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Legends of Verssavis--Athena's Gambit--Chapter One


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#76
Eguintir Eligard

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Meat idea sounds smart. Limited spell recovery. But returning to the inn sounds just as good.



#77
Arkalezth

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Meat, camp supplies or some other item being required to rest outdoors works fine. I've seen it in several modules.

 

I'm not too convinced about the inn warp option, personally. RP wise, I think it depends on how far you are from the inn. If you're several hours away and need to rest, it would make more sense to find a suitable place to camp. Unless you have a magical way to actually teleport there, as in NWN1's OC. Mechanically, it would involve unnecessary load screens, and my advice would be to avoid those.

 

Islander has a system like that and I personally don't like it (though the inn cutscenes are nice), especially because resting isn't allowed in the actual inn! If I were inside the inn and wanted to rest, I would have to go outside and press the rest button in order to teleport to the inn to rest... which doesn't make any sense. I wonder if it was an oversight, or related to the cutscenes somehow.

 

And while we're at it, another resting system I dislike is Harp and Chrysantemum's. It has a couple of free resting zones, which is fine, but if you rest elsewhere, you'll gain less experience than if you don't (i.e. you gain bonus XP after completing quests without resting in non-free zones).

 

In short, any resting system is fine for me as long as it makes sense and isn't too annoying or punishing mechanically.



#78
Eguintir Eligard

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The main thing I am finding difficulty with in this module is just what classes to be. For example, I have a level 1 rogue 4 barbarian, and a level 6 cleric companion.

 

I chose the feat to make magic items but now I can't make magic armor to give us some actual +1 or +anything weapons and armor.

 

It just seems very difficult to chose a proper class lay out without further advice.

 

On that note, I see nothing wrong with a few tips in the starting lobby, as I certainly used them in Islander.

 

For example you could definitely say "find a way to get the craft arms and armor feat if you want any hope of magic weaponry".

The player can figure out their class combo from there but at least they know the critical things they need, since it is unique to this module.

 

Myself for example, I gave tips such as "magic weapons should be kept not sold... feats with weapon specific ties are not recommended. The switching of weapon

types will be necessary and frequent, and the game is balanced for this."

 

I continue this module now



#79
Nemo_Studio

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I just released the 2.00 version:

 

- Minor cosmetic changes. (Banners at the City's gates and Road markers in the "North Road Area".

- Meat System implemented and tested: You can spend 1 meat to camp anywhere (Including dungeon.) but not in town or around monsters or during certain dangerous situations. (Hopefully, there isn't too many bugs.)

- Insta-travel system improved. There were some bugs. You can travel from anywhere to anywhere but from dungeons or from dangerous situations or from the proximity of monsters.

- More of the game has been translated in French. I'm still not done. (God I never thought it would take me this long!)

 

I hope the rest problem will be solved with insta-travel and the "Tent"-like "Meat".

 

 

The main thing I am finding difficulty with in this module is just what classes to be. For example, I have a level 1 rogue 4 barbarian, and a level 6 cleric companion.

 

I chose the feat to make magic items but now I can't make magic armor to give us some actual +1 or +anything weapons and armor.

 

It just seems very difficult to chose a proper class lay out without further advice.

 

On that note, I see nothing wrong with a few tips in the starting lobby, as I certainly used them in Islander.

 

For example you could definitely say "find a way to get the craft arms and armor feat if you want any hope of magic weaponry".

The player can figure out their class combo from there but at least they know the critical things they need, since it is unique to this module.

 

Myself for example, I gave tips such as "magic weapons should be kept not sold... feats with weapon specific ties are not recommended. The switching of weapon

types will be necessary and frequent, and the game is balanced for this."

 

I continue this module now

 

I've already put some recommendations in my module's description, do you think I should put them somewhere in the intro? (Maybe in Athena's conversation.)

 

I found that the paladin, bard, druid, warlock, cleric, favored soul to be the most easy to use classes for this module since they are not-so-squishy spell casters. There is sure to be some interesting multiclass combos to try, I would look for solo builds FAQs to do that.


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#80
rjshae

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I was thinking that it might add some color to have a wily old, cantankerous retired adventurer sitting in a pub who you can talk to. After you feed him ale, you can ask for helpful adventuring hints and receive useful suggestions. Then in the release notes, just say to talk to the old man in the pub for game play guidance.

