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Homecoming Apocalypse Discussion

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Homecoming Apocalypse Discussion - Page 11 Empty Homecoming Apocalypse Discussion

Post by The Empty Lord Wed Jul 01, 2009 9:00 am

First topic message reminder :

Homecoming Apocalypse
Many lives were spent during the war erasing Him from memory; desecrating His name and burning the remnants.

Stories from the time before Guthix speak of an Age of Darkness and that a matrix that was constructed to conceal the shadows; to imprison them and the filth that dwelt within. Though the matrix has remained sealed since, the feuding lords would not risk otherwise. And so efforts were made to conceal the matrix and prevent the empty rising. Keys scattered. Locks disguised. The shadows would forever be His prison.

But more than the likes of the light dwell within the unblinking darkness.

Each guardian within the quest is to be treated as a miniquest in itself, not merely a task within a quest. Storylines and such may be miniquest specific. Such as Malak, the creature you fight my not actually be the Guardian; combat isn't even necessary, as with Raunton.

Jaldraocht, the Desert Beacon
Blood, guarded by Malak the Vampire. || Leaches health.
Shadow, guarded by Damis the Shade. || Zaps attack skill.
Ice, guarded by Kamil the Knight. || Freezes target.
Smoke, guarded by Fareed the Warrior. || Poisons target.
• Illusory, guarded by Adyna the Harlequin. || Conjures false targets.

• Ash, guarded by Dherok the UNDECIDED. || Wilderness || Zaps defence skill.
• Moss, guarded by Raunton the Snake-tongue. || Draynor || Decays food.
• Occlusive, guarded by Adyna the Harlequin. || UNDECIDED || Disorientates target.
• Bark, guarded by Colossus the Ent. || Unknown || Splinters target.
Gust, guarded by Ragnos the Dragon. || Crandor || Conjures projectile shield.

Bone, guarded by Xercus the Lycan. || UNDECIDED || Leaches run-energy.
• Venom, guarded by Weaver the Cryptspider. || Wilderness || Diseases target.
• Tar, guarded by Ramesh the Tarbeast. || Dorgesh'kaan || Slows target.
Magma, guarded by Zenerka the Sorceress. || Karamja || Burns target.
• Facade, guarded by Adyna the Harlequin. || UNDECIDED || Conjures a proximity shield.

Miasmic, guarded by Zuriel the Warlock. || UNDECIDED || Zaps attack speed.
Mud, guarded by Arandar. || Arandar || Zaps strength skill.
Fog, guarded by Thrip the Banshee. || Mort Myre || Blinds target.
Thorn, guarded by Eirwyn the Songstress. || Tirannwn || Entangles target.
Static, guarded by Thorg the Giant. || Taverly || Conjures a conductor/statics the target.

Flesh, guarded by Neurosha the Fleshling. || Varrock || Zaps constitution.
• Soul, guarded by UNDECIDED. || UNDECIDED || Leaches prayer points.
• Sand, guarded by Yantos the Strykewurm. || Kharidian Desert || Stalls target.
• Mind, guarded by Adyna the Harlequin. || UNDECIDED || Aggravates target.
Stone, guarded by Drystan the Fallen King. || UNDECIDED || Conjures melee shield.

Colour key:
Jagex, 3mptylord, Blaze FF8, Dark Avorian, Dragon78114, Handeath, Ruy112 and Tatorz.


Status effects (all would have a screen border to graphically represent it):


Rambling;
Spoiler:


Some of the planning on Adyna the Harlequin
Spoiler:


Ancient Spellbook
Spoiler:


Last edited by 3mptylord on Sun Mar 27, 2011 2:44 am; edited 28 times in total
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Homecoming Apocalypse Discussion - Page 11 Empty Re: Homecoming Apocalypse Discussion

Post by The Empty Lord Mon Jan 10, 2011 9:50 am

Neurosha's got quite a large bit of planning, but feel free if someone else doesn't beat you to it (before the summer Tongue).

