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Sure, no problem, take all the time you need and I hope your issues will be solved. Also saying "Hi, I have nothing new to report" is much better for us than not getting anything at all.
Will I be able to import my female fighter character at the end of the module to EotN? ;-) Rhetorical, I know. Hope the March will be the month of releases.
it counts as too alive to be really dead ;)
Does that mean there will be cutscenes? If yes, can you make them skipable? I'm all for dramatic expositions but sometimes such a scenes take too much time and a problem with NWN is - if you leave the game's window, the game automatically pauses so you can't do anything in the meantime.
I remember the dance cutscene at the mayor's ball in ADwR - God, what a time waster it was!
I think it's just standard diseases like in ADWR. But if that's the case they shouldn't be easily curable, e.g. just by resting. Either you need to seek a doctor or use 'remove disease' spell.
What would you prefer more? More quests or more areas to explore?
More quests. I prefer much happening in every area instead of having many areas to wander through. That's why I didn't like Tortured Hearts II - there were many areas you had to go through but not that much happening in them. Also I believe creating new areas can be more taxing than introducing new quests. From what I've seen in the movies/screens art direction is good so I would like to have them more populated.
Would you prefer descriptive sexual scenes over non-descriptive?
Definetely descriptive with possible fade to black ADWR-style. All those mature modules with sex-pack animations are kind of silly - I'd rather have my own imagination paint a picture of what is happening instead of watching a low-poly scene that sometimes might just look silly. ADWR has its flaws but description of sex scenes were one of its highest points.
What level does the PC start with and can reach in the mod?
And that makes a lot of sense to use holy water. I'd like to see similar options for critical strike. E.g. if you have a keen, small or tiny weapon equipped, you might have dialogue option "critical strike" which leaves your opponent 'badly wounded' once a fight starts provided that some other requirements are met (e.g. high dexterity bonus and/or low armor check penalty).
I guess choosing a rogue class might work more if you are going to join vampires as then probably you will be facing more human than undead opponents so those sneak attacks might come in handy ;) Unless the questline for vampires involves a lot of fighting within the realm of undead as well (e.g. opposing clans) which would be cool as well. Not so cool for rogues with their weak saves, though.
I think fighter route seems to be better. While a rogue has a lot of skill points and useful "social" skills, combat wise it will be inferior due to undead's immunity to sneak attacks. You can always take a rogue companion (provided such exists in the mod). As to sneaking, there are other classes that do that as well (ranger - an interesting choice for low level characters or monk).
I like to be challenged so I will see how my charismatic cleric with sun/healing domain will take on those pesky undeads rambo style ;) If extra experience allows, I will add paladin level for extra saves later on.
Oh my God! Is that Crowley? He's awesome! He's my idol!
Would you have anything against modifications to the mod?
I know, I know, the end boss is called "Aicul" BG1 style :D
Such a place already exists, see here : Moddb.com
It might be like that but I believe the more places where the mod is available, the better. Imagine one of the websites closing down and people can't access your mod. It's always good to have some backups on the net.
Great update! Happy to see JM_Scion taking the reins and I dig the new logo.
Anyway, I do hope you can obtain (because I don't think Lucia or her crew would be experienced enough to cast 6th level spells ;) ) some stone to flesh scrolls and free some statues. I remember a nice quest in BG2 in the underdark where you could freed some wizard from imprisonment spell. Perhaps you can alter the basilisk quest and allow for some sort of similar interaction for those willing to go the extra mile ;)
I'm all for quests that span across areas, NPCs and have different outcomes in-between. I never liked typical fed-ex quests unless it was just a flavor and obtaining the quest or finding a delivery place was a real challenge ;)
If the author can keep the replay value high, he/she should be praised for it. It's a very difficult task to accomplish, though, because you need to avoid fake choices unless it makes sense within the context of the world (being dominated by La Croix in Vampires:Bloodlines comes to mind ;)). If the player finds out the choice is just fluff, he/she might feel disconnected from the gameplay. On the other hand, if you feel your choices matter, you are that more immersed in the gameworld. And it doesn't have to be shiny graphics.
Anyway, keep up the good work and honestly... I can't wait to see the mod :)
That's good to hear. What I like in my rpgs the most is the restricted content - because if content is available for all no matter the class, level, skills, reputation etc. then what's the reason for a customization of your character in the first place? For the mod creators it is, however, more and more work so you need to make things manageable.
A quick quest example : Lucia gets to know about some smuggler's cave in the area and only after having a knowledge of the place can visit it for exploration. She has to enter a cave alone because there is a small inland passage only she is fit enough to squeeze through. Once inside, there is some loot to be gained but a stealthy approach is advised because of the smugglers.
If she gets discovered, the fight starts. If she kills them all, she gets the loot. If she gets to 'near death', she is overwhelmed by the smugglers, raped and left to die with 1 HP. During the rape she sees clearly a face of one of the assailants and can meet him afterwards in a city.
Anyway, the cave is emptied after the incident as the smugglers suspect Lucia wasn't the only person to know about the cave so no chance for loot afterwards.
