Red Moon I: Rise and Conquer - A neverending medieval RPG

Most likely^

UPDATE:

  • You can now build your shipyard&dock in Yalta;
  • A few bugs with the shipyard building fixed;
  • A few bugs with the dock itself fixed (it should work properly now);

UPCOMING:

  • A guild in Yalta most likely (I’ll get rid of one building plot in exchange of a guild’s residence);
  • Building your own house in Yalta;

I want to complete Yalta before moving on to the next village (Laves only needs the stables building and it’s done as well), and Yalta needs the guild, the stables building AND the siege weaponry building.

UPDATE:

  • At the end of the game manual, there is now a section called GUILDS, which has everything about guilds so far in this game. I did inspire myself from the Morrowind guilds (thieves/magical guilds).

The Link:
https://dl.dropbox.com/u/95587456/web/index.html

While designing the guild menu, I’ve been thinking: what if I gave the player the opportunity to create its own guild? Would anyone have suggestions on what could the player do once he makes his own guild?

First add more members obviusly :smiley: , and after depends gild theme, a thieves guild adquire a merchant who buy stolen goods and bribe guards to quit bounties etc

A magic one buy alchemic and magic products, contract a enchant builder or a spell maker search for places with magic objects inside…

A Guild of Thieves (or bandits) could steal things. Or a Guild of Warriors could spend time fighting bandits. Or if it is a Guild of Merchants, they could look for merchandise, establish trade routes, protect existing trade routes, find new customers. A Guild of Blacksmiths could build things, work on projects, build a members only forge.

What if instead of having the MC make different guilds. They instead make one guild that has different sections that could simply be called Sects. The MC would have to find people, one for the merchant, one for the warriors/fighters, one for the the hunters, one for the wizards, with the possibility of 2 other people for the underground sects, the thieves, and assassins. You would be in charge of all of them and each person you initially recruit would be sect masters/managers from their each time you interact with them you could have the option of simply recruiting or working on various other tasks. If you decide to go this route make the guild outside or away from the towns so that they all have equal opportunity. For things like alchemy that would fall under wizard sect, crafting/black smithing fall under merchant sect, etc

@MaraJade and @ItalionStailon, Indeed…and perhaps, I should add a “weekly income” from the guild that the player recieves once he’s in a guild, that changes according to what actions the player does in that particular guild in the course of a week?

@TheFateReaper, if the MC would make such a large guild, that’d be called a faction…and I won’t allow the MC to make factions, even though it seems like a great idea, because it’d be too much work.

UPDATE:

  • The “Guilds” button is now there, which contains all the info about guilds.
  • There is now an Inn in Yalta (which can’t be entered yet);
  • The Game Manual button has updated info about the guild (some modifications; still not added the part about making your own guild though);
  • A few more bugfixes with location tracking/fishing/building; you can now build only if your relationship in a village is 70 or greater (which is as of now impossible, but it will be as soon as I add at least one guild with their members&quests).

UPCOMING:

  • The Inn/the first guild in Yalta, tomorrow probably/most likely;
  • Updated image of the GUI description in the Game Manual in a few minutes.

Note: In this game, 50 is the new 0; so that if you have 50 reputation with a guild, that’s the neutral point. The same goes with attributes.

If you help the blacksmith out by giving him 5 Tin and Copper ores, he says the following:
“Thank you for those, Stalion. Now I can go back to my work. Have these as a token of my gratitude!”
What is he talking about when he says “Have these”?

@ItalionStailon, gold coins. Forgot to mention that; I’ll change it in a minute.

EDIT: Done.

Ok. Also, when you go to the siege workshop in Yalta, if you talk to the warmachine engineer, everything has to do with fishing. If you decide to stop talking to him, it then takes you to the shipyard.

When I fighting some Globins, I used my chef night, and it said that I did 15 damage, but the enemy’s health stays at 40.

EDIT: When you search the abandonded house in the middle of the woods, if you choose to open the chest in the bedroom, it gives the following error:
“label 5327: bad label exploreabandonedhousechest”

@ItalionStailon, thanks for spotting those; the engineer label wasn’t done, and the next one that came up was the fisherman one, so it just jumped there. It should work now. The second error is now fixed as well. Apparently, at the start of each turn, the health of your opponent would reset instead of resetting before the combat only.

EDIT:
UPDATE:

  • LOTS of bug fixes for Deadwood Forest; I went through all the code and noticed lots of bugs when it comes to combat; the combat should work properly now.

Combat almost works. I killed a troll, and got this error:
“line 2092: non-existant variable “troll_kill””

EDIT: I went into Deadwood Forest, and decided to explore for a while, and got this message:
“line 500: bad label “explorecaveice””

Thanks for spotting those as well. The Ice Cave shouldn’t have existed and I forgot to remove it from there; it’s now fixed. And the first one is also fixed now. Also, some more “logic” errors with Deadwood at the goblin cave are now fixed.

I love your guild menu, its interesting i eager to know how the civilized guild is

I’ve played through the combat multiple times, and I have to say it’s ridiculously easy; a fix will come later today most likely. Also, the combat should finally work now; while playing through the combats they had a few bugs/errors and they’re now fixed (*returning when it wasn’t necessary, bad *labels etc.).

Have you updated the combat? Because now when I fight Globins now, I can only do 1 damage against them with my kinfe. Also, when I was at the house in the Deadwoods house, I choose to read the letters and it is in a loop. I can’t seem to exit the two options to read the letters or the journal.

I found a bug when I entered a goblin cave. The error says “line 1347: Non-existent variable 'room_goblinscamp”.

Also one little feature that might be useful would be the ability to type in the amount of a certain item you want to store/take/sell/buy if there’s a large quantity of it.

This is a really large project you’re doing and it looks impressive so far. Looking forward to seeing it completed.