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  • Saulus
    replied
    Originally posted by MadSeer View Post
    Figured emulating PnP ruleset would be more in line. Almost makes Death Ward obsolete if it doesn't counter one of the strongest instant death spell.
    Does this affect Berserker Frenzy too ?
    Death ward is supposed to allow you to be immune to direct death attacks. Also if it's obsolete I can just remove it if that's what everyone thinks.

    In implosion it is the vortex, not the caster that kills. It was one of the few cases where you can't be immune to the death effect. No other spells have been modified with the exception of implosion in this regard.

    Leave a comment:


  • MadSeer
    replied
    Originally posted by Saulus View Post
    Because in many cases it was a more hardcore ruleset.
    Figured emulating PnP ruleset would be more in line. Almost makes Death Ward obsolete if it doesn't counter one of the strongest instant death spell.
    Does this affect Berserker Frenzy too ?

    Leave a comment:


  • BedlamX
    replied
    Originally posted by Zoberraz View Post
    I noticed the Veritas have a much higher AC now.

    If the intent was to provide a deterrent to single, powerful individuals to go and smack them around without a group... I think I can attest that it is working very well.

    lol...if you don't have spells or at least a +35 AB...best to avoid the bosses even if in a good-sized group. No idea what armor the Corporals are wearing now...but I want a set. I was missing on rolls in the lower 40s (not bad at all with no shield).

    Leave a comment:


  • Zoberraz
    replied
    I noticed the Veritas have a much higher AC now.

    If the intent was to provide a deterrent to single, powerful individuals to go and smack them around without a group... I think I can attest that it is working very well.

    Leave a comment:


  • Saulus
    replied
    Originally posted by The Almight Red View Post
    Any particular reason why it's important to emulate NWN1 effects with spell mechanics?
    Because in many cases it was a more hardcore ruleset.

    Leave a comment:


  • The Almight Red
    replied
    Originally posted by Saulus
    - Implosion cannot be resisted by death ward. This brings Implosion back in line with its functionality in NWN1.
    Any particular reason why it's important to emulate NWN1 effects with spell mechanics?

    Leave a comment:


  • Saulus
    started a topic Update Released

    Update Released

    This is mostly a bugfix release, a few minor fixes and updates to existing areas.

    - Starting area has been moved to the Gate of the Sunderer, introduction is shorter
    - New encounters added around the Gate/Valley area, along with new loot tables
    - Dark Advent crypt has had custom loot tables updated for NPCs and containers

    Of note I have modified the functionality of two spells:

    - Implosion cannot be resisted by death ward. This brings Implosion back in line with its functionality in NWN1. (+3 DC bonus has been removed)
    - Undeath to Death can only affect undead PCs which are a lower level than you, regular creatures are not restricted by level.
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