MagicalMaster wrote...
When you ask a companion what they think of you, you get a X out of Y indication. Is that all of the possibilities within the module or the total scale for them for all modules combined? I think I ended with 10/14 for Robin, for example -- does that mean I missed things or that I'm about 75% of the way to the maximum "approval"
or whatever for her?
It's within the module. You'll see the new, higher maximums when you start Chapter 2. So while it does mean that you "missed some things," not all of them are obvious or within your control. Some are based on Charisma checks, for example, that your character may or not make. Also there are more than 14 points worth of increases available for Robin, but the total is capped at 14. The details are listed in the hint file, if you want to see what they were. "Maxing out" the relationship is satisfying, but fortunately, not necessary. Ending Chapter 1 with a final score of 10 or higher is considered a successful romance, and enough to get Robin to start falling in love with you in Chapter 2.
Also, regarding the Lore check...the idea of only having a few points in a skill is pretty anathema to most people -- you either fully invest in lore (or another skill) or you don't bother. So if you have a DC of 20 and expect everyone to have 4 base ranks...why not just make the DC 16?
I tried to design Sanctum to provide a module experience that was a bit "outside the box," and that doesn't necessarily adhere to stereotypical NWN gameplay patterns. It's something I try to warn the player about in the README file:
Don't assume that gameplay patterns that are common in other modules will necessarily apply.
The utility of a moderate amount of a more broadly distributed selection of skills was a key aspect of this that I deliberately designed into the module. It's also why I added a section to the README with advice on skill selection that included some non-maxed ranges. Sanctum is heavily scripted and very skill-focused, with a lot of checks going on, sometimes affecting gameplay under the covers where you may not see them.
So the module design is actually intended to encourage and reward a bit more of a skill "dabbling" approach than is typical for NWN, even when this may be cross-class for your character (which in my experience is even more anathema to most players). To list a few examples:
- The amount of XP you get from reading books is scripted to depend on your Lore;
- Having even a single rank in Spellcraft (even if it's taken cross-class) has a significant influence on gem handling and helps with using Len's Alchemy set;
- Having even a single rank in Open Locks (again, even if it's taken cross-class) facilitates handling a few very difficult locks (e.g. the safe), since it gives you the ability to use some (strategically placed) high-value lockpicks.
Exact words are " And you sense and understand the gem's magic well enough to use it." That's different from "You suspect you'll be able to figure out exactly how to use the gem when you try."
I don't think that's inconsistent with the idea that the requisite understanding and ability to sense the gem's magic will fade when the skill boost ends, though.
So 48 minutes per day at 2 minute per hour?
I don't think I changed the default clock-to-game time settings, so yes, that sounds about right.
Because he says "No, the monster had a gland that secreted a potion that delayed the poison's effects. It was a vile fluid that it made me drink daily when I got close to dying." Made me think the presence of the fluid in a person would minimize the impact of the poison while active -- and thus "stacking" it all at once would not help. There's a reason that if you're sick with something you take medicine every day or every few hours versus all at once.
Yes, I can see why Orion's remarks might give that impression. I don't think I should change the stacking, but do you have any advice on how I might clarify how it works that wouldn't come across as too jarringly OOC?
What is the point of the 4 charges on the set, then?
That's just a left-over from my initial attempt to use the "standard" NWN charges functionality to implement the Alchemy Set's features. It really didn't work right, given that I wanted to have multiple types and numbers of uses, and I ended up having to completely script the functionality without it. If you found it confusing, then I'll see if I can remove it in the next update.
Well, I quite literally didn't want to put all of my eggs in one basket. For all I knew there was only a 50% chance of it working (or possibly I still had to do something else entirely) so I didn't want to risk all of the eggs at once -- wanted to make sure it actually worked first.
Yep -- in hindsight, that makes perfect sense. It's an easy fix; I just need to adjust the Beastman's script that takes the eggs to handle multiple instances.
Modifié par AndarianTD, 18 décembre 2013 - 03:34 .





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