Apologies in advance for my absence from the blog! I’m very grateful for the increase in posts recently, and for all of your attention and thoughtful comments on the modules. I do want to reply to more of those comments soon, but I’ll probably need a few more days before I can get time to do that properly. Work will be busy for me for the rest of the month, and I’ve been spending all my spare time trying to finish up the Sanctum 1 upgrade.
As for the upgrade: that’s now officially gotten “out of control” (my wife’s words) and turned into a pretty substantial makeover. That’s happened for a number of reasons, not the least of which is that I’ve got a year’s worth of ideas, player suggestions, and improved knowledge about modding to work with. I keep wanting to include all of those ideas, and since I’d like this to be the final update to Sanctum 1, this is the time to make them. So here’s another brief (and non-exhaustive) report on my progress:
- I’ve updated Robin and Orion to use their improved blueprints from Sanctum 2, including Robin’s single class of Rogue. This should make them a little more effective in combat, and relieve most of the pressure on players to take (possibly non-primary) thief skills.
- I’ve moderated the combat balance a little, and also added and tested an option to make the combat even easier still for players who prefer that.
- I’ve redesigned the “picnic swim” cutscene to be more elaborate, and to make use of some features that I also used in Sanctum 2.
- I’m making great use of the features of a new tileset that I added for Len’s Lab, the Secure Area, and the Master Control Room, each of which (along with the lower level of the ruins) has now been rebuilt from scratch. And I added a new twist to make the “repair operation” a bit more interesting and elaborate.
- I’ve also decided to rather significantly expand on the functions of the “Holo-Theater.” I’ll won’t say any more now, except that this is what I’m currently working on, and it involves several new areas and encounters.