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Messages - allatum

#1
Clerics tend to be punished the most in this regard, yes, considering their entire combat potency is reliant on short duration buffs of Divine Favor, Divine Power, and Crusade (or Recitation at lower levels.) It's an incredible turn off for bringing a cleric to an event where there's lots of Dispels, and/or lots of waiting, and no resting at all allowed.

I've seen servers put in a lot of script work to make buffs a lot more forgiving for 'non-single combat' buffs. Scars of Risenholm, for example, had a very neat idea of making long duration buffs only tic down during combat. Meaning their duration paused out of combat and to counterbalance this, every spell had a fixed duration. It's a lot of work to balance any spell durations, given just adjusting the in-game clock to be longer only affects hour duration spells, and not turn/minute, or round duration.

In all, while I like Risenholm's system a lot, I think this issue is more in how lenient or not a given DM may be in an event, and how they generally plan their events to go, and not so much this server's implantation of spell durations. I'm more in favor of politely requesting forethought on rest vs no rest events rather than asking the workload of spell changes.
#2
Player Announcements / Happy B-day FaeFae!!!!
Jan 13, 2018, 01:18 PM
Yay! Happy Birthday
#3
They have a flexible 'roadmap' that includes improvements that can be voted on. They take suggestions from their own forums.

Trello Roadmap

NWN:EE forums
#4
Suggestions Archive / Fixing Silverstar
Dec 07, 2017, 07:47 AM
Cool! Thanks a lot
#5
Suggestions Archive / Fixing Silverstar
Dec 06, 2017, 04:53 PM
Ever since the odd bugs with databases on CD turned into just not bothering, some classes have had rather prominent features broken. The one I know most about is Silverstar's "Moon's Hand"

Any Mace Wielded by a 3rd level Silverstar is treated as if it were a +1 enchantment +1d6 electrical weapon. At 6th level, the enchantment bonus increases to +2, and at 9th level the electrical damage increases to 1d10.


Now I don't expect an easy return of the whole on-equip script. However I imagine that it wouldn't be impossible to take parts of scripting from Greater Magic Weapon and convert Moon's Hand into an activated, self-targeting feat that could bestow these effects on a 24 hour duration, with an unlimited number of casts.
#6
*Strums lute aggressively*
#7
For people hurfdurfing on graphics and all. There is one very important they are doing and that is implementing full shader support. What does that mean you may ask?

Well, this is a full-screen Vertex shader from Minecraft:



and this is the reply I got when I asked if the game would be able to support this crazy level of alteration:

Hello Allatum,

we're currently supporting full-screen shaders (like the acid one you linked) and texture shaders (material shaders). Both of them are in the early stages, so configuring them from scripting is not implemented yet - but that's something that will eventually happen!


If you don't know much about shaders, there are two major types: Vertex and Pixel (bump map,) and supporting scripting for them means you can accomplish a lot of tweaks to make the game look much better (or very trippy) without needing to up polygon counts on everything
#8
Ballistic_Dummy Avatar
It looks to me like the UI was scaled and they added depth of field, essentially it is the same game, not sure if worth the money.


if you look at it that way then base NWN was never worth the money. They're already got a lot of stuff planned that's only going to see players benefit from skilled development on modules/servers. Like making it so you won't need overrides to have custom base classes, since haks will pre-load. What remains to be seen is if they'll work out an autodownloader.
#9
The EE is going to be on Steam. So in the long run, unless people are real diehard about the original client, you're likely to see more server traffic out of a switch.
#10
Release Notes

Nice Fixes:
  • • Fixed aggressive removal of spell uses for bards/
    sorcerers when charisma bonus is removed from
    the character
  • Fixed an issue where placeables could get stuck
    open/closed
  • Weapon Focus (Trident) should now work
    properly (Which means custom weapons may be possible, sometime?)
  • Ensure that the module's desired HAK and TLK
    files are loaded before we attempt to start character
    creation within a multiplayer module (allows
    servers to specify their own set of additional base
    classes, races, et cetera)
  • Area of Effect objects now move each time
    their creature moves (to prevent creatures from
    outrunning their own auras in busy areas).
  • Custom-content added base classes can now be
    selected during character creation


#11
You'll need NWN EE to play on EE servers, so any server that updates will have to depend on all of its players making the switch too. Otherwise things should be compatible (I.E transfering the module/haks)

Everything will be 64 bit, and they're apparently fixing a lot of old bugs and default stack values.

It also sounds like they are opening up some of the hardcoded stuff, but no word on what exactly, yet.

In all, I'll buy it for 20 bux. At the very least the move could lead to more server traffic, which is rarely a bad thing
#12
Suggestions Archive / Archers need love.
Aug 26, 2017, 07:38 AM
Don't thrown weapons already do damage based off of strength? I'm fairly sure they do. I'm not sure about slings though. As for extra damage on bows, doing Keen, alongside Mighty Crit bonuses may be a nice addition.
#13
General Discussion / CD people sound off!!!
Aug 23, 2017, 07:08 PM
Hi, I log in sometimes.
#14
Suggestions Archive / Alter Self - Suggestion
Jun 24, 2017, 05:55 AM
The actual scripts to change a character model on that level involves using customized Visual Effects I think. It's neat but complicated.
#15
Suggestions Archive / Hak Update suggestions
May 15, 2017, 07:48 PM
Also to be old-hat. Could Druids get some of their elemental shapes a pass over for what item properties can merge? As it stands the class is getting some nice additions but it's still lackluster in a lot of places - Arcane casters do control and damage spells a lot better, clerics heal and buff better.... and (default) animal companions are subpar on a server with as much gearing as this one's got.