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Post by Badwater on Jan 11, 2012 19:29:39 GMT -5
When I had to reinstall my operating system, I lost all the bookmarks of interesting things to be adding to T2 (and in some cases T1 as well). I have now gone through pages and pages of stuff and I think I found everything that I thought was interesting, plus a couple that I missed.
I'm going to be looking at global modifications first - the things that affect PC play, abilities and classes, and module customizations.
Next I will look at area customizations on an as needed basis; that is, the things that suit whatever building ideas I have in mind. An example is The Forgotten World, where magic won't work.
Lastly, there are creature customizations and other fun stuff.
So, in the next couple of weeks, I'm going to be testing and updating T2 based on whether I like a customization, and going global to local.
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Post by Badwater on Feb 1, 2012 6:54:30 GMT -5
I will have an update probably tomorrow.
So far I've successfully worked out the issues with my no-magic zone. It's working in testing and next is to make sure it's working on T2.
Other corrections and whatnot have been implemented, it's just a matter of getting enough on T2 to upload.
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Post by Badwater on Feb 2, 2012 6:18:41 GMT -5
I don't know if I'll have a T2 update before I go to bed, but probably not. I'm working on a bunch of new creatures - maybe 15 or more in all. They will be going into The Forgotten World; an ambitious gaming experience with at least 7 new areas. I'm making progress but I doubt I'll have it in. I think I'll be doing good if I'm getting all these critters more or less tested before I go to bed. I may try to get a picture or two up before I hit it.
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Post by Badwater on Feb 2, 2012 8:56:53 GMT -5
Well, rather than download someone else's lame ideas, I came up with about 12 new critters of my own. In a lot of ways, they are evil. Since when did I ever make it easy on adventurers? I'm happy in that I think I have a starting point. I still think I'll have to make a character that can actually travel in many of the areas I'm making, because a level 10 just ain't gonna cut it. More soon. This is gonna be quite EVAL.
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Post by Badwater on Feb 5, 2012 16:35:08 GMT -5
Technical problems are causing a delay in T2's updating. Not sure at this point when it will be resolved.
*Update* Still working on a technical issue. I'm making other changes but the T2 update is still waiting on the big stuff.
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Post by Badwater on Feb 11, 2012 16:24:34 GMT -5
The Forgotten World was a big project that is finally in. I have not placed any loot there yet...I think that maybe I should tag along as a DM with any players that want to venture in there. Things like resurrection and raise dead will not work! Any player that dies will be forced to respawn. I've raised the CR on monsters there to account for some of this but I'll have to see in play how things work out. Next I will be adding: - Some more specialty merchants. I've been adding them slowly here and there. I think next I will add some level based merchants. - I will be expanding the Orsha Swamp to include a lizardfolk encampment. - I will add the beginnings of what I have in mind for getting to The Underdark. The Underdark will be one way of getting from the mainland to the island of Alerra. There will be some clear reasons for this.... - The Hammerfall Mines will be expanded upon. You'll probably be encountering Duergar in order to get to some of the better gems and ore in there. - There will be a great desert south of the Dragonback Range. This desert will have heat effects; that is to say, you'll need supplies of water to survive there. It will get even more intense if you're inside a volcano. And you'll need to survive the volcano to get at the red dragon. It'll be wonderful fun! - Then off in the east will be a land of the Undead. More on that later...I'll be getting these other things in first.
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Post by Badwater on Feb 15, 2012 16:03:50 GMT -5
I'm working on a specific issue at the moment. Basically, I want to maximize customization of merchants so I'm asking the NWN community if anything resembling what I have in mind exists.
When I have a yea or nay on that, I will update T2 with some fixes, more merchants, and an expansion of the Valahna area.
I will be fixing some conversations and the quest on Hundevolk Island.
I will be looking to add some more adventuring content in the next couple of days as well.
