Looks like alot of new info there:
http://www.pcgames.de/The-Elder-Scrolls ... g-1144522/
Any german folks could translate it please?
http://www.pcgames.de/The-Elder-Scrolls ... g-1144522/
Any german folks could translate it please?
German folk with too much time here
I left the intro away, as that has no revelance to Enderal
Also the last part as this is about the audio drama for Nehrim.
Please take no offense to my english, there are so many weird parts in this that I have to facepalm several times while reading through it, but I wanted to stay as close to the actual article as possible
What is Enderal, anyways?
Enderal is an ambitious project from the german modding team SureAI, started 2012 and is a so called Total Conversion for TES Skyrim.
That means the team uses the engine and tools of the vanilla game but defines new contents for it. For Enderal this means an entirely new game world with its own role play and leveling systems plus a brand new story and lore.
The SureAI team can fall back on a massive amount of experience from their project for TES:Oblivion called Nehrim, which they released June 2010. Nehrim was highly praised as it provided hours of good role play, better graphics than the main game and quest ideas which were miles away from normal fantasy cliches.
What has the landmass of Enderal to offer?
Enderal has the same universe as its predecessor Nehrim, but it offers an entirely new story so that knowledge of Nehrim is not required. But if you played Nehrim you will meet old characters again and find clues about what happened since Nehrim ended.
Both Enderal and Nehrim are continents of the fantasy world Vyn. The developing team there managed to invent a deep own lore which is in no way inferior to Bethesda's. Much of said lore can be read in ingame books, a feature that is vastly improving the atmosphere in Skyrim as well.
The size of the land mass currently is around 35 till 40 km², so around the size of Skyrim. There are many different climate zones which provide variety, together with a main story spanninning at least 25 hours and a multitude of side quests.
You will travel through icy areas, dense jungles, beautiful coasts, dry deserts and nice beaches. In the version we got to play we lost our words more than once looking at the beautiful sceneries.
Enderal offers much higher resoluted textures than Skyrim in many aspects. On top of that there are tons of objects to make the game world more lively and natural and the handmade areas spawn a nice cozy sense for the enviroment. Futher amplified is this by the very good lighting system, especially in the dungeons.
Doing Quests in Enderal
One of the greatest strengths of Enderal are the quests, which are pleasingly far and wide above the generic "quests" of many AAA games. SureAI even manages to call out on famous cliches and uses them for funny moments. This was already done back in Nehrim - in the generic rat hunt you had to not only kill the rats but even block the holes from which they ran into the room.
For Enderal the modding team aims way higher; without spoiling too much from the main story, it is rather dark and full of secrets. Away from the usual black and white story elements the main hero often walks through grey areas and has hard decisions to make. We learn this from a certain quest we have to solve in our version.
The origin of all bad in Enderal is a mysterious disease called "Red Madness" by the population. The consequences are humans who are doing seemingly contextless murders and even atrocities like infanticides. Even the main hero is no white and knightly hero but seems to have a dark past, which we can see and play through memories, both from living and dead characters. In the demo version we have to solve a series of quests which let us search for allegedly cursed black stones. We start in the main city of Enderal, Ark which drips with an awesome atmosphere. From the first few dialogues with NPCs we realize the excellent voice acting. SureAI there just like in Nehrim can fall back on a bunch of professionel or lay voice actors, who know how to do their work and fill the nicely written dialogues with life.
To get the needed information about the whereabouts of these stones we have to break into a house and backmail - everything else than the usual "good hero". We cross "Silberhain" (I don't know how SureAI will translate this name in their game, hence I let it in german) on our way, a dreamy little village in a jungle and desert area. While we look around we see the compass on the top if the screen, which shows us just like in Skyrim interesting places near us. We decide to do a little adventuring in one of the nearby dungeons where we get the next "flash": Enderal uses light and shadow way better than Skyrim. You can for example douse torches to make youself harder to detect just like in the Thief series. Another thing which could come straight from there are the "fire arrows" which explode when they hit something.
In the finished game you will find much variety by exploring tons of such places and side quests. SureAI estimates a playing time of over 100 hours if you explore much. By the way apart from horses, there will be a new fast travel system which uses fixed travel places from which flying monsters take you to another fixed place. Right now this works by loading screen, but if they have enough time at the end of development SureAI wants to fully animate those travels.
