EridanusKnight
Watcher
- Joined
- September 13, 2013
- Messages
- 16
Greetings Watchers! I'm one of the developers of Celeritas Eos which you've probably heard of by now with the little recent drama that unfolded. I'm creating this thread for general discussion of the mod as there seems to be a few people here genuinely interested in the mod. There is also a demo of the mod releasing next month and it'll be great to have some feedback from you guys. Let me just give you a few links now:
The mod's website:
http://www.moddb.com/mods/celeritas-eos
About the mod: http://www.moddb.com/mods/celeritas-eos/news/celeritas-eos
Dev diary #1: http://www.moddb.com/mods/celeritas-eos/news/dev-diary-1-emulating-the-masses
Dev diary #2: http://www.moddb.com/mods/celeritas-eos/news/dev-diary-2-bad-boys-bad-boys
Dev diary #3: http://www.moddb.com/mods/celeritas-eos/news/dev-diary-3-spit-n-shine
Celeritas Eos is an open world dark fantasy horror survival role playing game set on a fictional world with a low fantasy setting. Intended to be a four part series, the series starts with Equilibrium of The Night where you will assume the role of a set protagonist (a woman named Lucia) although subsequent titles in the series after Equilibrium will feature your own custom characters.
Much has changed since the announcement of the mod (the first link). If you read the dev diaries by ABJECT_SELF you'll find that there is now a Procedural Generation system that's he has implemented that "can populate entire cities with hundreds of completely unique and independent NPCs."The NPCs go about their daily business reacting to the player, others and enemies in different ways.
There is also a Crime Rate system that can increase or decrease based on the player's actions. The Crime Rate system impacts how much crime there is in a town, help enough criminals out and you will increase the crime rate of a town or city which leads to more NPCs starting trouble. "Crime Rate can simulate not just illegal activity in the city, but social unrest. Certain quests can have dramatic effects on the security of your city and how easy it is to live there, while subtle good deeds or petty crimes can fluctuate it modestly. This simultaneously creates real and dynamic consequences to your actions while giving the sense of a world that doesn't entirely revolve around you."
However the general gist of the mod remains the same as it has since announcement: to offer an amazing role-playing experience which gives the player complete freedom in what they do and features an open ended non-linear design in terms of exploration and quest completion harkening back to classic RPG's such as Ultima and the original Fallout games.
For example there will not only be multiple ways to finish most quests but the main story itself can be beaten by taking different paths. The main story can still be finished even if you decide to kill everyone you come across. Every action of the player is accounted for so you can never end up in a "broken world" state. The different paths the player can take has led to the mod being in development for 20 months. Currently it's 30 hours long but one play-through will not offer you everything. Joining a guild can shut you out of another. Taking one path can close others and forming alliances with certain companions can lead to others betraying you.
Indeed, the depth of the mod extends to such that certain characters will down-right refuse to talk to you if you're naked or wearing inappropriate clothing. Character traits and reputation (inspired by the perk system from Fallout) can further influence your interactions with character. Sleep with enough people, for example, and your promiscuous reputation will proceed you with certain characters who will refuse to speak with you. Murder enough people and you can expect bounty hunters to come after you, along with city guards when you are in the city. However, a promiscuous reputation can open up other options with other characters just like a reputation of a serial killer can be useful when you need to threaten someone and have the body count to prove that you mean business.
I consider the mod a low fantasy-mature-horror-survival-RPG. Magic exists but is only used by only a few gifted people, meanwhile, the magic that does exist, isn't reality defying. The player, for example, cannot resurrect their dead companions as they can in NWN. Dead companions remain dead forever. Acquiring a disease (either from sex or from being infected by an undead creature) requires a visit to the doctor and the game tackles racism, sexism and sexuality. Lucia can expect negative repercussions, for example, if the player decides to make her sleep with a woman and news of this gets out to the local authorities.
There are seventeen companions each with their own input to add, banter, background, story and unique abilities to bring to your party. However, some companions can end up attacking others or even leaving you if you take on someone who they don't like. Elisha, a righteous knight, for example, will not work with a companion who is an murderer. Numerous companions will also betray you, should you attempt to welcome vampires into your party.
Just an image below of the dialogue trees for companions in the mod and how long and complex they are. Companions comment on your actions, banter with one another and they may even comment on things like the area that they are in. In the instance below, one of the companion scolds you for investigating an asylum when you should be concentrating on dealing with the main quest.