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Post by Badwater on Feb 15, 2012 16:06:16 GMT -5
The Forgotten World was a big project that is finally in. I have not placed any loot there yet...I think that maybe I should tag along as a DM with any players that want to venture in there. Things like resurrection and raise dead will not work! Any player that dies will be forced to respawn. I've raised the CR on monsters there to account for some of this but I'll have to see in play how things work out. Next I will be adding: - Some more specialty merchants. I've been adding them slowly here and there. I think next I will add some level based merchants. - I will be expanding the Orsha Swamp to include a lizardfolk encampment. - I will add the beginnings of what I have in mind for getting to The Underdark. The Underdark will be one way of getting from the mainland to the island of Alerra. There will be some clear reasons for this.... - The Hammerfall Mines will be expanded upon. You'll probably be encountering Duergar in order to get to some of the better gems and ore in there. - There will be a great desert south of the Dragonback Range. This desert will have heat effects; that is to say, you'll need supplies of water to survive there. It will get even more intense if you're inside a volcano. And you'll need to survive the volcano to get at the red dragon. It'll be wonderful fun! - Then off in the east will be a land of the Undead. More on that later...I'll be getting these other things in first. Silly me, I forgot to mention the Titans.
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Post by Badwater on Feb 28, 2012 19:17:50 GMT -5
I am currently testing a script that will introduce Desert Heat. This will go in the desert areas I will be building next.
The basic idea is that in the desert you will need water lest you suffer the effects of dehydration. Getting empty water bottles will be a good idea and I will have some available at general merchants in the cities and villages close to, or in, a desert area.
If not already filled, you will have to put water in your empty bottles. There will be sources of water in the desert areas, but there also may be bad water! Mwah ah ah ah ah!......water that causes disease or is poisoned is BADWATER! It will be a good idea to have antidote and healing kits or remove disease scrolls, or have a cleric handy.
The effects of desert heat will be reduced at night, when it is cooler. If you're in a place with severe heat effects then you might consider kicking back in a cave until nightfall.
I will have more as I build and this goes in.
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Post by Edohvi on Feb 28, 2012 22:28:13 GMT -5
Sounds kewl! I have a working weather system. It is global with climates for different areas and I actually just finished adding 3 more climates I felt it needed
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Post by Badwater on Feb 29, 2012 15:47:31 GMT -5
I saw that and opted not to go with it. In the course of deciding what to add for resources, I've not added many things that are kinda neat, or sound ok on paper, or didn't bear out in testing, that just aren't worthwhile. In this case I really didn't think that players were going to notice any uniformity in the weather based on region. Also, I would have been more impressed if there was variation within an area. And just because I'm traveling in a region doesn't mean the weather will be uniform...ultimately, it was not worth spending the resources. But the biggest consideration was that players wouldn't notice. Logical weather? Meh, I'm killing things, didn't notice. Freezing to death? Hold on a sec, Chumly - NOW you have my attention.
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Post by Edohvi on Feb 29, 2012 21:21:34 GMT -5
I can see what you're saying but the players will notice what I'm working with... reduction in movement for a time, possible death from the weather and the weather patterns are not so uniform that where it is raining or freezing or blisteringly hot in 1 area, the next is the exact same. When I first started working with this system, I held doubts that I would use it but after seeing it in use on my test PCs and the challenges it can pose, I like it for the RP feel and actual effect
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Post by Badwater on Mar 2, 2012 12:59:49 GMT -5
Later on tonight I'll be adding the first installment of The Great Desert. Eventually The Great Desert will be the means of getting to an old ruined town or city (undead), will have a volcano (dragon), quicksand (pits), and you'll be able to get to a giant fortress (Titans). There will also be lots and lots of sand. The volcano and Titans will definitely be epic areas. I'm going to make them rough and tumble. The ruins will be sub-epic. Epic undead areas will be elsewhere.
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Post by Badwater on Mar 16, 2012 7:10:59 GMT -5
Tonight, after I celebrate my darling daughter's 13th birthday, I will be looking hard at T2. If I don't have it up at some point tonight then I have Mon and Tue off so it'll only be down for a few more days at most.
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Post by Badwater on Mar 18, 2012 20:49:31 GMT -5
In the next couple of days I'll be adding content to the desert and adding some more specialized merchants in the major towns. I will take a look at and fix the quest on Hundevolk Island. Now that the major home cities are in place, I will add a merchant trading quest - similar to what was in Lomatin on T1, but more expanded. Be forewarned that this will not give you xp for simply being in the party!
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