The first look is very good.
Our trip into the prologue of the main story was more than nice. SureAI is on the best way to make a way better role play experience than Skyrim had/has. A good example for this would the unusual quest course in "Silberhain".
There we meet and befriend a little boy called Ryneus. The illegitimately conceived child was giving away as a horrible monstrosity but he found a nice new family and even got healed. The search for the black stones leads us to Ryneus but he wants us to become his friend and to fulfill 3 wishes for him.
We then do a nice little aim training with a flaoting ball which we have to hit with arrow and bow; then we have to catch butterflies with a new spell. Last but not least we have to follow a dog that has stolen the favourite toy of Ryneus.
Who now thinks that this is way too easy, you don't have to worry - there are heaps of difficult dungeons around "Silberhain" filled with monsters.
All of this hardens our feeling that Enderal will be a great RPG for free - provided you have Skyrim of course.
Disciplined - the new class system
Enderal has a classical experience point system. For leveling up you will get so called memory points which you can use in the skill tree.
You are free to use points as you like but as there aren't enough points to max everything out you have to decide your class build and skills beforehand which are freely viewable from the beginning. Like that the class build is very easy to plan even more so because several disciplines benefit from each other or have several levels.
The quyranic combat stance e. g. rises your attacking speed and dmg with one handed weapons but lowers your resistance in three levels.
The talent "vortex blades" (own translation, dunno how it is officially translated
) further rises your attacking speed while having 2 one handed weapons equiped. Mage disclipines are divided into "elementarism" (fire, ice and lightning), "thaumaturgy" (illusions and light magic) and "sinistra" (dark and psionic magic). In place of dragon shouts you use talents to generate temporary advantages.
There exists for example the warrior talent called "steel storm" which rises the weapon dmg for a short time. For rogues there are the talents spionage, vagabond and trickery.
Spionage e. g. rise the chance to be successful with persuation and intimidation in dialogues. Poison and potion users will like the vagabond tree while lock picking, pickpocketing and the use of the bow is part of the trickery tree. Even now Enderal's skill system seems to be very motivating and elaborated; we are eager to know how balanced this system will be in the end.
This marks the end of the article, afterwards there is a Q&A with SureAI, which I will translate some other time ^^
I left the intro away, as that has no revelance to Enderal
Please take no offense to my english, there are so many weird parts in this that I have to facepalm several times while reading through it, but I wanted to stay as close to the actual article as possible
What is Enderal, anyways?
Enderal is an ambitious project from the german modding team SureAI, started 2012 and is a so called Total Conversion for TES Skyrim.
That means the team uses the engine and tools of the vanilla game but defines new contents for it. For Enderal this means an entirely new game world with its own role play and leveling systems plus a brand new story and lore.
The SureAI team can fall back on a massive amount of experience from their project for TES:Oblivion called Nehrim, which they released June 2010. Nehrim was highly praised as it provided hours of good role play, better graphics than the main game and quest ideas which were miles away from normal fantasy cliches.
What has the landmass of Enderal to offer?
Enderal has the same universe as its predecessor Nehrim, but it offers an entirely new story so that knowledge of Nehrim is not required. But if you played Nehrim you will meet old characters again and find clues about what happened since Nehrim ended.
Both Enderal and Nehrim are continents of the fantasy world Vyn. The developing team there managed to invent a deep own lore which is in no way inferior to Bethesda's. Much of said lore can be read in ingame books, a feature that is vastly improving the atmosphere in Skyrim as well.
The size of the land mass currently is around 35 till 40 km², so around the size of Skyrim. There are many different climate zones which provide variety, together with a main story spanninning at least 25 hours and a multitude of side quests.
You will travel through icy areas, dense jungles, beautiful coasts, dry deserts and nice beaches. In the version we got to play we lost our words more than once looking at the beautiful sceneries.
Enderal offers much higher resoluted textures than Skyrim in many aspects. On top of that there are tons of objects to make the game world more lively and natural and the handmade areas spawn a nice cozy sense for the enviroment. Futher amplified is this by the very good lighting system, especially in the dungeons.