Now, there could be a few non-obvious ways to obtain the quest for different characters: 1) Lucia sneaks into an inn room (picks a lock on a door, stealth DC as well) and later picks a drawer (higher DC) where a note with information of the cave is 2) Lucia "entertains" a smuggler (reputation DC) in the inn and after the intercourse the smuggler is sleeping and Lucia can inspect the drawer 3) The smuggler in the inn is very rude while speaking to Lucia and she doesn't take it well so a fight starts. Once beaten, he spills the beans about the cave.
Such on-the-fly example shows how you can design a quest without that much of additional content but at the same time restrict it for different characters :)
Hi, glad to see some update. Anyway, I do hope in order to unlock some quests there would be some requirements that need to be met first.
I always don't feel a situation where a hero walks into a town and everyone is pestering him with the problems or some **** happens just in time he/she visits a place. I'd rather see a situation where a player "has to work" to obtain some quests - be it by gaining a reputation, having a high persuade skill to convince a speaker to tell what's wrong etc. Basically, I don't want my quests to be handed on a silver plate.
So, is there any progress or things have been put on hold?
"It's June now and Equilibrium of the Night still hasn't released. I know some of you may think that this has something to do with the merging of the areas and some content from the cancelled mods I was working on but this isn't true. I got a new computer so I had to import everything which has slowed things down too but everything is back to normal again." ;) Seriously, though, I know from experience that switching machines can slow the progress considerably because you are sort of forced to take a break and sometimes it's difficult to get back on track.
"It's May now and Equilibrium of the Night still hasn't released. I know some of you may think that this has something to do with the merging of the areas and some content from the cancelled mods I was working on but this isn't true." ;-)
Yeah, it's always great to see when the visuals are on par with story and quest design. Can't wait to test the mod myself :)
At this moment it's hard to say. I guess waiting and encouraging the author(s) is the least we can do. The best would be to offer some help like JM_Scion did. From my understanding RadiantLoneWolf wants to make a mod that is complete at release which obviously takes a lot of time to get all the finishing touches.
Personally I'm against such approach because I think it's better to release a 'preview' version and wait for comments from users which might be insightful and helpful to make the final version of the mod better than firstly anticipated. On the other hand - if someone wants to release a 'perfect' mod from the get go - he will be polishing it for a long time.
Any update on the progress? Has your writer finished up on the characters (I guess writing romances but I could be mistaken ;) ).
That's good. I don't like games which require grinding and going back and forth a lot but on the other hand I like to be challenged because otherwise there is not a lot to playing a game. If the game treats you fair (e.g. Necropolis - warnings all over the place not to go there, so you can't complain if you find yourself out of your league) and not like an idiot, it's all good.
Yeah, although I hope the enemies don't have weapons markes as undroppable. What I didn't like in official NWN campaigns was after killing some enemies their bodies disappear so you couldn't loot them even if you saw they had some fancy swords or something. Another problem with undroppable weapons is if you use disarm, their weapon is destroyed instead of being dropped on the ground.
I like the idea of being able to go anywhere if you find a way to get to such places. It reminds me of Gothic games.
The balancing of experience gained from fights is always difficult but if there aren't that many trash mobs I'd suggest thinking about giving a lot of exp for some very difficult enemies. What I didn't like in some higher level modules (e.g. HotU) is you got like 2000 XP for killing some demon that was quite difficult to beat. On the other hand his minions were very easy to beat and you had 400 XP for each kill so you killed 5 easy enemies and got the same XP as for killing the boss which was absurd.
I'm all for having very little experience for trash mobs that don't pose that much of a threat but if there are some difficult unique enemies, the reward (apart from the equipment) should reflect that.
Nitpicking : "Rumors say that beyond the territory of the vampires there exists an ancient city of an ancient civilization that no longer exists and that within this city there lies weapons and armor which would prove instrumental in defeating the evil from Castle Lox Avue. "
English is not my 1st language so I'm not sure about repeating "exists" in the sentence - it might look awkward unless the text is not in the game but just in the news post. However, if there are leftovers of some ancient civilization, wouldn't it mean that Castle Lox Avue is even more ancient if there are weapons and armor that are instrumental in defeating evil that lies in the castle? ;-)
Not sure if anyone else is having the same problem but I can't launch the mod : missing custom talk table. It seems some .tlk file wasn't uploaded. I've even downloaded NWN critical rebuild to avoid any mistakes on installation front.
Hi, glad to see dev diary and it's a very interesting bit about procedurely generated NPCs. Honestly, I think such a mechanism should be introduced to the 2nd and prologue city and perhaps some villages. Let's not forget some wild areas as well which are being patrolled by knights and / or undead.
I guess Valine tried to make something similar in ADwR although in her case it had less to do with proceduraly generated content and more with some dialogues being different and not too repetetive with different NPCs. During a 'whoring' dialogue with sailors for each point of conversation there were a few different responses from which one was selected at random. Thanks to Valine's skillful writing it allowed for a lot of iterations of dialogue which had a good 'flow'.
Yeah, looking forward to it. The sooner somethng new comes along for all of us starved for new info, the better.
Actually I had Fallout 1/2 in mind with MS ;)
I agree. The idea of some other hero is really pretty cool and adds a lot of reactivity to the gameworld. It reminds me of "mysterious stranger" perk in Fallout.