@TheDrake
Hi mighty green warrior, the horde is thankful for your axe! @Sujan_Dhakal explains it well- a Lore Master of the highest regard.
There are 2 main reasons: 1) Game design choice- Here, the player has actively chosen to NOT become chief by the time Slappa does. I wanted a player who did this to feel more mundane, just another old orc in the end, a way to experience clan life as someone past their prime in contrast to the aging orc emperor route. I think this gives the game a bit more depth and it makes your actions more meaningful.
Although, of course, your old git of an orc can get a rather dramatic send off and have very real repercussions on the world through their adopted pup.
- I will blur spoilers, but in story terms we can say the cyclopes needed to be stirred into action, âawakenedâ if you will. The Orc Emperor, Shaman or your adopted pup may be the orcs to do this. After all, Krog also made the cyclopes and the staggering success of one of his little orcies may have resonated on the etherwaves. One point in the game suggests that cyclopes felt jealous towards the orcs because they were more favoured by Krog- as legend has it- whereas the cyclopes were filthy mistakes to hide away in Zthullu. Perhaps they felt the orc emperor/shaman/ your pup really rubbed their faces in it⌠I mean, why on earth would Krog favour some dumb cabbages over hulking piles of one-eyed flab with supreme mental domination powers? Obvs we know why :D)
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Do you plan to make 1 DLC for an Unexpectedly green journey or do you plan to make others?
also I love the idea of you as the final boss with all the character paths coming together it would be a good reward for the players to show far they have come and their achievements though I do kind of hope for a more wizard themed DLC if only for the sheer irony of a orc becoming the most powerful wizard on Arbit
also to make the minigame more lore friendly you could make the final boss a sort of Ao figure like in dnd with it being the god above all gods to make sure everything goes smoothly (enough) and have it be a kind of stand in for you
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Great to see you back here, mate!
I cannot say anything with certaintyâŚ
But, ideally, I would want to, eventually, have more than 1 DLC. Much will depend on how the first DLC turns out and how it is received.
Haha- Iâm still not sure with having me as a final boss⌠but just maybe if I can think of an interesting way to do it. That would have to be for the final DLC, though, to add another epic ending.
A wizard DLC is certainly one of the options I am playing around with, among others. One issue with a wizard DLC is how to distinguish it from the shaman DLC, although I would want to set this in the Ether Steeples, with your orc being a student there. So far, without polling, an expanded adventurer path and a thieves guild path seem to be among the favourites. Also, many have asked for ROs, but that is also something that may be too lore-breaking or feel misplaced.
As I have said further up the thread, the DLC will take you away from the main game at a certain point, to make it easier to code and prevent me from introducing bugs.
I am always happy to hear ideas. I have a long list, which I will post here at a later date to get some feedback on.
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a idea for distinguishing between the shaman path and the wizard path could be in exploration such as going on expeditions to uncover tomes of lost lore and artifacts (possibly hiring out adventurers) and seeking out mentors in ancient and somewhat forgotten magic and if you have a high enough relationship with other races possibly learning there magic as well such as dwarven runes or elven nature magic this could also foreshadow the coming industrial revolution and early attempts to map Zthullu
also this may a bit ambitious but there is also the idea of combining divine krog magic with arcane not so krog magic combining both to achieve even greater power but with less freedom as you bind yourself to a deity
as for how the orc would get to the Ether steeples one idea is for a scouting team of wizards looking for those with magical aptitude in Grandardgard or a disgraced aged wizard looking for anyone with a smidge of arcane talent to be there apprentice to hopefully someday regain there prestige and position
as for a thieves guild path there could be assassination missions as well as theft and banditry jobs possibly taking over Rorocâs team and working as forest bandits while the heat from the heist cools down then to city to city with bigger scores for each such as robbing a bank
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@denton27
I love the ideas for a wizard orc. You have a whole plot there, mate! If I used it, Iâd give you a credit for âstory developmentâ in the game- unless you didnât want it. (But all the lovely loot would be mine bwahahahah!) I agree, that would be a fine adventure. Also, having something to link it to to Ash and Fire would be great foreshadowing. Iâve had similar ideas to yours, regarding the thieves guild route.