Doing Quests in Enderal
One of the greatest strengths of Enderal are the quests, which are pleasingly far and wide above the generic "quests" of many AAA games. SureAI even manages to call out on famous cliches and uses them for funny moments. This was already done back in Nehrim - in the generic rat hunt you had to not only kill the rats but even block the holes from which they ran into the room.
For Enderal the modding team aims way higher; without spoiling too much from the main story, it is rather dark and full of secrets. Away from the usual black and white story elements the main hero often walks through grey areas and has hard decisions to make. We learn this from a certain quest we have to solve in our version.
The origin of all bad in Enderal is a mysterious disease called "Red Madness" by the population. The consequences are humans who are doing seemingly contextless murders and even atrocities like infanticides. Even the main hero is no white and knightly hero but seems to have a dark past, which we can see and play through memories, both from living and dead characters. In the demo version we have to solve a series of quests which let us search for allegedly cursed black stones. We start in the main city of Enderal, Ark which drips with an awesome atmosphere. From the first few dialogues with NPCs we realize the excellent voice acting. SureAI there just like in Nehrim can fall back on a bunch of professionel or lay voice actors, who know how to do their work and fill the nicely written dialogues with life.
To get the needed information about the whereabouts of these stones we have to break into a house and backmail - everything else than the usual "good hero". We cross "Silberhain" (I don't know how SureAI will translate this name in their game, hence I let it in german) on our way, a dreamy little village in a jungle and desert area. While we look around we see the compass on the top if the screen, which shows us just like in Skyrim interesting places near us. We decide to do a little adventuring in one of the nearby dungeons where we get the next "flash": Enderal uses light and shadow way better than Skyrim. You can for example douse torches to make youself harder to detect just like in the Thief series. Another thing which could come straight from there are the "fire arrows" which explode when they hit something.
In the finished game you will find much variety by exploring tons of such places and side quests. SureAI estimates a playing time of over 100 hours if you explore much. By the way apart from horses, there will be a new fast travel system which uses fixed travel places from which flying monsters take you to another fixed place. Right now this works by loading screen, but if they have enough time at the end of development SureAI wants to fully animate those travels.
The first look is very good.
Our trip into the prologue of the main story was more than nice. SureAI is on the best way to make a way better role play experience than Skyrim had/has. A good example for this would the unusual quest course in "Silberhain".
There we meet and befriend a little boy called Ryneus. The illegitimately conceived child was giving away as a horrible monstrosity but he found a nice new family and even got healed. The search for the black stones leads us to Ryneus but he wants us to become his friend and to fulfill 3 wishes for him.
We then do a nice little aim training with a flaoting ball which we have to hit with arrow and bow; then we have to catch butterflies with a new spell. Last but not least we have to follow a dog that has stolen the favourite toy of Ryneus.
Who now thinks that this is way too easy, you don't have to worry - there are heaps of difficult dungeons around "Silberhain" filled with monsters.
All of this hardens our feeling that Enderal will be a great RPG for free - provided you have Skyrim of course.
Disciplined - the new class system
Enderal has a classical experience point system. For leveling up you will get so called memory points which you can use in the skill tree.
You are free to use points as you like but as there aren't enough points to max everything out you have to decide your class build and skills beforehand which are freely viewable from the beginning. Like that the class build is very easy to plan even more so because several disciplines benefit from each other or have several levels.
The quyranic combat stance e. g. rises your attacking speed and dmg with one handed weapons but lowers your resistance in three levels.
The talent "vortex blades" (own translation, dunno how it is officially translated
There exists for example the warrior talent called "steel storm" which rises the weapon dmg for a short time. For rogues there are the talents spionage, vagabond and trickery.
Spionage e. g. rise the chance to be successful with persuation and intimidation in dialogues. Poison and potion users will like the vagabond tree while lock picking, pickpocketing and the use of the bow is part of the trickery tree. Even now Enderal's skill system seems to be very motivating and elaborated; we are eager to know how balanced this system will be in the end.
This marks the end of the article, afterwards there is a Q&A with SureAI, which I will translate some other time ^^
AWESOME!! Thanks very much for the translation, some interesting new information here (at least new to me).
Much appreciated, Celeb.
