Lost Lands to become more dangerous

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Rias
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Lost Lands to become more dangerous

Post by Rias »

Just as a general notice, I'm going to be giving more attention to the dangerousness of the Lost Lands. I want to make the land feel more like the scary post-plague chaotic infested/corrupted/largely-lawless place that it is.

Among other things to expect as I work on this stuff:
- Many GM-run events will be heavily combat-related.
- Outposts will be invaded from time to time, and will suffer increasing penalties in various ways until the invading forces are beaten off.
- More combat-related abilities for non-Warriors (and more for Warriors as well, of course)
- Some combat-centric Societies to offer some direction/purpose to fighters.
- Travel will become potentially more dangerous. It won't be constant, and there will be opportunities to run away. I don't intend to just have people being insta-ganked on their way. Just maybe pay attention as you auto-travel the roads, and be willing to sometimes swallow your pride and pay off those highwyamen who hear riln jingling around in your backpack or see your cart full of goods.
- Dangerous/aggressive mobs may be found roaming randomly throughout the wilderness and not necessarily avoiding roads. The wilderness is far too tame at the moment for the type of place the Lost Lands is. Some baddies may roam alone, some in groups/packs, and there may be the occasionaly really big nasties that the toughest warriors are called on to hunt down and take out before they do too much damage.
- Some outposts, resource sites, etc. may routinely be rendered inoperable or inaccessible by hostile forces until said hostile forces are cleared out by combat-capable player characters.
- Certain forces of nature/evil/chaos/what-have-you may start attempting to claim swathes of land as their own and become increasingly dangerous and problematic if not dealt with.
- Potentially some mechanics-encouraged faction conflict that players can get on one or the other side of!

This does not mean I don't want to allow non-combat characters. However, non-combat characters should be aware of the type of setting the game takes place in and realize that they are going to be confined largely to the safe outposts. Crafters should be willing to accept that while they can safely ply their trade on their own with the amenities around towns and outposts, access to some exceptional recipes/resources/crafting facilities may require an escort by someone who can guard them and fight off baddies.

Again, I'm not trying to drive away the people who log in just to amble around doing their crafting/profession stuff in peace. But as of now the game just doesn't have the setting feel I had hoped for. I've done a lot of work on the various crafting mechanics and I like to think they're pretty good and involved. Polish and even potential reworks are still needed here and there, and I don't plan to neglect them. But I'm ready now to focus on making the Lost Lands remind its residents just why said Lands are considered Lost. So for those people who have flip-flopped on whether they want a combatty character, this is your call to action - we're going to need some solid fighters soon, and it wouldn't be bad to be prepared ahead of time.

As always, feedback and suggestions are welcome.
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Candelori
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Re: Lost Lands to become more dangerous

Post by Candelori »

This is heartening news, and I look forward to the dangers to come. I am particularly interested to see which Societies become available to us. While I have been happy with the Guardian class mechanically, I do feel the added sense of purpose from many of these upcoming additions will help motivate both my character and myself the player. An in-game sense of purpose is perhaps the primary thing I've found COGG to be lacking thus far.
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ocayucos
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Re: Lost Lands to become more dangerous

Post by ocayucos »

Bring on the badguys!
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Lexx416
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Re: Lost Lands to become more dangerous

Post by Lexx416 »

Those darn ravens are getting in the way of my foraging!

But for real, this is cool, and it was a genuine surprise to run into some surprise baddies in the woods.
"You hear the Woses, the Wild Men of the Woods... Remnants of an older time they be, living few and secretly, wild and wary as beasts."
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Re: Lost Lands to become more dangerous

Post by ocayucos »

Did this include creatures finding you when you're hiding? I used to be able to hide in an area and creatures would pass me by, but today they keep finding me after entering the room and driving me from my hiding spot with attacks.
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Rias
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Re: Lost Lands to become more dangerous

Post by Rias »

I don't believe any creatures have the ability to discover hiders simply by moving around. Were you glowing or holding a light source? That will give away your hiding spot.

