So it seems you had a blast - I can't wait to explore the new areas, and solve the mystery of I get access to the city!
I'm a bit confused though. I had the impression that the update was mostly a cosmetic and historical one. Meaning that there's new and updated areas and the pace of time is represented in the world. Like there's a new kind of guard in sestra now
But what of the mechanical changes?
This is rather extensive list - which looks great, but note the word some.Will there be an update log? I am well aware of the work put into this, and I hope I'm not coming across as needy. I know the greatest part of the update both in size and expectation is the story and the progression of Sundren. And I'm really looking forward to explore! But reading the kudos thread among others, leaves me slightly confused. Did the update bring new classes? Did some class-features change?
I'm a bit confused though. I had the impression that the update was mostly a cosmetic and historical one. Meaning that there's new and updated areas and the pace of time is represented in the world. Like there's a new kind of guard in sestra now
But what of the mechanical changes?
here's some of the things you can expect:
- Two entirely new dungeons on both ends of the level spectrum
- A completely re-envisioned Sundren-City from (under) the ground up, along with its own world map
- All Encounters on Sundren redesigned to fall into combat categories of Common/Elite/Champion/Boss/Epic Boss, with color
coding to easily identity difficulty and potential rewards
- Encounters will require more diverse party composition, remaining challenging without alienating favorable styles of play (ie melee builds)
- Less likelihood of encounters spawning on top of you, or running into another player's 'trash' spawns
- Custom loot tables for all encounters that reflect creature difficulty (risk vs reward)
- New equipment available in standard & faction stores
- Completely new intro experience for starting characters
- Rest zones become available only in Inns/Taverns, Faction HQs, and Temples (other small exceptions may apply, ie easter egg rest spots)
- Personal player storage (the same as inns) becomes available at Faction HQs and the Temple of Waukeen
- Additional custom content & architecture assets to further define a unique look and feel that differs from the NWN2 campaign
- New low level quests to help mitigate excessive grinding to gain levels
- Each and every zone in Sundren will be 'tweaked' to reflect the history and changes over the years, along with recent events
- Many miscellaneous bugfixes
- Two entirely new dungeons on both ends of the level spectrum
- A completely re-envisioned Sundren-City from (under) the ground up, along with its own world map
- All Encounters on Sundren redesigned to fall into combat categories of Common/Elite/Champion/Boss/Epic Boss, with color
coding to easily identity difficulty and potential rewards
- Encounters will require more diverse party composition, remaining challenging without alienating favorable styles of play (ie melee builds)
- Less likelihood of encounters spawning on top of you, or running into another player's 'trash' spawns
- Custom loot tables for all encounters that reflect creature difficulty (risk vs reward)
- New equipment available in standard & faction stores
- Completely new intro experience for starting characters
- Rest zones become available only in Inns/Taverns, Faction HQs, and Temples (other small exceptions may apply, ie easter egg rest spots)
- Personal player storage (the same as inns) becomes available at Faction HQs and the Temple of Waukeen
- Additional custom content & architecture assets to further define a unique look and feel that differs from the NWN2 campaign
- New low level quests to help mitigate excessive grinding to gain levels
- Each and every zone in Sundren will be 'tweaked' to reflect the history and changes over the years, along with recent events
- Many miscellaneous bugfixes
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