Showing posts with label subraces of badlands. Show all posts
Showing posts with label subraces of badlands. Show all posts

Thursday, January 14, 2010

BadLands RPG 095f - The overdue update...

After a year of no updates to the game, I have finally done it!
BadLands RPG 095 (f) is posted and ready for testing.

About a year ago, Deimonos, Darian and a few others did a lot of marvelous work building new areas, bosses, and such. It was my job to script it in as well as fix some other issues. Just as I finished my part, my computer crashed loosing all of my work as well as some of my hardware. Deimonos sent me a copy of the mod (ver 95a or 95b) and I started over using my laptop. About halfway into it, my laptop crashed. I lost my work again as well as the entire laptop. Well, I wasn't too keen on redoing it, yet a third time. but, I finally picked up my sorry ass and did it.

In truth, I have done little parts of the work over the last year, making it hard to remember just what is there. So, we all get a new adventure and a new set of bugs to work out.

For the most part, this is untested. There will be bugs. So be patient and tell me about the bugs you find. No matter how trivial it may seem to you, please tell me. Even if it's not related to this update, tell me please. Post your comments here or send me an email.
mailto:qwildurn@verizon.net?subject=BadLands_RPG_095_bugs

This includes new subraces. The complete list is posted here http://qwildurn.game-host.org:8080/Subrace_list.txt
There are three TRUE monsters to be play-tested. These are player-monsters only available to beta testers. See the bottom of the subrace list.

New areas: I have lost count of the number of new areas, but there is a group of four named Underground Wastelands.

New Outposts: There are five or six new Outposts to be claimed. Normally I would say, "Go find 'em!". But this time I will give you some clues. (read on). The total Outpost count is 18 now.

New monsters and Bosses. Beware, some are F*&$#@ing tough! About six new bosses, some control outposts. The Boss Count is just over 30 now. This does not include low-level area bosses such as the Green Dragon near the Smoke Shack.

New Boss drops to go with the new bosses. Please note: The Trident is +8 to make up for the broken feat: weapon focus trident (standard). The 1.69 upgrade added all the feats for the Trident, but you will be down 1 AB because of a Bioware thing. Most Boss Drops are +7, so in the end you will be even.

A new weapons shops inside Castlevania. This is a level 24 melee shop with no restrictions. It is the only shop where you can finish your Great Axe as per the standard rules of BadLands RPG. Hmm, did I mention the guard named Betty?

The fixes to old problems are endless. See BadLands RPG: Updates for the partial list.

Doom Mines boss and outpost.
Castle Sheelo boss and outpost.
Castlevania boss and outpost. Yes, to get inside the castle you must first kill Betty, then another boss awaits inside.
Undergrounds Wastelands boss and outpost.

In some cases you will need a good archer or a good rogue...but wait, I'm spoiling the fun now...

To answer an old Question: Is the Lich Quested Subrace ready yet?
Answer: Not yet. If the undead skeleton test goes well, then the Lich will be possible.

For those testing the undead skeleton... The spell scripts have not been altered YET. Only the hard-coded racial type of the player. Most of the scripts will automatically treat the subrace as undead. This mean that a heal spell will hurt the skeleton and a harm spell will heal it. Turn and Bless Weapon as well as Favored Enemy should work and need to be tested. Turn, Bless Weapon and Favored Enemy are hard-coded. Most spells are scripted and can be adjusted, but some are hard-coded. If this test gets around the hard-coding, we are in business!

Qwildurn Bluemoon,
server host of BadLands RPG

Monday, October 6, 2008

Meph's Story of the Underworld of BadLands

The Dwarfs of Badlands, as told by Meph
retold by Glint Eastwood

The history of Dwarfs in Badlands is long. There have been native "beards" for as long as anyone can recall. Dwarven history remained slow with each sub-race governing an aspect of a mountain chain for untold generations. The Wild Dwarf Clans roamed the Mountain Slide. The Duergar empire grew under the mountains, rich from trade and slavery. The nomadic Arctic Dwarfs could be found upon Sheelo. Gold Dwarfs dotted the faces of the mountains and Deep Dwarfs hid in the darkness of the Underdark.

But all things changed.....
The coming of migration lead to swift power changes. The Wild Dwarfs were forced to retreat back in the face of expansion and are on the brink of extinction. The Duergar ranks swelled and spawned another sub-race when Meph's cult induced half-devil breeding to create Derrzagons. The Gold Dwarfs split into a group that fought migration and a group that hid. The few surviving losers of the migration that remained in Badlands are Gold Dwarfs. The hidden Clans begged for Divine Intervention and hid in the mountains as a new offshoot called Urdunnir. Azers appeared as Mind Flayer Thralls guarding the Illithidreum.

The Deep Dwarfs began to feel the pressure exerted from the growing Underdark enemies and sharing space with two Dwarven competitors - the fleeing Urdunnir and the recently appearing Azers. The Derro also appeared and tried to instigate feuds within Duergar society. But the Derrzagon assassins ended the Derro mischief this time.

New migrated Dwarfs soon emerged from the mainland. Finally, a Thrall crossbreed used by Fell Mages and Illithids called the Dwark began to surface at Underdark markets. For the Dwarven nations, things had evolved very quickly. Soon the pre-eminent Dwarf race was the migrated Dwarf and the Duergar (who lost none of their influence). The Wild, Gold, Deep and Arctic Clans shrank in the face of new threats.

posted by Qwildurn for Darian the Bold