The Baldur's GAte remake thread
#926
Posté 19 décembre 2012 - 04:54
#927
Posté 19 décembre 2012 - 05:29
#928
Posté 19 décembre 2012 - 08:16
#929
Posté 19 décembre 2012 - 10:13
"Heya!"
Modifié par dslamo, 19 décembre 2012 - 10:14 .
#930
Posté 19 décembre 2012 - 10:58
drechner wrote...
For release, we'll be removing the level cap, though the "target" level for finishing the game will probably be around level 7-10 or so.
oh, i forgot there was a cap in the original. Iirc rogues could advance up to 10 level, while the rest up to 9 level
Modifié par Helmic Knight, 19 décembre 2012 - 10:59 .
#931
Posté 20 décembre 2012 - 05:07
I just hit the enter button each time and before you know it all 25 responses have passed and BINGO! xp received.
#932
Posté 20 décembre 2012 - 09:33
#933
Posté 20 décembre 2012 - 12:38
There are also some bugged event that no one knew about amongs the fan until the data were fetched.
I scripted it all, I made functional the few bugged event that didn't work in the originals, I made the few quest that weren't finished complete.
Everything from the original game is in, and even more since I finished the bugged and unfinished few quests of the original game that weren't functional but wich data were still here.
Everything didn't translate well, so when something didn't translate well, it wasn't thrown away, it was improved so it would be cool.
There is no need to ask if that thing or that thing is in game. It is, every little thing of the original is. Even the few that weren't discovered, or speaked of that I discovered while fetching in the data of the original game.
Only thing that may not made it, are those super powerfull items that can be found in the midle of the road sometime, like the ring around the Friendly arm inn.
I scripted the bahll's power, they are customs spells given as feats that you'll acquire during key event, I didn't use existing spell, I scripted new spells and even made custom VFX when necessary. I designed the "evils power" a little differently than in the original game so they would be as powerfull as the good one, basically I made all good and evil spells scale with the stronguest attribute of the character and their level.
The game beeing in 3D and not 2D we had also to work a lot on convo and cutscene to take advantage of it, as well of ambiant event.
The thing i didn't do that I would liek to have done, is to make the "fight" encounter different depending on the the difficulty setting. I made exactly like in original BG and NWN2, but after reflexion I would like to have done it a little differently, less ennemy and easier ennemy on easy difficulty, as in BG in normal difficulty, and more ennemy and stronger ennemy on hard core and above.
I would like to have done a "no reload" mod as well, if you choose it if you'd die it's over.
But well, doing it correctly fully as in the orignal game and with NWN2 OC quality for single player was al ready more than 3 years of work, we have to set limits if we wants to finish....
Modifié par Shallina, 20 décembre 2012 - 12:57 .
#934
Posté 20 décembre 2012 - 03:57
#935
Posté 20 décembre 2012 - 05:42
Modifié par Shallina, 20 décembre 2012 - 05:42 .
#936
Posté 20 décembre 2012 - 10:27
TwinerJack wrote...
i Just wanted to ask are you gonna / how you wanna do dual and multiclass for this remake. i allways play solo w/m/t and i wish to try this at Your remake. by the way, this is amazing what are you doing guys. im really exited to try this game
The Fighter/Mage/Thief is the Bard in 3.5E
1) At 10th level, you are getting 5th level spells. Wizards get them at 9th. Similar to a multiclass progression.
2) You get 6 skills per level, Rogues get 8. If you want Trapfinding, get 1 Rogue level and Able Learner, then Bard.
3) For the fighter part, you get Light Armor, Longsword and Shields (except Tower).
If you want more defense, raise Dexterity, use the AC Inspiration and/or take Medium Armor and Battle Caster to cast in Medium Armor and/or Mithral Full Plate with Mithral Heavy Shield.
Also Inspire Courage gives you +2 to attack and damage and with Song of the Heart, that becomes +3, before 10th level. So in terms of attack bonus, you are 1 level behind the Fighter.
4) For HP, you also get Inspire Regeneration at 7th level. UMD for wands and scrolls. And Cure Spells if you need them.
The only thing you miss is some Sneak Attack damage, which is not that great if you don't have someone to flank. Even if you constantly become invisible.
Who needs Sneak Attack when you have Insprire Courage and Sonic Weapon plus other Kaedrin goodies?
Going Dex-based, using two weapons, Sonic Weapon and maybe get Snowflake Wardance and here's your missing Sneak Attack damage on each hit.
A Rogue needs to be invisible, or stealthed or use Feint and doesn't work on SA-immune enemies, so it evens out.
So you get almost Fighter BAB (more with buffs and Snowflake Wardance), Rogue skills (higher with Inspire Competence), mage spells without scrolls (though you are more limited) and some divine spells.
Then add being able to use almost every item in the game with UMD and here's your solo build.
