Any good PWs where you don't have to roleplay and can just play?
Can anyone suggest any modules that are text and dialogue heavy? I'm spent in trying to look on my own. To this day, I believe that the Bastard of Kosigan was the best module series I've played.
English was just fine for me. I was there before episode 4 was even translated.Do you speak French? I found the English version unplayable.
Army of one. The aielund saga is effectively hack and slash with plot.Best hack & slash modules?
And the full notes: https://nwn.beamdog.net/docs/#changelogHighlights
- Spells and spell-like abilities now display a targeting indicator displaying their range and, if appropriate, their AOE shape and size.
- Added support for up to 8 multiclasses, configurable per-module.
- Improved area load times by up to 100x!
- Added an in-game News UI that shows upcoming patches and community news.
- NUI windows will no longer break input to the game (WASD, drag&drop).
- Added a new "Toon" postprocessing shader.
- Hundreds of new functions and goodies for module builders.
- Hundreds of bugfixes and optimizations.
All sounds like healthy Incline to me (less so the news UI), but I just hope they fixed the bloody POST_ waypoints. EDIT: "Fixed creatures facing east when standing on _POST waypoints." Thank you!Beamdog's actually still kicking, they put out a new (beta) patch after more than a year since the previous one.
And the full notes: https://nwn.beamdog.net/docs/#changelogHighlights
- Spells and spell-like abilities now display a targeting indicator displaying their range and, if appropriate, their AOE shape and size.
- Added support for up to 8 multiclasses, configurable per-module.
- Improved area load times by up to 100x!
- Added an in-game News UI that shows upcoming patches and community news.
- NUI windows will no longer break input to the game (WASD, drag&drop).
- Added a new "Toon" postprocessing shader.
- Hundreds of new functions and goodies for module builders.
- Hundreds of bugfixes and optimizations.
Best hack & slash modules?
I started the Prophet module... Is there a type of "prologue" module I can play beforehand or are you just meant to fill it out yourself?
... - The class number seem to just be unhardcoded, you're still limited to 3 by default...
Uh why bother? No backstory you make up will have any effect on the the plot you're running now.because I can't quite figure out a good enough backstory for my character, especially for a complicated story module
Uh why bother? No backstory you make up will have any effect on the the plot you're running now.because I can't quite figure out a good enough backstory for my character, especially for a complicated story module
Roleplaying.Uh why bother? No backstory you make up will have any effect on the the plot you're running now.because I can't quite figure out a good enough backstory for my character, especially for a complicated story module
I don't want to stomp all over your sandcastle*, so to speak, but veering more towards LARPing innit? I don't see that having anything more than a character concept that informs decisions you take ingame is required.Roleplaying.Uh why bother? No backstory you make up will have any effect on the the plot you're running now.because I can't quite figure out a good enough backstory for my character, especially for a complicated story module
I don't want to stomp all over your sandcastle*, so to speak, but veering more towards LARPing innit? I don't see that having anything more than a character concept that informs decisions you take ingame is required.Roleplaying.Uh why bother? No backstory you make up will have any effect on the the plot you're running now.because I can't quite figure out a good enough backstory for my character, especially for a complicated story module
Assuming it's a sandcastle and not some sand-wizard tower. Then I am stomping all over it.
Oh, I don't disagree, just thought why bother with it if it makes things needlessly complicated.I mean, its a video game. You can probably make arguments that its all veering towards larping. Also, your background often ties in with the character's alignment/decision making process.
Where'd you get that from?Oh and thanks for backing Solasta.
I see what you mean but to each their own. In my view, in many crpgs, the amount of choices you have is limited either way and its needlessly complicated to not take the option that is most conducive to power gaming but rping a bit can be fun.Oh, I don't disagree, just thought why bother with it if it makes things needlessly complicated.I mean, its a video game. You can probably make arguments that its all veering towards larping. Also, your background often ties in with the character's alignment/decision making process.
I beat Solasta and they showed your name during the credits.Where'd you get that from?Oh and thanks for backing Solasta.
Goddamn snitchesI beat Solasta and they showed your name during the credits.
... Also, a combination of 8 classes in NWN wouldn't be a build, it would be an abomination imho.
Not sure if any module creators would bother trying to balance against that and not sure if it would make any sense to have an enemy with that many classes either. I'm curious if this was something influenced by Pathfinder/5e? I think that in both systems you could hypothetically take an unlimited amount of classes but virtually no one plays that way.
Did the community ask for this?
... Also, a combination of 8 classes in NWN wouldn't be a build, it would be an abomination imho.
Not sure if any module creators would bother trying to balance against that and not sure if it would make any sense to have an enemy with that many classes either. I'm curious if this was something influenced by Pathfinder/5e? I think that in both systems you could hypothetically take an unlimited amount of classes but virtually no one plays that way.
Did the community ask for this?
There were many people who very much wanted the class limit raised to 4, as it is in NWN2. I do not know if anyone wanted the limit raised to 8, or even thought that was possible. To be sure, the 3 class limit was always artificial and not in line with PnP rules, but it does make balancing combat for NWN vastly easier. Just raising it to 4 in NWN2 was a contributor to making combat for that game much worse. And of course if allowing more classes becomes standard then it threatens to retroactively unbalance any module made before that change was introduced.
It won't, Beamdog wouldn't have billed it as "configurable per-module" in the current patch otherwise. This has been their approach in general, even back when they were talking about the possibility of adding KotOR-style party controls, Trent said it would be an option for module-builders rather than a general feature (and I maintain it would've been the wrong approach not to make it a general feature in that case, but that's a separate discussion).And of course if allowing more classes becomes standard then it threatens to retroactively unbalance any module made before that change was introduced.
Or... just choosing not to take a 4th class.If it ever becomes the default, there's always DE.