Queue:
Proposed Agenda
The main topic of this meeting will probably be Imperial Legion planning.
Vern's Dunmeri trade guild proposal could use further discussion as well as (assuming Gnomey does his homework for once) setting up the TV NPCing design claims, further Almas Thirr planning (who does what when) and Sundered Scar discussion (setting up exterior design claims, possibly further quest discussion).
Future Releases
- A general discussion about issues with lack of communication and interaction between asset work on Discord and asset work on the site. (Progress posted to Discord not making it back to the site, feedback on the forum and Discord running in parallel, etc.)
- Possibly more Narsis/Shipal-shin interior claim discussions.
- The former Hlan Oek Zenithar cult should be discussed more. It is being removed from Hlan Oek likely to Kragenmoor. After discussion with Infragris and Thomas, the Knights of Iron from High Rock might be a bad fit and a (perhaps more Nibenese) Zenithar cult should probably be substituted (no real effect on interiors).
- Sorting out which cites have which guild halls
- Thieves Guild
- Morag Tong
- How much do the Temple and Cult need this?
- Resolving more Imperial Cult issues, perhaps up to a Template Meeting
- IC shrines start appearing in Thirr Valley and need a better overarching characterisation
- The faction endgame
- The integration of PI (Padomiac Isles) assets through TR's browser.
Meeting Notes
Questlines
In future, people shouldn’t be able to claim more than one quest line at a time.
The emphasis should be on technically simple single quests that can (usually should) be part of a story when strung together, but also stand on their own.
Quest designs should not be approved before their scope is assessed and found to be realistic.
In terms of EoE, the Helnim Thieves Guild questline and East Empire Company quest line will not be considered MVP pending confirmation with Tani.
Velothi Mountains Assets
Rocks will get the dark texture that was developed, the lighter texture will exist (along with the dark) as a land texture.
We’d need grass textures that also transition to ash, snow and rock, possibly moss.
The pine tree replacers have various model issues and the bark texture needs improvement, as well as an alternate take on the green trees.
Some more container flora wouldn’t hurt, like mountain flowers and the Ogre’s Puffball at the base of this concept which might only appear at the base of those trees:
Currently, a mixture of vanilla grass and Bloodmoon shrubs are used. A new asset would probably be better, probably covering a larger area like Bloodmoon grass.
Assets we already have: tumtum trees, table shrooms, bluefoot mushrooms, mandrake, stinkhorn, snow, the rocks in need of retexturing, volcanic smoke assets for fissures and the like (see Mandul), possibly exposed iron though probably not too accessible.
Aside from iron, the Velothi Mountains also have some garnet deposits and (mostly outside of the release area) some localized deposits of silver, diamond (both near Armun Ashlands) and amethyst (near Kogotel).
Aanthirin Asset Replacement
The Bittercoast grass is getting gradually replaced by ferns, the rocks are getting retextures so that they blend better into surrounding regions (and are unique), there’s a proposal to switch out Ascadian Isles trees. Gold kanet is getting replaced by blue kanet. Stoneflower is getting replaced by timsa come-by. Heather by kresh weed (which Velk eat). Red lichen with orange lichen. Golden and noble sedge have been considered as replacements for anther.
Spore clouds need redoing to actually look like spores.
Aanthirin replacements for the remaining Ascadian Isles transitions.
Old Ebonheart’s surroundings should remain distinct from the rest of Aanthirin, and shouldn’t look too harsh or foreboding, but can get some ash. The coastal rock texture will be kept around Old Ebonheart. The tree in OE will also be handled as a new asset as there aren’t viable alternatives yet (either PT trees are stylistically too divergent from vanilla flora or they aren’t the sort of trees that would make sense there).
Armun Ashlands
Some detailing assets (either flora or something like termite mounds that fulfill the same role) need to be conceptualized for the region to make it stand apart from the vanilla assets more and be more interesting to explore than it currently is.
The Red Mountain rocks could be scaled back.
For DoD, the Roth-Roryn/Armun Ashlands border still needs de-straightening. The tunnel between the Armun Ashlands and the Hlaalu outpost near Indal-Ruhn still needs to be made (using large cavern tunnel assets). A lot of the other changes could be made later, for the Hlan Oek release.