And since there would be no level cap, you will most likely go above level 10.
Late Edit: Dual and multiclassing is done through Able Learner and Prestige classes, by the way.
A 3.5 Bard can be a Blade, Skald and Jester at the same time.
A Stalker with Ranger/Scout plus the Swift Ambusher feat.
Fighter/Thief with straight Rogue with Weapon Finesse or Nightsong Enforcer.
Cleric/Thief with Shadowbane Stalker.
A Thief/Mage is done with Arcane Trickster or Daggerspell Mage or Rogue/Wizard with Able Learner.
Fighter/Mage with Eldritch Knight.
Berserker with Frenzied Berserker etc.
So no custom mechanics are needed for it.
Modifié par Luminus, 21 décembre 2012 - 03:37 .
#937
Posté 21 décembre 2012 - 01:21
I like many others will be waiting with baited breath for the release.
#938
Posté 21 décembre 2012 - 12:00
Modifié par TwinerJack, 21 décembre 2012 - 12:01 .
#939
Posté 31 décembre 2012 - 10:03
#940
Posté 04 janvier 2013 - 05:28







Also, I wanted to point out that 2013 will be the year that Baldur's Gate: Reloaded is finally released. Good year...
Modifié par drechner, 04 janvier 2013 - 06:31 .
#941
Posté 04 janvier 2013 - 08:34
#942
Posté 05 janvier 2013 - 02:09
drechner wrote...
Also, I wanted to point out that 2013 will be the year that Baldur's Gate: Reloaded is finally released. Good year...
Haha, that is what you said about 2007
#943
Posté 05 janvier 2013 - 04:39
"It will be done when it's done!"
#944
Posté 06 janvier 2013 - 01:50
I really like the way you mix the textures and use the terrain noise to get an almost real appearance for the ground and paths.
I can't wait to see these areas in game and to peek at them in the tool set to see how you came up with them.
#945
Posté 09 janvier 2013 - 10:10
#946
Posté 09 janvier 2013 - 10:23
Shallina wrote...
Everything from the original game is in, and even more since I finished the bugged and unfinished few quests of the original game that weren't functional but wich data were still here.
Everything didn't translate well, so when something didn't translate well, it wasn't thrown away, it was improved so it would be cool.
There is no need to ask if that thing or that thing is in game. It is, every little thing of the original is. Even the few that weren't discovered, or speaked of that I discovered while fetching in the data of the original game.
This may present a bit of a problem. The Icewind Dale mod, for example, includes (almost*) everything, but some of these things don't work; they have no carry-over in NWN2. The water nymph's appearance doesn't exist so she defaults as an elf in farmgirl clothes. One of the spirits in the Severed Hand carries a non-existent spear or staff; another gives you no reward (*because the uti is missing). The Iron Horn of Valhalla summons no one. And don't even try to use the Potion of Firebreath ... unless you want to crash for some reason. And many more.
It might be worth your while to go through the uti's, utc's, etc., and look for gaps.
Modifié par I_Raps, 09 janvier 2013 - 10:24 .
#947
Posté 10 janvier 2013 - 03:35
I_Raps wrote...
This may present a bit of a problem. The Icewind Dale mod, for example, includes (almost*) everything, but some of these things don't work; they have no carry-over in NWN2. The water nymph's appearance doesn't exist so she defaults as an elf in farmgirl clothes. One of the spirits in the Severed Hand carries a non-existent spear or staff; another gives you no reward (*because the uti is missing). The Iron Horn of Valhalla summons no one. And don't even try to use the Potion of Firebreath ... unless you want to crash for some reason. And many more.
It might be worth your while to go through the uti's, utc's, etc., and look for gaps.
Slowdive did an excellent job with that campaign, though it's so large in scope, it's difficult to squash every bug.
In BGR, we do have all the original content and added some additional, generally very minor, content where it made sense. We also made a lot of substitutions and altered things slightly to account for a new ruleset, limitations of the NWN2 engine, etc. BGR is *not* an exact copy of Baldur's Gate in 3D. Instead, it's the same story with the same quests, but things have been changed and (hopefully) improved where it makes sense.
Modifié par drechner, 10 janvier 2013 - 03:36 .
#948
Posté 10 janvier 2013 - 08:00
Drew becamme really strong with area making, while NWN2 scripting didn't kept scripting secrets from me.
I scripted several custom spells for the differents items and ability that didn't exist in NWN2.
You have to keep in mind that slowdive did everything by himself, with a project of that scope in order to finish it he had to compromise. He choose to not push the scripting too far. For BGR I was able to push the scripting further since I didn't have the area to make.
Modifié par Shallina, 10 janvier 2013 - 08:02 .
#949
Posté 12 janvier 2013 - 01:33
#950
Posté 19 janvier 2013 - 02:38





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