That said, this does bring up the point that I don't want it to be perfectly safe to hide in the middle of hostile territory. Expect the Risk stat to factor into this somehow in the future so that staying hidden and safe won't guarantee 100% safety in dangerous areas. It'll probably increase Risk over time and at a certain threshold creatures will have a chance to spot you upon entering the area. So no hiding and going AFK or resting up from exhausted to fully-rested without any risk.
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Re: Lost Lands to become more dangerous

Post by nobody »

Rias wrote: Sun Nov 29, 2020 6:18 pm I don't believe any creatures have the ability to discover hiders simply by moving around. Were you glowing or holding a light source? That will give away your hiding spot.
I know of at least two mobs that can sniff out hidden characters.
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Re: Lost Lands to become more dangerous

Post by Rias »

I meant that no mobs have the chance to discover other hiders upon entering a room, like the abilities that some PCs can get. There are a few that actively search around in some way even when not made specifically paranoid by player activity, but that's still a specific search action they perform, and you see them searching for you.
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Re: Lost Lands to become more dangerous

Post by Rias »

Candelori wrote: Tue Nov 24, 2020 10:54 pmI am particularly interested to see which Societies become available to us.
Here's my current Society lineup to go along with all the dangerousness:

- Anti-Nethrim: Name pending. They specialize in fighting nethrim, obviously. Possibly some alleged backing by various Immortals, but no, they're not official priests or clerics or paladins, and they're certainly not monks or templar from the previous game. Not that some can't choose to style themselves similarly or devote themselves to one or any of the associated Immortals, if that's the angle they're coming from. They are -not- overzealous bullyish inquisitors who see someone channeling sorcery and instantly murderize them. They're focused on actual nethrim, though they are naturally wary of any sources of nether, meaning sorcerers of all stripes are going to be on their watchlists. This doesn't mean they can't trust sorcerers who manage to prove themselves worthy of trust, however. I don't know that they'd recruit any Warlocks or Nightblades though. (No thaumaturgy, in case anyone was wondering.)

- Monster-Hunters: Name pending. These guys pride themselves on fighting all manner of monstrous beasts to be found in the Lost Lands. They love both the challenge and the bragging rights, and may have a few special hunter's tricks to aid them, and -possibly- even some boons granted by some primal entities, though these guys are not druids. That is to say: A character who doesn't have access to normally learning druidry will -not- gain access to it by joining this group. Just possibly get access to some specific minor boons and trinkets that are druidry/primal-based. (Not Dwaedn Wyr, but a similarish feel without the druidry but instead a more pragmatic utilization of primal/druidic trinkets. Not to say some of these guys can't have more devotion to druidism if they want.)

- Tse Gaiyan: They're back, and they still have it out for the infested. The Lost Lands chapter is desperate to try and contain the rampant infestation in the region, and has no particular focus on rangers and agents like the previous game's incarnation. They take anyone they can get to try and keep the resen in check. It's the cause that's important, not the methods. Access to a few tricks and gear that prove useful against infested. Part of their cause -is- the protection of mankind's settlements from infestation, so they do have a somewhat protect-the-people vibe to them, but their big primary focus is definitely containing the resen infestation and fighting infested creatures. They're a highly pragmatic bunch, but at the same time they also strongly stress taking responsibility for one's actions. If breaking the rules is what it takes to thwart the resen then so be it, but they still are expected to own up to their actions and take responsibility for them afterward. "Freedom and Responsibility" is an oft-quoted creed of theirs.

- Wyrvardn: Hey, they're back too. The revival of an old Aetgard organization dedicated to keeping the peace, this new Lost Lands version focuses mostly on trying to keep the more troublesome of their fellow man in check: Highwaymen, brigands, blood cultists, cabals of rogue sorcerers, that type of thing. They have a vague code of ethics they're expected to adhere to as they do consider themselves protectors of the people. (No, nothing as strict as the previous game's Templar.) They also have a lesser secondary cause that is seeking relics and records to try and piece together the lost history of Aetgard.

- Harbingers: Hey, they're back three. These guys unashamedly fight for, or at least fight while accepting the granted boons of, various nastier Immortals. It's not just Aranas anymore! Whether they're in it out of real devotion to the Bigger Bads or they just consider it part of a deal to get a little extra power from supernatural entities, they -are- required as part of the arrangement to overtly spread the influence of the dark lords. Which is to say, this is not for the super secret undercover closet devotees trying to deceive everyone about their loyalties. Harbingers wear their affiliations on their sleeves. That's the whole point of ... harbinge-ing? These guys are going to be rather antagonistic, obviously, and will likely struggle to maintain good relations in many outposts. Perhaps a place will be discovered in which they can find acceptance and safe refuge.
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Re: Lost Lands to become more dangerous

Post by Candelori »

Thank you for giving us a glimpse at the available options. The decision between the Anti-Nethrim and the Wyrvardn will be a difficult one to make.
My COGG website: https://candelori.neocities.org
You think to yourself, "I am tempted to henceforth refer to this as the Bicker Board."
You experience a sudden flash of insight, as though you have an increased understanding of who you are.
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