and 7 bar w/star (hard) variety?

-Along the lines of customizing encounters, I would also love the ability to get a "multiply outgoing damage" and "multiply incoming damage" option for monsters to make some fights harder. To avoid exploitation for xp or loot, maybe only make it so you couldn't go below a value of 1 for outgoing damage, and below 1 for incoming? Fixed numbers maybe?
For example: Incoming(1.0, 0.9, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1,) Outgoing(1X, 2X, 3X, 4X, 5X, 6X)

-I have a boss fight in one of my foundries that has multiple stages/waves before the actual boss arrives. I've thought about adding a hardmode, but I want it to apply to just one particular wave of the fight. If we could get an "and" conditional ability to the "appear when" option that would be great. For example, if I were to make defeating each wave in my boss fight an objective, I would have the hardmode encounters appear when both the dialogue prompt is reached AND when the appropriate objective is in progress.

Thank you for your time,

Vandignesca
Love yourself, and focus on the rest of the madness of life later.
Post edited by vandignesca on

Comments

  • pingconcherepingconchere Member Posts: 0 Arc User
    edited August 2014
    Welcome. I'm not new to the game, but I am relatively new to the Foundry, so forgive me if I make a mistake.

    - That would be nice; as far as I know, more encounters will be added post Mod 4. I'm not sure about this, but these encounters might include the rogue and great weapon fighter NPCs. I could be wrong. As for adjustable difficulty, that's an issue with editing encounters, which is currently not a feature. It would be a nice feature to have.

    - This is an interesting idea to adjust difficulty. However, it does seem lopsided to only make encounters harder rather than either easier or harder. As you said, weakening encounters could be exploitable, but what if I don't want a particular ogre or fomorian witch to be so tough? This would have to be further discussed and evaluated to find a balanced solution, but it's a good idea.

    - As far as I know, you can do this. In fact, I use this hard mode in my foundry. You can set an encounter's 'Appear When' to dialogue and then click the 'Add Objective' button right below it. The Foundry works with an AND system, so in order to the encounter to appear, both conditions would need to be completed. So, in order to an enemy to appear after dialogue and a defeated wave, set the dialogue first and then add a new objective for 'Component Complete'. Select the enemy wave encounter you want to die first as the completed component. Now, the hard mode wave should only appear after the hard mode dialogue prompt and the particular encounter are reached/defeated.

    I hope this helps!
  • vandignescavandignesca Member Posts: 162 Arc User
    edited August 2014
    Welcome. I'm not new to the game, but I am relatively new to the Foundry, so forgive me if I make a mistake.

    - As far as I know, you can do this. In fact, I use this hard mode in my foundry. You can set an encounter's 'Appear When' to dialogue and then click the 'Add Objective' button right below it. The Foundry works with an AND system, so in order to the encounter to appear, both conditions would need to be completed. So, in order to an enemy to appear after dialogue and a defeated wave, set the dialogue first and then add a new objective for 'Component Complete'. Select the enemy wave encounter you want to die first as the completed component. Now, the hard mode wave should only appear after the hard mode dialogue prompt and the particular encounter are reached/defeated.

    I hope this helps!

    I read your response, and thanks for trying to help by the way :), but I can't seem to figure out how to do it the way you describe. You are right in that we can have "and" for objectives, but it seems like we can only have "and" for things of the same kind. I don't see how I can do what you describe, put in a dialogue prompt, and then a component requirement as well. Here's some screenshots I took to illustrate my problem. I would like another dropdown box where I could set an "and" of a different kind. If I go with a dialogue first for example, it seems I can only add more dialogue requirements. Am I missing something?

    Foundry_Screenshot_2.jpg
    Foundry_Screenshot_1.jpg
    Love yourself, and focus on the rest of the madness of life later.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2014
    You are right in that we can have "and" for objectives, but it seems like we can only have "and" for things of the same kind.

    Correct.

    Check out the Advanced Foundry Topics:AND Handling on the Wiki for a workaround hack on how to do multi-type AND options.
    I don't know what you call the enemies with different health bars or bubbles,

    Minion=1 bar, Standard=3 bars, Elite=5 bars, Solo=7 bars

    Here's a great site with most current mobs: Encounter Matrix


    ...and welcome to the author collective.

    Feel free to "sign" any Foundry Requests you like/agree with as well. ;)

    And, of course looking over the existing foundry bugs couldn't hurt.
  • vandignescavandignesca Member Posts: 162 Arc User
    edited August 2014
    Thanks for the links! That does work, but it is a workaround and definitely not as easy as another dropdown box would be. My only concern then would be finding a way in a multi-wave mob fight to have that mob behind the walls not break immersion or look weird not joining the fight, but you've given me some ideas. Thank you :)
    Love yourself, and focus on the rest of the madness of life later.
  • pingconcherepingconchere Member Posts: 0 Arc User
    edited August 2014
    I apologize for my mistake. I did a similar work-around, but I forgot that I used a work-around and just assumed I used more than one dropdown. I'm usually more careful with my posts. Again, sorry about that.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2014
    Thanks for the links! That does work, but it is a workaround and definitely not as easy as another dropdown box would be. My only concern then would be finding a way in a multi-wave mob fight to have that mob behind the walls not break immersion or look weird not joining the fight, but you've given me some ideas. Thank you :)

    What most people usually do is have the "workaround" encounters actually "below" the terrain.
    So, if the "terrain" is at 50', you create a platform at y= -150' and spawn the mobs, and walls, etc. on the platform. Then you can Disappear When the walls when the individual events happen.

    ..or, you can have the workaround encounters hidden in a different room that PC cannot get to, or in a walled off area away from the PC. The only restriction to be careful of is that encounters only spawn if they are within 256' of the PC, so it has to be "away from" but not too far.
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