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Baldur's Gate II: Shadows of Amn Reloaded


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#176
Luminus

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Create a race-specific class designed to provide something comparable to an AD&D cleric-wizard and then you can reasonably balance it out with the other classes. The Adept class from the DnD v3.5 DMG can provide a useful model, if it gets perked up a bit.


It's the same with the Mystic Theurge and it was more or less the same with how Aerie was in BG2. She always lagged behind the other pure casters.

And I don't think it's possible. You cannot create new spellbooks in NwN2. Well, not without a new GUI. Kaedrin tried that.
And combining Cleric and Wizard spellbooks into one, would be far too much trouble that the half-baked Mystic Theurge seems a much better solution.


Or, here's another solution:
Give her the experience to be level 8-10 but when you find her she's only a Cleric 1/Wizard 1. So we get choose how to level her up.

If you want a mage, you go Cleric 1/Wizard 19.
If you want a Cleric, you go Cleric 19/Wizard 1.
If you want both, you enable the damn Mystic Theurge yourself. :P

I think that solution satisfies everyone and it's the simplest.
And also one class enables item usage of the other.



#177
rjshae

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It's the same with the Mystic Theurge and it was more or less the same with how Aerie was in BG2. She always lagged behind the other pure casters.

 

Only in the most general sense. In AD&D, cleric-wizards lagged behind by one level, which is why they were so darned effective. In the case of the Mystic Theurge, you'd be three levels behind. But that's still better than trailing by half your total spell levels.



#178
rjshae

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Not sure if this is feasible, but might it be possible to create a divine magic prestige class that allows the character to keep adding a pseudo-domain every few levels, then add a bunch of unique domains with themed arcane spells in each of the level slots? As the character advances, [s]he gains the ability to cast more and more arcane spells using divine spell slots.



#179
Dann-J

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Or, here's another solution:
Give her the experience to be level 8-10 but when you find her she's only a Cleric 1/Wizard 1. So we get choose how to level her up.

If you want a mage, you go Cleric 1/Wizard 19.
If you want a Cleric, you go Cleric 19/Wizard 1.
If you want both, you enable the damn Mystic Theurge yourself. :P

I think that solution satisfies everyone and it's the simplest.
And also one class enables item usage of the other.

 

I like that idea. The favoured class for avariel is cleric, so there wouldn't be any experience penalties either way.

 

You could also open her up to be able to take any class at all, like the Storm of Zehir cohorts. That would allow players to give her a prestige class if they wanted.



#180
Luminus

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I like that idea. The favoured class for avariel is cleric, so there wouldn't be any experience penalties either way.

 

You could also open her up to be able to take any class at all, like the Storm of Zehir cohorts. That would allow players to give her a prestige class if they wanted.

I think they will keep their classes locked because they're supposed to have their own character. Like the OC and MotB NPCs. And like BGR.
Even if they didn't make an avariel, a Moon/Sun Elf's favored class is Wizard so no xp penalties any way.

With my solution, if people want her to be a Cleric, she can use wizard scrolls, wands, staves, robes etc as a Cleric.
And if you want her to be a Wizard, she has Cleric wands, weapons, scrolls or making a Mithral/Duskwood Light Shield with no arcane spell failure or putting the Elven Chain on her.
Imagine a Wizard with a shield, a longsword (elf) and in elven chain.

In both cases, one level of one class opens up the items of the other with no UMD checks.

In the end, Kaldor will release his mod that makes all multiclassing possible, so it's not an issue.



#181
Guest_Iveforgotmypassword_*

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the time frame even if the same as bg exceeds Nwn2 s own existence and possibly my lifespan ;)


I'm not being negative but I did find this absolutely hilarious and possibly very true as we never know what is around the corner. Zombies could take over the world, aliens might enslave us all, solar flares could take out all electricity or maybe just a new fantasy rpg arrives that everybody starts playing or Microsoft comes out with an incompatible version of windows.

But good luck to all concerned with making it and I hope you manage to do so.
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#182
rjshae

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As the poet says, life is a journey, not a destination. As long as the hobby is enjoyable, we'll get something out of it even if it turns out the work is never finished.


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#183
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Very true indeed, I'm only remaking my first module every now and then ( definitely a lot more then than now as I haven't touched it in months and have done less than a quarter so far ) as I can't face another long haul project.

Four and a half years of being buried in the toolset is definitely enough for me so well done and lots of respect to the creators of this big campaign. Although it's a copy and they know where it's going, what to make and what the conversations are etc. that's one hell of a lot of placeables, items, grass, trees, textures, scripts, peasants and wandering whatevers... The list goes on.

#184
Arkalezth

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Very true indeed, I'm only remaking my first module every now and then

 

Off-topic, but do you mean Serene? If so, may I ask what you are remaking? I mean, there's always room for improvement, but I suppose there's only so much you can remake using a NWN2 module as a base.



#185
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Yes it is and all I'm doing is a cosmetic job on the areas and writing also making it all run smoother and I might add some bits and pieces too but nothing drastic. It's nice working on something that's finished because there's no rush at all and I don't have to test anything either. Also if I never finish it it's already finished anyway so it doesn't really matter and what I'm doing is just fiddling about with the toolset when I feel like it.

