[MOD] Call Of House Hardabar

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bongobeat
Posts: 948
Joined: Thu May 16, 2013 5:58 pm
Location: France

[MOD] Call Of House Hardabar

Post by bongobeat » Fri May 11, 2018 5:27 pm

Hello there,
I'm creating this thread for my mod, currently not finished (there is just some things to do after the ending boss fight), but completely playable for testing.
It is currently tested, it has been tested one time, and it will be tested by other people I hope. Also I am testing it when I have time.

The ending polishing is now on pause, until I finish my personnal test.

A few words about the mod:
I have started it since 4 years, of course not at 100 % on it all the time.

The Call Of House Hardabar is a long mod, principally based on exploration alongside a main quest, fights can be really challenge in normal.
I personnaly don't consider myself as the master of the puzzle or riddles, but you may find some.

I've started some kind of open world concept. There is a shop system, with item to buy or to sold (e.g. almost all what you can found in the mod can be sold. Including most of the epic items, that are exchanged for special rewards or to achieve a side quest.) I've added custom assets from other people, and assets that I have made personnaly. Shops are used to buy special items like herbs, ammunition for firearms, tomes/ tome skill, food (if necessary), crystal shards of healing/recharging/ etc...

The mod state was sleeping since a few month, with no end because what I wanted to do was complicated and finally I have not done it how I wanted how it should be. With the help of a tester I've finally started to mod the end, then optimise and enchance what can be.

There is some new skills. Like cannons (it's not part of the firearms anymore, magic resistance, Toorum speed training, or learner that increase the experience learnt. There is in total, 27 skills.
Firearms (and cannons) damage have been increased to be more usefull.

Spells should be learned before to be casted.

I have added the water consumption of Andakrainor, I though that would be more "logical" that only eating food to maintain champion's good health.
Also there is some of Zimberzimber's condition, bleeding, burning, etc...

A few numbers about the mod:
Top secret!

To the mod:

Credits : they are legions! I will not publish the credits list at the moment, but it will come when necessary.


Thanks : huge thanks will come in the same time of the credits


A few words about story:
You came in the Malanian Empire to visit your uncle, but unofficially you will be affected to a secret mission about the discovery of an unknown relic.
All in a climate of certain/possible war between the Malanian Empire and the Theareonan Empire, all of this is related to this relic. For those who have played Toorum's Manor, this mod take effect after the events in this mod. It take some part of the story.



A few screenshot:
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All Screenshots:
http://www.photo-graphix.fr/jalbums/hardabar/

All dialogues, story, item description, etc... are in english.
As it is not my native language, I often use google translator, I may need the help of a "native" English people to check all, if my english can be understood (which is very bad in case you didn't already notice).

That is all for now.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

User avatar
Curunir
Posts: 332
Joined: Fri Mar 30, 2012 11:19 pm

Re: [MOD] Call Of House Hardabar

Post by Curunir » Fri May 11, 2018 5:49 pm

Someone's a fan of Wizardry / Might & Magic and likes sci-fi in their fantasy, I see! :D

Pompidom
Posts: 476
Joined: Sun May 06, 2018 9:42 pm

Re: [MOD] Call Of House Hardabar

Post by Pompidom » Fri May 11, 2018 6:36 pm

You're just in time :)

I was hoping for some more openworld mods out there with shops :)

4 years of development!
That's insane!


I'd be happy to test out your mod and meanwhile enjoy it :)

And I would be happy to help you with all the English content in your mod.
My 2nd language is french btw ;)

RacerX
Posts: 104
Joined: Fri Aug 11, 2017 7:03 pm

Re: [MOD] Call Of House Hardabar

Post by RacerX » Sat May 12, 2018 1:38 am

Hello

I'd be willing to help out testing, I can check out spelling troubles etc.

Looks interesting

bongobeat
Posts: 948
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat » Sat May 12, 2018 7:18 am

Curunir wrote:Someone's a fan of Wizardry / Might & Magic and likes sci-fi in their fantasy, I see! :D
I don't know wizardry, but yes, I'm a fan of Might and Magic ;)
But more the turn based strategy games.
Pompidom wrote:You're just in time :)

I was hoping for some more openworld mods out there with shops :)

4 years of development!
That's insane!


I'd be happy to test out your mod and meanwhile enjoy it :)

And I would be happy to help you with all the English content in your mod.
My 2nd language is french btw ;)
Thank you. The world what I wanted to do is not so big compared at what I have done. I had to restrain myself. But it is big enough as you need something like 40-50 hour, to finish all the mod. Note that you don't need to do all the mod to finish the main quest.
It's not exactly 4 years. I have taken long pause between that. I think that 2 years is a correct estimation. Give me time to finish my test, and I'll upload a new version.
RacerX wrote:Hello

I'd be willing to help out testing, I can check out spelling troubles etc.

Looks interesting
thank you!
I will finish my personnal testing, then I will upload a new version. I've not full time to play actually, so it may take a while.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

kelly1111
Posts: 321
Joined: Sun Jan 20, 2013 6:28 pm

Re: [MOD] Call Of House Hardabar

Post by kelly1111 » Sat May 12, 2018 2:15 pm

WOW just wow... very impresive. Looking forward to playing this golden baby

Zo Kath Ra
Posts: 833
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: [MOD] Call Of House Hardabar

Post by Zo Kath Ra » Sat May 12, 2018 7:28 pm

This looks VERY nice.
Can you please please make a video?
It doesn't have to be long.

Banaora
Posts: 108
Joined: Wed Jun 05, 2013 9:39 am

Re: [MOD] Call Of House Hardabar

Post by Banaora » Mon May 14, 2018 10:00 pm

Hey Bongobeat,

can it be that your private message inbox is full so that you don't receive new private messages? If yes you need to delete some old messages in your inbox folder.

bongobeat
Posts: 948
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat » Tue May 15, 2018 10:36 am

Banaora wrote:Hey Bongobeat,

can it be that your private message inbox is full so that you don't receive new private messages? If yes you need to delete some old messages in your inbox folder.
Hello Banaora,
no I just have trouble while connecting me on the forum. I often come on the main page, all is ok, then when I clink on a sub forum or my private messages, the browser said that the connection with the website is lost or something.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

bongobeat
Posts: 948
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [MOD] Call Of House Hardabar

Post by bongobeat » Tue May 15, 2018 10:37 am

Zo Kath Ra wrote:This looks VERY nice.
Can you please please make a video?
It doesn't have to be long.
Do you mean a video with all the screenshots? Or an ingame video?

If it's the ingame video, I don't know how to do that, I have no program for that.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505

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