 

Not sure that would fit in your module. It's just a thought...



#81
Nemo_Studio

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I was thinking that it might add some color to have a wily old, cantankerous retired adventurer sitting in a pub who you can talk to. After you feed him ale, you can ask for helpful adventuring hints and receive useful suggestions. Then in the release notes, just say to talk to the old man in the pub for game play guidance.

 

That's a good idea I already have a talkative Garn (Gray Dwarf) in the tavern. 

 

Although, I wonder if I shouldn't just write a little character creation FAQ for this mod.



#82
rjshae

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A FAQ would be helpful, but I think that gaining information about the local conditions (such as scarcity of certain crafting goods) through conversation with the residents provides a sense of role-playing.



#83
Jezla

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I agree with Bob, that background info is best given via NPC's that are not part of the main story.  I started playing this module the other day, and one critique I have is that the conversations at the beginning have too much background info.  It might be useful information, but it makes the convos long to read through, and some players may not have the patience.  I think it's best to limit story NPC's to necessary exposition, and leave stuff like setting and background info to non-story NPC's and object descriptions.  That's the route I took with Lowena, and I think it serves multiple purposes:

 

1) It allows the player some control over their level of immersion.

2) It's less frustrating for impatient players.

3) It encourages and rewards exploration.

4) It also makes debugging story convos easier, as there are less non-essential lines of dialogue to go through.

 

I'm also not a big fan of crafting, but I'll try not to let that impede my progress through your mod.

 

Oh, and congratulations are also in order.  It's no mean feat to get something done and playable with this toolset.  Making it bilingual is an additional accomplishment.

 

Try not to take any advice, suggestions, and criticisms too personally.  Everyone's preferences are different, but carefully considering each idea will make you a better module builder.


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#84
Nemo_Studio

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In the Intro, I just added a little character creation FAQ right after the module ask in what language you want the game to be.

 

========

 

On crafting:

 

Crafting is *HEAVILY* supported as you will find very little affordable or free magical equipments in this campaign. It is suggested to start small with self-made iron, leather and wood weaponry and armours. You will find, later, better material to craft gear with (Keep your eyes peeled.). If you want to be able to enchant your weapons, keep in mind that only 3rd level casters (Not Class level, but *Casting* level.) can earn the "Craft Magic Arms and Armor" feat.

 

Furthermore, the crafting in this campaign makes use of the "Essences" items from MOTB which means that the "Craft Alchemy" skill is a must. Also, the recipes books can be found in the magic shop. Finally, while making your arsenal, do not forget that certain enemies are resistant to certain types of damage as well as certain types of material while being vulnerable to certain types of damage or certain types of material.

 

 

On classes:

 

The classes that are better suited for this mod are the none-too-squishy types of spellcasters, like Bards, Clerics, Druids, Favored Souls and Warlocks. There are two reasons for this.

 

The first is that this campaign relies *HEAVILY* on crafting and each of these classes gives, at the 6th class level, the opportunity of taking the feat "Craft Magic Arms and Armors". (Note that the squishy Wizard can gets this feat as early as his 5th class level if you want to risk it.)

 

The second is that the size of your party, for this campaign, will be of only two characters and both will need to carry their weights in combat. Squishy characters will be difficult to use, but again, nothing is impossible to a clever mind.

 

===========

 

Do you guys think that is enough?



#85
Arkalezth

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I think it's fine, though if all you can get from crafting is a +1 enhancement, some classes can just use spells for the same effect, and avoid complications.
 

It is suggested to start small with self-made iron, leather and wood weaponry and armours.

 

Does this mean that you need to craft your basic gear? Or can you just find it/buy it in a shop?

 

Perhaps you should mention the companion's class (I think you did in the original post).



#86
Nemo_Studio

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I think it's fine, though it all you can get from crafting is a +1 enhancement, some classes can just use spells for the same effect, and avoid complications.
 

Does this mean that you need to craft your basic gear? Or can you just find it/buy it in a shop?

 

Perhaps you should mention the companion's class (I think you did in the original post).

 

I did in the module description, but you're right, I'll add it to the intro.

 

You can buy basic gear at store, but their price are rather high. It is much cheaper to craft them.



#87
Nemo_Studio

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I'm sorry if that question seems to be a little newbish, but are there more forums or download sites where I could announce or publish my mods?