I think, whatever I do, arranging it somewhat like the adventurers guild- with advancements and gradually introduced more difficult or epic quests- would be the way to do, with classes, lessons and lectures supplementing the quests for wizards (Hogwarts Legacy but orc style!). This way, I would be able to create a skeleton of events relatively quickly and arrange scene files around this. For thieves, you would build up a crew and your guild facilities, perhaps specialise into different types of nefarious activities, from pickpocket gang to smuggling rings and assassins, perhaps with the final goal being to become a âking of the underworldâ so to speak, rising from orc thug to master thief.
A wizard DLC would, as you said, need a mentor at the Ether Steeples, a mentor who may have their own skeletons in the closet. Also, it would be interesting for an orc to experience the huge amount of prejudice and fear of the other students from punier races. Here, your orc would be out of sorts, far removed from a typical orc life allowing me to really dig deep into orcish thoughts when surrounded by all the flamboyance of human and elf magical pageantry. I mean, typical orc shamans have been known to become fascinated with the intricacies of dung piles rather than tomes of knowledge, huge arrays of alchemical trinkets and gardens of weird and wonderful flora- with a smattering of fauna which should never be eaten.
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There is one question, would Krog allow the MC to learn Arcane Magic in tandem with Shaman Magic? Or would he punish the MC for that kind of learning, because majority of orcs Praise and Worship Krog for boons and curses they can use as shamans. Aside from the Norcs in the Shaman Path, yes the MC can bless these Norcs with Arcane Magic if their Magic Stat is high enough, but this is a different situation from the Wizard Path Idea
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Cyclopses dont build churches (According to Shaman Path, the Divniner MC can build a Church/Chapel), they donât have the same intelligence as orcs or other races, they rarely entertained Krog with their Fighting, nor they sing praises to Krog, they just dominate minds and destroy worlds.
It is like the âDinosaurs canât build churchesâ Meme
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Did you just explain to the author the story they wrote? lol
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@Adam_Cay
Hi, mate. @Patrick_Cody02 is one of the Lore Masters- he often remembers things I forget. It is important to keep the lore consistent and helpful to get a nudge back on track- although, of course, I reserve the right to twist, batter and amend things to my content.
Such a large game, now with an expanding âuniverseâ is too much for my puny brain to contain 
@Patrick_Cody02
Yes, an orc taking the path of âacademic magicâ would not be favoured by Krog. To stuff your snout into spell books and fiddle with wands is thoroughly unorcly. But, Krog would not necessarily try to punish an orc who does this as long as the orc does not openly defy Krog. After all, a powerful mage-orc might be a useful tool to empower orc kind. Krog can be pragmatic at times. Although, other orcs, especially shamans, would not look fondly upon a mage orc.
You hit the nail on the head with the cyclopes. Extremely powerful but very boring (to Krog). They donât ask him for help, pray or try to bring glory to his name in any way. Watching the orcs and goblins go about their lives in very haphazard fashion is his greatest source of entertainment. Plus, orcs do love fighting up close and nasty, which is Krogâs favourite thing in the universe.
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Oh I didnât mean anything negative by it, I just found it entertaining
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No worries mate, I didnât take it as negative. 
So Krog might be a Revered Orc God (Depending on the Route and Choices the MC takes) who loves blood and glory, but at most, he could also be a cunning and caculated tactician when it comes to the MC and his choices (Depending on the player). The MC is truly Krogâs Chosen, he portrays a very OP Isekai Anime Protagonist but as an Orc.
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Yes. At the very least, Krog will go along with âif it works, why break it?â As in, if an orc might not be a great paragon of Krog worship, but has proved to be a great warrior by leading the orcs to glory, Krog will give the cabbage the benefit of the doubt. So long as that orc doesnât defy and insult him. Krog knows his children and is well aware that orcs have short attention spans and are prone to sudden outbursts of all kinds of behaviour.