Talents system sounds abit confusing. Cant wait to see how it works out.
Talents system sounds abit confusing. Cant wait to see how it works out.
mindw0rk wrote: Talents system sounds abit confusing. Cant wait to see how it works out.
So an explanation from me about it:
In Enderal there are 3 classes: Warrior, Mage and Rogue. Each class has its own 3 skill trees called disciplines. The warrior ones are more or less shrouded in darkness, the mages are as said elementarism, thaumaturgy and sinistra and the rogue has espionage, vagabond and trickery.
With every level up you get 1 memory point which you can invest in the skill trees in the same manners as in the perks in Skyrim. That means that you can also mix up the 3 classes however you like but at the same time the memory points are quite limited (the level ups to be more precise
SureAi said that at most you can max out 3 disciplines and that only if you really take some time adventuring as you can get memory points also from some rare items.
There are skills in the disciplines which have more than one stage, in that case you can either go further up with your memory points or invest them in the same skill again, just like with the perks in Skyrim. BUT every each discipline also has a talent at a certain point at the skill tree and one more at the end of it, so there are 18 talents in Enderal.
These talents replace the dragon shouts of Skyrim and once you learn them you can use them just like in Skyrim and they have a cooldown.
So far so good; but SureAI went a step ahead: Certain talents generate synergies when they are used together. Some of those are obvious, others require a bit of thinking and trial and error
Obvious is e. g. the synergy between the talents "Snake Tongue Oil" (which generates a pool of slippery oil) and "fire arrow". You shoot at the oil with the fire arrow and just like in Skyrim the oil starts to burn.
The not-so-obvious synergies often come from magic pairs, e. g. in the sinistra skill tree you have the talent "Entropic Blood" with which you can "make" a so called entropic slave. If you then use the lightning/elementarism talent called "sky fall" (James Bond says hi xD) on it, it raises the damage of the slave and when he dies soon after there will be an explosion.
Well that should be everthing
Thanks for detailed explanation, now its crystal clear and I really like what Im hearing. I can only hope that Sure Ai makes every discipline skill unique and interesting, so that it was painful to choose where to put your memory points (something vanilla Skyrim fell short at).
To complement calebs translation I made a subtitled version of the PC Games preview video for all the english speakers. Not sure about the legal aspects though. So, if I violate any forum rules by posting this, pls feel free to delete this post, mods.
Any feedback regarding mistakes in the subtitles is very welcome. Have fun with it!
Klick
[Youtube]2qd9rKgpcMw[/Youtube]
Any feedback regarding mistakes in the subtitles is very welcome. Have fun with it!
Klick
[Youtube]2qd9rKgpcMw[/Youtube]
Wigbold wrote:To complement calebs translation I made a subtitled version of the PC Games preview video for all the english speakers. Not sure about the legal aspects though. So, if I violate any forum rules by posting this, pls feel free to delete this post, mods.
Any feedback regarding mistakes in the subtitles is very welcome. Have fun with it!
Klick
[Youtube]2qd9rKgpcMw[/Youtube]
EDIT: Also I see you are struggling as well with the Youtube code xD Tried all kinds of possible ways to post the URL but it never showed the vid...
Wigbold wrote:To complement calebs translation I made a subtitled version of the PC Games preview video for all the english speakers. Not sure about the legal aspects though. So, if I violate any forum rules by posting this, pls feel free to delete this post, mods.
Any feedback regarding mistakes in the subtitles is very welcome. Have fun with it!
Klick
[Youtube]2qd9rKgpcMw[/Youtube]
Btw, in the end the guy said Enderal will be released in the beginning of 2015, is it true or a mistranslation?
The translation is correct - i am sure about that.
SureAi stated on a couple of occasions that they are aiming for a release in the first half of 2015. According to them, they have pretty professional workflows with a specific "road map" with set milestones for the development, and if everything works out as anticipated, Enderal will see the light of day in the first or second quarter of 2015. They won't give out a fixed release date though, to not raise any expectations they might not be able to fulfill. As it is always possible to run into some unexpected problems, or that some of their members can't contribute as much as planned for some private life reasons. In the end they are still a modding team which relies on purely voluntary work.





