Search found 699 matches

by dragonbait
Sun Nov 06, 2011 8:20 am
Forum: Mods Discussion
Topic: MODDING Step by Step Tutorial
Replies: 56
Views: 51408

Step 2: Walls, Cells and the Map configuration files For further reference you can view the Map Tutorial Since our new mod will be located in the Wilderness, we need to access renwildWalls.cfg I add in the following text to the bottom of the file and then saved. # NEW WALLS added with Shrine of the...
by dragonbait
Sat Nov 05, 2011 9:17 am
Forum: Mods Discussion
Topic: MODDING Step by Step Tutorial
Replies: 56
Views: 51408

MODDING Step by Step Tutorial

I will attempt to make a Step by Step Tutorial for making a mod for the Devil Whiskey from start to finish. Here we go... Step 1: Helpful tips, and Preparation (including basic Texmake use) Firstly, before anything else, make sure you have downloaded and applied the Megamod to your DW game files. (...
by dragonbait
Fri Nov 04, 2011 9:33 pm
Forum: Mods Discussion
Topic: Any new mods in the work
Replies: 4
Views: 4351

Hi Chaney, I will say that I am actively messing around with the Devil Whiskey and its modifiable options again after an extensive absence. I have some new ideas that I have planned but don't wait around for me as I promise nothing yet. I've been re-reading the various posts from RT and Origen and o...
by dragonbait
Fri Nov 04, 2011 7:12 am
Forum: Mods Discussion
Topic: monsters.txt file
Replies: 41
Views: 29193

I've been looking through and comparing the 3 different monsters.txt files that we seem to have. 1.) the one from Jykler (which seems to be the most detailed/complete/up to date version, with the exception of not having the (Dark Sidhe[not to be confused with the Dark Sidhe Lord]) or the (Ghost Drag...
by dragonbait
Thu Nov 03, 2011 12:50 pm
Forum: Mods Discussion
Topic: monsters.txt file
Replies: 41
Views: 29193

Monsters.txt file

Here is the official monsters.txt file I got from Jykler. I though I had posted this previously, but apparently not. I will need to compare it with what was used on the Megamod. # # UPDATED MONSTERS CONFIG - 09-28-2004 # # This is the source file for the Monster Type Compiler # Below are a couple ex...
by dragonbait
Thu Nov 03, 2011 7:52 am
Forum: General Chatter
Topic: New Olde-Skool, Turn-based RPG in the skunk-Works!
Replies: 35
Views: 32893

Yep, better to focus on making a dungeon crawler with good gameplay mechanics than to bog the game down with extensive storylines which could in turn either make the game too linear and/or reduce the replayability factor. Features that make a good dungeon crawler.... 1.) rolling dice for ability sco...
by dragonbait
Wed Nov 02, 2011 4:11 am
Forum: General Chatter
Topic: New Olde-Skool, Turn-based RPG in the skunk-Works!
Replies: 35
Views: 32893

Nah. No storylines were included in the spreadsheet. I checked. 8) It wasn't too hard to figure out what the plot was. All the great rpg's start out that way, or at least some variant of it. One only has to look at what you post on these boards to piece 2 + 2 together. See now based on only just a f...
by dragonbait
Tue Nov 01, 2011 4:21 am
Forum: General Chatter
Topic: New Olde-Skool, Turn-based RPG in the skunk-Works!
Replies: 35
Views: 32893

Scenario #1 The party wakes up from a horrific nightmare of angry squirrels with big fluffy tails pelting the party in the head with giant acorns only to realize that they were not dreaming. Deep in the underground, with no weapons, the party is virtually defenseless against the ultimately superior ...
by dragonbait
Sun Oct 30, 2011 5:13 pm
Forum: General Chatter
Topic: New Olde-Skool, Turn-based RPG in the skunk-Works!
Replies: 35
Views: 32893

Any hints on what will happen in the opening scenario? + regarding Ents/tree-men, that's a super idea. IIRC, the Devil Whiskey had (Darcwood Trees). Would make a nice player-character, or even if not in the first scenario, perhaps it could be worked into version 1 as a monster class that could attac...
by dragonbait
Sun Oct 30, 2011 8:22 am
Forum: General Chatter
Topic: New Olde-Skool, Turn-based RPG in the skunk-Works!
Replies: 35
Views: 32893

Hmmm. 5 absolute minimum, but 7-8 would be ideal. For required professions.... A basic minimum of a.) Fighter b.) Mage c.) Thief d.) & one of either Healer, Shaman, Priest, or Cleric would be required But favorite professions? I dig the Summoner, and/or the Illusionist. Either of them could be i...
by dragonbait
Thu Oct 27, 2011 7:14 am
Forum: General Chatter
Topic: New Olde-Skool, Turn-based RPG in the skunk-Works!
Replies: 35
Views: 32893

Hmmmm. My favorite race has got to be Troll. 8)

The brute strength, sack of grain tossing, wisdom lacking, HP regenerating, sun-avoiding, strong-arm. 1 vote for Troll here.
by dragonbait
Wed Oct 26, 2011 2:49 am
Forum: General Chatter
Topic: New Olde-Skool, Turn-based RPG in the skunk-Works!
Replies: 35
Views: 32893

I eagerly await. Plus, it will feature Growlers. 8)
by dragonbait
Mon Aug 15, 2011 3:57 am
Forum: General Discussion
Topic: Reviewer with some questions...
Replies: 22
Views: 15651

Growler wrote:Honestly, hard to say--but hoping (perhaps optimistically) to have some early alpha-testing in 4~6 months.

Hope you'll be up for that! :D
And any others as well.
You can count me in for some alpha testing too.
by dragonbait
Thu Aug 11, 2011 12:00 pm
Forum: General Discussion
Topic: Reviewer with some questions...
Replies: 22
Views: 15651

Hello, Shifting-Suns has been gone for a few years now. The rights to the game were apparently sold to Decklin's Domain. The game can be purchased in box form. CD, box, manual etc. from the link below. http://www.decklinsdomain.com/games/gameindex.htm#DevilWhiskey The downloadable version has been u...
by dragonbait
Fri May 13, 2011 6:36 am
Forum: General Discussion
Topic: Differences between the races
Replies: 2
Views: 4116

Hi,

Growler put together a spreadsheet containing the information you are inquiring about. See the DW Various Info link on the page below.
http://www.weekendwastemonster.net/crpg ... owler.html

+ Welcome to the DW forums! 8)