I mean, if Krog wanted goody-two-shoes he would have made an elf-thing instead. (Although, he probably couldnât. The creations of the gods do, somewhat, reflect the traits of their patrons. The cyclopes, for example, did have a conquering drive like orcs- though not in the way Krog intended. Cyclopes could also eat vast amounts of food like orcs, though suffered no feelings of hunger or pleasure while enjoying a meal. The cyclopes were a bad-mix of Krog attributes- plus he pulled out one of his eyes and gave it to them, infecting them with far too much power. If anything, the cyclopes were âgodletsâ- mortals possessing of a smidgen of god-level power who were never meant to fully dwell in a world of mortals.)
Orcs were an improvement, as your MC proved in the end!
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@NumberedEntity If you are going to consider making the Wizard Path as a DLC, can you make sure it connects with the current paths like the Chieftain Path, Adventuring Path and the Freelancer Job, they might be useful in practical and combat applications despite the Wizard Path being Un-Orcly, maybe the Old Age Path? I love extra flavor content from branching paths.
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Hi @Patrick_Cody02,
The ideal is, of course, fully integrated paths. I cannot do this, mate.
Any DLC will take our MC away from the other paths. It will be a new path and a separate path. This will be far easier for me to do, which in turn makes it more likely to be completed and more likely that I can sustain enthusiasm without feeling bogged down. Another point of equal value is that, if I integrated it with the base game, there is a risk of introducing bugs for every player, not just those who may buy the DLC. A separate path ensures that no bugs will be introduced into the base game.
I do not plan for the DLC to be a massive project. It will be a single path, with many choices, which does not affect what is already in the game but offers a new route to explore. I have no idea how small or large it would be. Hopefully, a single path need not be more than 300K. I feel I could put something like this together in 6 months (ish). If the DLC does well, more may follow.
There is always the potential for me to integrate paths in the future, but this is a long way off, and it may never happen. We will have to see how things pan out.
EDIT: I actually live in fear of going over the base game. It is tied together with strings and sealing wax and liable to snap or melt if I meddle too much. My coding is anything but elegant.
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I think I am being way too overambitious. I donât know if I said it, or I am saying this differently, but coding a game like that is like a very large house of cards, one wrong move and it all comes crashing down.
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Yes, a house of cards is a good example. Now, as we all know, âfear is the mind killerâ and I might be making mountains out of molehills, but I have to set reasonable limits and expectations.
Itâs good for me to hear what players want. I feel I must be honest when I cannot match that.
If I had even more time, or a team, or loot, I would endeavour to make the game of ultimate, all-encompassing orcish wish-fulfilment. As it stands, we probably still have the most expansive orc-life game ever devised⌠(I do not know this but I will fight for my right to maintain the façade until they pull my tusks out!)
Not worth breaking game progress over, but I can get multiple Krog Eye of tattoos. I was also having trouble accessing the scene from the code where the arena fighters invite me to drink with them.
The thieves guild path sounds cool. The fighters guild robbery sounds like a good entry point, and one of the branches could end with demonic complications with an assassination attempt on the emperor.
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Hi @BismDweller
Assassinate the Emperor⌠that sounds like wonderful idea!!! cough Skyrim
Yes, something like that would be great for a final quest- if the orc pursues assassinations. Iâd want to also have a thief final quest as an alternative too.
Although you have picked the ideal part of the game for a jumping off point into the thieves guild, I will probably have to make it more discoverable, after a certain point in the game, since it will be a paid DLC. Because of this, I feel I need to make it easily accessible- although I could include some info on a new info page which explains how to âactivateâ the thieves guild part. Some people can be picky about these things- perhaps rightly- if they pay for it.
(Many players have never discovered the fighterâs guild heist. HG and CoG forum folks are, indeed, masters at these kind of games.)
I will include a starter option allowing players to jump straight into the content- although the âproperâ way to play would be to find it yourself.
Bugs nag at me relentlessly but you are right. It is tricky to justify a patch, since that resets everything. These bugs will be something I look at with the new DLC (perhaps I might have a pre-DLC patch to iron over a few things.)
Do the multiple tattoos show up as repeated instances in the stats screen, or just that you can get it a few different times during the game?
Please could you give me a little detail about the other bug. Is this on the arena fighter path, or one of the jobs for a wandering orc?- What happens? Does it just stop the game, or skip something, or something else?
Thanks, mate, for bringing this to my attention and your feedback.
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How good are orcs as assassins, anyway? Theyâre not exactly unnoticeable.
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