#88
Tchos

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There's NexusMods and its forum.  You already know of both Vaults, so...



#89
rjshae

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There's a Steam forum for NWN2. I haven't tried it, but people have been posting there about PW sites so it might be worth a try. Another possibility is the NWN series GOG forum.



#90
kamal_

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There's a Steam forum for NWN2. I haven't tried it, but people have been posting there about PW sites so it might be worth a try. Another possibility is the NWN series GOG forum.

The Steam forum for nwn2 is basically dead since they don't sell it anymore.



#91
Tchos

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I second Bob's suggestion for the GOG forum.  They have both games mixed in there indiscriminately, so you'll have to specify in your subject line which game the module is for, but GOG is a high profile site, and NWN2 is one of their top sellers (currently the #1 on the list).



#92
Dann-J

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I've finally got around to starting this campaign, and have one major gripe:

 

If you insist on putting lights inside those decorative lamps, make sure you don't have them cast shadows. Otherwise multiple sets of shadows from the perforated light shades add together to make the room almost completely dark, and play havok with frame rates.

 

The moment the campaign started, I was in an almost completely dark room with the worst frame rates I've ever experienced on my current computer. That's not a good first impression!

 

 

My only other gripe is a minor one. A lot of creatures seem to be set so their corpses don't decay. This is fine in many instances, but those persistent mummy corpses in the snakefolk temple retain their aura even when dead. That makes them very annoying to walk past, even after they've been defeated.



#93
Tchos

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At the very least, make sure that any lights that cast shadows are not set to a shadow intensity of 1 (100% black).  Make it between 0.4 - 0.7.  And use the shadow preview setting in the toolset so you can see what it looks like.


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#94
Nemo_Studio

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@ DannJ, Tchos

Thank you for your feedbacks.  :) I didn't knew that these lights would cause problem. Very sorry.

 

For those who finished campaign or are half-way through: How's the story?



#95
kamal_

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This is one of the problems with the SLS, the author's prefab lights tend to have shadow intensity set to 1.



#96
Dann-J

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I always turn shadow casting off for interior lighting, unless it's replicating sunlight streaming down from an entrance in an otherwise dark underground area.

 

In real-world interior areas, ambient light bouncing off walls tends to reduce or completely negate shadows. Plus you'll get light coming in through windows.



#97
rjshae

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I'm sorry if that question seems to be a little newbish, but are there more forums or download sites where I could announce or publish my mods?

 

Another possibility for announcing your mod is the ModDB site.



#98
Eguintir Eligard

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I am back at this game after a bit of a pause. Could you message me what to do with the "Head Game" quest.

 

I'm at the stage where it says I have to discover who is the bad guy based on the evidence I have. Unfortunately with a week or so since I played, I don't remember what evidence I have.

 

This might be a chance to update this journal description too to tell you where to go so people who took a pause can continue on ;)



#99
Nemo_Studio

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I am back at this game after a bit of a pause. Could you message me what to do with the "Head Game" quest.

 

I'm at the stage where it says I have to discover who is the bad guy based on the evidence I have. Unfortunately with a week or so since I played, I don't remember what evidence I have.

 

This might be a chance to update this journal description too to tell you where to go so people who took a pause can continue on ;)

 

I'm sorry if I didn't replied earlier. Summer jobs are very time consuming. :)

 

As for what to do: Like in any good private dick story, I'd suggest to shoot the **** with the barkeep. Ask about rumors and he'll point you out to someone wearing a "red armor" within his tavern (Hint: she's situated in one of the corner of the "Shrine".) 



#100
Dann-J

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There's another chatty fellow in the tavern (close to the bartender) who also seems to be wearing red. It took me a while to realise he wasn't the one I should be talking to.

 

I only managed to finish this chapter by cheating in the final fight. The kobold always died within five seconds of any fight, so it was just my fighter facing everyone by himself. I very nearly made it once - I retreated through the house and fought one or two of them at a time in doorways. I ran out of healing potions and kits with just one 'nearly dead' enemy remaining (the one with the falchion), and didn't have a save point before entering the house.

 

Out of frustration (largely caused by the overly-long cut scene conversation I had to endure with each reload), I created an item that casts a Gate spell and gave it to my character via the console. That certainly did the trick. :P