Also, not exactly. Equipment that is compatible with the spells, the diamonds themselves should predominantly be obtained as diamonds - although the Stone Diamond is technically a heart, and I suppose it would be interesting if a few of the diamonds were obtained attached to things!

Zuriel's staff is my only hiccup because it's a valuable and rare PVP item... yet, it's required being on the keys. I suppose there could be a quest version of the item? Maybe the others are fakes, and the original is somewhere else? Oh, I don't know. I suppose it'd be an interesting task to have a Barrows-style miniquest with the 3rd Age warriors. Smile

Also, I think we're trying to avoid His Emptiness in this quest. Given he's already heavily tied to a quest, it would be a waste of our time to write for him. The backlore behind this quest is still related to His Emptiness... the keys were hidden in order to seal him, but this may have been fruitless. Azzanadra has other means to release him, however, someone else has taken interest in our key-hunting. Smile

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Post by The Empty Lord Mon Jan 10, 2011 9:52 am

Also, I wanted the curses to be non-damaging so that all classes can use them as spells. At least, that's the idea. Curses should be magic-specific, they make a great dynamic for all classes... binds, etc. Tongue

But it's just occurred to me that curses still splash based on class regardless of whether they hit or not, don't they? That should change ideally... meh. Ignoring my vision of combat, I don't know why curses don't damage. Wink


Last edited by 3mptylord on Mon Jan 10, 2011 9:56 am; edited 1 time in total
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Post by Handeath Mon Jan 10, 2011 9:55 am

Zuriel's staff being a fake would be interesting. It could also help explain why there are so many deas when logic states there would only be one. (There can only be one Godsword. WHY DOES EVERY HIGH-LEVEL HAVE ONE?! Confuse

About the equipment, so your saying that we could have an Ice Rapier or something?
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Post by The Empty Lord Mon Jan 10, 2011 10:00 am

Well at present, the augment idea is that any weapon can be adorned by the diamonds to alter them.

Ice Daggers, Ice Staffs, Ice Bows, etc. These would cause the weapons to take on the effect of the element - so an ice dagger will occasionally freeze the target. However, it'd probably be too difficult to program every weapon (even only the smithing ones) to work with augments, and then you have to balance them all...

So instead, merely have a set of equipment you can augment. Perhaps Raunton has a secret room within Draynor Sewers that has an assortment of equipment he preserve, and will allow us to take one at a time (maybe one, maybe more?) (we can even keep the diamonds there, since there would be a lot with respect to bankspace). There would be swords (possibly including a rapier), staffs, axes, hammers, bows, crossbows, slings, robes, armour, etc. You can adorn these with the diamond... but otherwise it's the same as above. It's easier to balance new equipment, then alter existing equipment.

Haha, I think there is technically only one. There is only one player as far as the storyline goes, except those two-player quests. Wink
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Post by Handeath Mon Jan 10, 2011 10:02 am

But aren't the diamonds supposed to stay in the beacon?

Anyway, which diamonds belong to which beacons?
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Post by The Empty Lord Mon Jan 10, 2011 10:06 am

Does a key need to stay in the lock for the door to stay unlocked? Tongue

I don't think the order of the diamonds is necessarily important. I did have a list, but given the four new ones it's out of date.

EDIT:

I've thought of another way around the Zuriel annoyance... an NPC obtains the staff and gives us the diamond, or the diamond drops without the staff. Duh, so obvious now. Wink


Last edited by 3mptylord on Mon Jan 10, 2011 10:14 am; edited 1 time in total
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Post by Handeath Mon Jan 10, 2011 10:08 am

Yes, but the Assissin! He'l-

*falls over with a Dragon Dagger stuck in his back*
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Post by The Empty Lord Mon Jan 10, 2011 10:15 am

*respawning in 10... 9... 8...*
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Post by Handeath Mon Jan 10, 2011 10:22 am