 

However the downside of having no points to reach or bits to complete is that at the rate I'm going at it'll probably be "the other module" that gets released in the year when this new Baldur's Gate one does or finished even later than this making it the longest module build in history, if you take into consideration when I first started the original :wacko:


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#186
BartjeD

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It would be a cool idea if we as a community could take BGR and BGR2 once its done and try to polish and develop it further. Like the SOZ holiday project. That would also generate publicity and players for the NWN2 community, akin to the Baldur's Gate Enhanced editions by Beamdog. (although I hear their Shadows of Amn version wasn't that good)



#187
andysks

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I play it as we talk and it's not bad. A few bugs, mainly with companions but I'd give it a try.
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#188
Kaldor Silverwand

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I think they will keep their classes locked because they're supposed to have their own character. Like the OC and MotB NPCs. And like BGR.
...
In the end, Kaldor will release his mod that makes all multiclassing possible, so it's not an issue.


Quoted for truth

#189
Luminus

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It would be a cool idea if we as a community could take BGR and BGR2 once its done and try to polish and develop it further. Like the SOZ holiday project. That would also generate publicity and players for the NWN2 community, akin to the Baldur's Gate Enhanced editions by Beamdog. (although I hear their Shadows of Amn version wasn't that good)

I actually would like see the companions of BGEE in BGR and SOAR.
Though they would suck since a low level monk is crappy, though better than BGEE, Wild Mage doesn't exist except with a mod and Dorn will have to be a Fighter/Blackguard or Hexblade/Blackguard for it to work.

About polish, I think it's already quite polished but it could use a couple of patches perhaps to smoothen everything out.



#190
PracticalKat

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I bought the original games (BG Complete and BG II with IWD I and II) in the latest GOG sale.  Having hacked around a bit with them I realise that I would far rather play them in NWN 2 than learn new (to me) rulesets and builds.  

 

What really struck me was how unforgiving BG and IWD are.  No easy source of heal potions or kits, and death is a serious thing. So the healing classes are far more important and play is more careful.  I've read these things, but it was something  else to experience.

 

Now cheerfully playing IWD in NWN2, and hoping that when I finish BGR that it won't be too long before SOAR comes out.  At the pace that I go through modules, it may well work out..  :P


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#191
drechner

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I haven't been here in a while, so I apologize for the prolonged silence. As some of you know, my PC died (it was six years old, so it was time to get a new one anyway), so I had to order parts and build a new one. The good news is that I absolutely love my new rig. The bad news is that I have no idea if areas in SOAR perform poorly any more :P

 

Regarding the EE companions or content, we won't be adding any of that to BGR or SOAR. If you want that content, you'll need to play the EEs :)

 

Regarding the release date, we have purposefully not communicated or really set one yet, though I will say we'd love to get it out before NWN2's 10th birthday. That being said, we're not going to release without a long beta period where we only focus on bug-fixes and not adding new content (like we did in BGR which wasn't great). If you'd like to help us speed-up this release date, please consider joining our team! :)


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#192
PJ156

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Just for your viewing pleasure here are the second and third levels of the skindancers in the bridge district. I'm doing all the interiors for AR05**  ;)

 

 skindancerlevel2_zps6ba7f3f1.jpg

 

Level II

 

skindancerlevel3_zps551fdb7e.jpg

 

Level III

 

The last area is how I imagined it to be i.e. a loading dock in one of the bridge tunnels. A bit more work needed on the lighting now I look at it again.

 

PJ

 

PS: Thanks to Rjshae for doing the walkmesh for the level 3 area, saved me a whole lot of baking fuss :)


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#193
rjshae

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Very nice work, PJ. The overall lighting level looks good, as do the brownish-red hues. It all looks quite plausible as a setting.

 

The areas I'd imagine are going to be a nightmare to create are the Beholder caves, what with the fibrous, organic shapes all over the walls and floor. Not sure how the team is going to pull that off easily. Perhaps a reskin of the caves tileset with some tendon placeables?

 

11-BG2SoAch32008.jpg


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#194
kamal_

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The stairs up in the first pic, are those available somewhere or are they SOAR made content?



#195
Shallina

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it 's a BCK stair i think.

 

At the moment our custom SOAR content is mostly texturing and roof.


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#196
PJ156

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It is BCK it's one of the stair options in the basic pack.

 

It's very nice but some banisters would be good. The stone ones are too big even for stone banisters :(

 

PJ



#197
PJ156

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Very nice work, PJ. The overall lighting level looks good, as do the brownish-red hues. It all looks quite plausible as a setting.

 

The areas I'd imagine are going to be a nightmare to create are the Beholder caves, what with the fibrous, organic shapes all over the walls and floor. Not sure how the team is going to pull that off easily. Perhaps a reskin of the caves tileset with some tendon placeables?

 

 

 

Thanks, 

 

I think you're right an new tile set would be in order but that's a lot of work. There's been a re-texture of the caves has there not. I thought you did that one?

 

PJ



#198
rjshae

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Thanks, 

 

I think you're right an new tile set would be in order but that's a lot of work. There's been a re-texture of the caves has there not. I thought you did that one?

 

Kamal_ has a set of tileset retextures, but I'm not sure he's got one quite like that. Yes, doing a full tileset like that would be hard because of all the organic shapes (although the Lava Tunnel tileset has some similarities to the overall shape). It'd probably be easier to have a BCK-like approach using a bunch of tendon-like placeables. Either way it's going to be a bunch of work.



#199
kamal_

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Kamal_ has a set of tileset retextures, but I'm not sure he's got one quite like that. Yes, doing a full tileset like that would be hard because of all the organic shapes (although the Lava Tunnel tileset has some similarities to the overall shape). It'd probably be easier to have a BCK-like approach using a bunch of tendon-like placeables. Either way it's going to be a bunch of work.

I don't remember anything like that in my pack, but adding new textures for tilesets is fortunately simple. It should be no problem for the SOAR team to add one once they find a texture they like for use.



#200
Eguintir Eligard

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Beholder caves textures were made for the soz holiday project. Also the nwn1 beholder caves were ported here a few months ago