Editor - Influencing Characters
Q: Will we face some unique magical items/atrifacts, which could grant players some awesome magical abilities?
A: You can create the effects of a magic item/artifact using triggers and give it to a player. It will appear in the item list in the PC's digital assistant as a text entry - THE ONE RING (for example).
Q: Will it be possible to negatively change a character through the course of a player made or campaign mission?
A: You can affect character attributes, skills, hp, and more with triggers.
Q: Can we limit runs to specific archetypes?
A: The editor gives you the ability to limit a run by archetype, I believe.
Q: Can events in the editor add items to the PC's inventory?
A: Yes.
Q: Can events in the editor REMOVE items from the PC's inventory?
A: Yes.
Q: Can the editor remember and add back items that have been removed?
A: Yes.
Editor - Scripting
Q: How rich is or how do you feel in the power of the scripting for this?
A: Happy to answer. First, you don't actually script. Instead, you create a trigger that has a series of "drop down" options to choose from. You then can dig into those options to specify what you want. I think it's pretty sweet. Takes some time to learn but it's FREAKING POWERFUL. We brought in a guy who recently graduated from game design school, gave him a few hours training and he had a full mission in two days.
Q: Are there any assets that can give the characters boosts / can be hacked?
A: Objects have no inherent gameplay. You can use the trigger system for any such effects. As long as you set up triggers for each, you can pretty much interact with anything. That's the beauty.
Q: Is it possible to increment/decrement variables, and to test variables against a range?
A: Yup.
Q: Can NPCs enter the map after a specific timespan or upon a certain trigger?
A: Yes. This is easy.
Editor - Dialogue
Q: Can I set up separate dialog for my NPCs based off the race and/or gender of the player?
A: Yes. All that is possible for you to do using the editor to ship with the game.
Q: Will alternate dialogue triggered by stats and skills be visible if you don't qualify for it?
A: That is up to the individual GM. The editor allows you to hide it. We may show them in some situations but not others.
Q: In a conversation, will we be able to set links to other conversation blocks within that conversation to prevent loads of retyping/copy&paste and very, very deep conversation tunnels?
A: Yes.
Q: Will it be possible to set up a conversation with three people in one conversation block, or if not, can we switch from Dialogue A to Dialogue B and vice versa, transfering variables?
A: Yes.
Editor - Miscellaneous
Q: Will we be able to create specific characters to be played for our adventures?
A: That's the plan, Stan.
Q: Is there a way to set it so a player needs to have completed "Mission001" before they are allowed to play "Mission002"?
A: Yes.
Q: And can things they may have said or done in "Mission001" have a effect on what may happen in "Mission002"?
A: Yes.
Q: Can the map editor open a created & completed map, such as from the main storyline, so we can take/edit the locations, triggers, and npcs?
A: That's our current plan, yes. We want people to see how we did stuff.
Q: Will the editor have custom lighting/tile coloring?
A: Yes, you can choose different colors for your lights.