File information

Last updated

Original upload

Created by

Llyrrum

Uploaded by

Llyrrum

Virus scan

Some manually verified files

Tags for this mod

About this mod

A beta/demo of a work in progress, city themed dungeon. Read the long description on how it works!

Permissions and credits
Changelogs
Donations
Currently only available as a sandbox dungeon, this work in progress will give you a sample of the big picture. Please see the known issue list before reporting bugs. 

How the dungeon works:
You will start at the small craft docks and get a random path into the city each visit. The layout of the city never changes, only your path into the city will be random. Within the walls will be a large statue of a Dalgarian king with his sword. You are to knock the head off the statue, then return to the blacksmith's at the docks to collect your reward from the chest. There is no final exit room like an outpost; your boat is your transport, return to it when you are ready to leave.
 It takes a substantial amount of blows to break the statue head free (around 20 with the wooden mallet). A weapon of less than 4kg will not damage the statue. Borrow a mallet from the blacksmith if you need.
The statue will accept spell damage in a later update (it may accept some types, so experiment). The weapon rack in the blacksmith's will spawn copies of the weapons in your home rack but does not save any changes. The blacksmith is an ally and will attack your enemies if he can see them. If you give him a light tap, he will get annoyed but will follow you.

Test it with your favorite mods and see what happens. I'm open to ideas for new areas and possible missions. Keep your comments constructive please.
Even though it is only sandbox, I would love progression feedback. Make a character as though it were in CH and choose your enemies and weapons/spells based on the tier you would be in CH and see how the map plays through Outlaws, Wildfolk, Soldiers and the Eye.

As the city grows, so will the number of locations with statues and dungeon length options will become available.
There is nothing stopping you from climbing over walls and onto rooftops, but you risk breaking the illusion of the city as the dungeon has limitations.
An open gateway will be a raised portcullis while a closed gateway will be either a lowered portcullis or closed doors. There are a limited number of houses you can enter. Most areas have a couple patrolling npcs, and others that stand in groups.
If you fly up, you will see the grid of the city layout. There are 30 spaces in the grid which is the desired end goal for how many areas will make up the city. Currently there are 14 areas in the mod with one not being used at all (Area 5) and one being an empty place-holder (Area 0). Everything in this mod is subject to change while it progresses.

When in your boat, if you have the Khemenet Sea mod installed, you may directly travel to that level. It is not a requirement, only optional.

Known issues:
Expect a hefty load time in this version.
Optimization is on-going. Assets will be modified to reduce poly count where possible. There are lots of expensive assets right now so expect lag.
The images that display in a gateway while an area is not loaded have not been set up yet, you get a placeholder that is the same for all.
Lighting and reflections are not complete.
Many stairs are not set up with locomotion ramps, so you must jump up in those cases and npcs cannot use them yet.
Not all colliders have physics materials yet.
The entire colonial ship does not have colliders yet. Later, I will add pirate npc spawns to the ship.
Some hollow buildings have open windows allowing views of the inside.
Terrains need some clean up, there are spots they stick through meshes.
After the statue is destroyed, sometimes new npc spawns are already dead when you find them during your exit.
The ocean is not fully set up but is swimmable.
Any other water in the city is a placeholder.
There are some empty holes where buildings have been removed and not yet replaced. The nav here still thinks the building is there so npcs will go around.