The Diamonds:
Ash - defence
Bark - recoil
Blood - drain Lp
Bone - drain Prayer
Flesh - Constitution
Fog - blind
Gust - slow
Ice - freeze
Magma - burn
Mind - ???
Moss - ???
Mud - Strength
Sand - ???
Shadow - Attack
Smoke - Poison
Static - electrify
Stone - petrify
Tar - Run Energy
Thorn - tangle
Venom - disease

Desert:
Smoke - dod
Shadow - debuffing
Blood - saping
Ice - movement

I suppose each beacon should follow the same pattern. It's just a matching game

Possible Beacons:
Tundra
Jungle
Ocean
Mountain
SPACE!!!!1!!!!1!!!

DoD:
Bark
Magna
Smoke
Static
Thorn

Debuffing:
Ash
Flesh
Mud
Shadow
Venom

Drain:
Blood
Bone
Tar

Movement:
Fog - it makes it harder to move
Gust
Ice
Magma - On a side note, this could be once every few actions: move, attack, woodcut, etc.
Stone
Thorn

Misc - for those who don't exactly fit the catagory:
Fog
Mind
Moss
Sand
Static

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Post by The Empty Lord Mon Jan 10, 2011 10:48 am

Good pattern. Tongue
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Post by Handeath Mon Jan 10, 2011 11:23 am

Now, what beacons are we using?
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Post by The Empty Lord Mon Jan 10, 2011 11:29 am

Desert, Mountain, Jungle, Ocean and Marsh. Tongue
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Post by Handeath Mon Jan 10, 2011 11:53 am

Here's a possible pair up:
Mountain: (in order of Max Hit)
Mud
Tar
Stone
Static

Jungle:
Magma
Flesh
Thorn
Bone

Ocean:
Bark
Gust

Marsh:
Fog
Venom

We just need to assign the Misc section to the proper catagories. Also, it feels like the Diamonds fit the them of the beacon too well. I mean, the Desert beacon wouldn't have the Sand diamond...would it?
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Post by The Empty Lord Mon Jan 10, 2011 12:36 pm

The desert wasn't always a desert, the beacon predates the sand. Tongue
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Post by Handeath Mon Jan 10, 2011 12:36 pm

Yeah, but should the diamonds have some relation to the beacon's location?
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Post by The Empty Lord Mon Jan 10, 2011 12:39 pm

No. Any trend would be coincidental.
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Post by Handeath Mon Jan 10, 2011 12:53 pm

So the beacon sets I made are fine?
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Post by The Empty Lord Mon Jan 10, 2011 8:34 pm

Yeah. Smile

I think originally we have one body reference per beacon... flesh, bone, mind and blood. But I can't remember if I made a fifth one. Tongue
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Post by Handeath Tue Jan 11, 2011 1:24 pm

Raunton the Servant...

I'm going to guess he'll be the guardian, but we don't fight him. Shall we get to planning?
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Post by Ruy112 Tue Jan 11, 2011 4:56 pm

How do we incorporate/work around the release of Nex?
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Post by The Empty Lord Tue Jan 11, 2011 8:49 pm

The Iban's fortress section is the only real issue I can see, we either move the beacon, or go deeper into the cavern. Smile
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Post by Zectiox Wed Jan 12, 2011 1:44 am

I would say to go deeper into the cavern.. maybe?
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Post by Ruy112 Wed Jan 12, 2011 1:57 am

I say below Nex... The shape of her lair is just too inviting...

Also, could one of the old bosses re-appear? I'm thinking it would be interesting for Damis to return somehow...
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Post by The Empty Lord Wed Jan 12, 2011 2:01 am

It starts to become a bit of a stretch though, doesn't it?

Beneath the biggest party of the third age is a prison. Beneath the prison is a fortress.
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Post by Ruy112 Wed Jan 12, 2011 4:25 am

Ya... It should be moved tbh...
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Post by The Empty Lord Wed Jan 12, 2011 4:46 am

It's a shame. I liked the depth I gave Zamorak's character in what he did in that fortress. Tongue
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