Progress report...
3 years ago
My unreleased WIP DwemericNightTerrors now has a dwemer vault starter dungeon, alien abduction mechanics, cloaked aliens that vanish when you get too close before reappering, an additional dwemer flying saucer that starts out realistically crashed and broken, that you have a repair bot fix. A NPC in Seyda Need sells you a "special home" for 10 gold that needs "just a few repairs" which ends up with a short quest in a huge lowbie friendly dungeon where the challenge is more about navigation than high level combat.
You buy a home so cheap it's too good to be true, sleep inside your new flying saucer home, and wake up abducted with implants installed deep inside the Medical Chambers of the newly discovered Arkngthand Vaults which you must navigate and fight your way out of. New features are collision based door locking, a few hidden passages in dwemer ruins that you can walk through like a ghost while stalker cloak is active, and the ability to walk through doors, and a less buggy interior warpstep. The extra flying saucer home will take you from Seyda Neen to Vivec and back.
I'm also now working on a tornado feature with actual deadly projectiles that mostly shows up in the Ashlands.
You buy a home so cheap it's too good to be true, sleep inside your new flying saucer home, and wake up abducted with implants installed deep inside the Medical Chambers of the newly discovered Arkngthand Vaults which you must navigate and fight your way out of. New features are collision based door locking, a few hidden passages in dwemer ruins that you can walk through like a ghost while stalker cloak is active, and the ability to walk through doors, and a less buggy interior warpstep. The extra flying saucer home will take you from Seyda Neen to Vivec and back.
I'm also now working on a tornado feature with actual deadly projectiles that mostly shows up in the Ashlands.
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