Feel free to visit the moddb page to learn more, or you can drop me a question here. Cheers!
The mod's website:
http://www.moddb.com/mods/celeritas-eos
About the mod: http://www.moddb.com/mods/celeritas-eos/news/celeritas-eos
Dev diary #1: http://www.moddb.com/mods/celeritas-eos/news/dev-diary-1-emulating-the-masses
Dev diary #2: http://www.moddb.com/mods/celeritas-eos/news/dev-diary-2-bad-boys-bad-boys
Dev diary #3: http://www.moddb.com/mods/celeritas-eos/news/dev-diary-3-spit-n-shine
Celeritas Eos is an open world dark fantasy horror survival role playing game set on a fictional world with a low fantasy setting. Intended to be a four part series, the series starts with Equilibrium of The Night where you will assume the role of a set protagonist (a woman named Lucia) although subsequent titles in the series after Equilibrium will feature your own custom characters.
Much has changed since the announcement of the mod (the first link). If you read the dev diaries by ABJECT_SELF you'll find that there is now a Procedural Generation system that's he has implemented that "can populate entire cities with hundreds of completely unique and independent NPCs."The NPCs go about their daily business reacting to the player, others and enemies in different ways.
There is also a Crime Rate system that can increase or decrease based on the player's actions. The Crime Rate system impacts how much crime there is in a town, help enough criminals out and you will increase the crime rate of a town or city which leads to more NPCs starting trouble. "Crime Rate can simulate not just illegal activity in the city, but social unrest. Certain quests can have dramatic effects on the security of your city and how easy it is to live there, while subtle good deeds or petty crimes can fluctuate it modestly. This simultaneously creates real and dynamic consequences to your actions while giving the sense of a world that doesn't entirely revolve around you."
However the general gist of the mod remains the same as it has since announcement: to offer an amazing role-playing experience which gives the player complete freedom in what they do and features an open ended non-linear design in terms of exploration and quest completion harkening back to classic RPG's such as Ultima and the original Fallout games.
For example there will not only be multiple ways to finish most quests but the main story itself can be beaten by taking different paths. The main story can still be finished even if you decide to kill everyone you come across. Every action of the player is accounted for so you can never end up in a "broken world" state. The different paths the player can take has led to the mod being in development for 20 months. Currently it's 30 hours long but one play-through will not offer you everything. Joining a guild can shut you out of another. Taking one path can close others and forming alliances with certain companions can lead to others betraying you.
Indeed, the depth of the mod extends to such that certain characters will down-right refuse to talk to you if you're naked or wearing inappropriate clothing. Character traits and reputation (inspired by the perk system from Fallout) can further influence your interactions with character. Sleep with enough people, for example, and your promiscuous reputation will proceed you with certain characters who will refuse to speak with you. Murder enough people and you can expect bounty hunters to come after you, along with city guards when you are in the city. However, a promiscuous reputation can open up other options with other characters just like a reputation of a serial killer can be useful when you need to threaten someone and have the body count to prove that you mean business.
I consider the mod a low fantasy-mature-horror-survival-RPG. Magic exists but is only used by only a few gifted people, meanwhile, the magic that does exist, isn't reality defying. The player, for example, cannot resurrect their dead companions as they can in NWN. Dead companions remain dead forever. Acquiring a disease (either from sex or from being infected by an undead creature) requires a visit to the doctor and the game tackles racism, sexism and sexuality. Lucia can expect negative repercussions, for example, if the player decides to make her sleep with a woman and news of this gets out to the local authorities.
There are seventeen companions each with their own input to add, banter, background, story and unique abilities to bring to your party. However, some companions can end up attacking others or even leaving you if you take on someone who they don't like. Elisha, a righteous knight, for example, will not work with a companion who is an murderer. Numerous companions will also betray you, should you attempt to welcome vampires into your party.
Just an image below of the dialogue trees for companions in the mod and how long and complex they are. Companions comment on your actions, banter with one another and they may even comment on things like the area that they are in. In the instance below, one of the companion scolds you for investigating an asylum when you should be concentrating on dealing with the main quest.
Feel free to visit the moddb page to learn more, or you can drop me a question here. Cheers!
Last edited:
- Joined
- Sep 13, 2013
- Messages
- 16