AndarianTD wrote...
Some are based on Charisma checks, for example, that your character may or not make.
Well, I was a sorcerer with 18 starting Charisma so I am *reasonably* sure I made all of those.
AndarianTD wrote...
Also there are more than 14 points worth of increases available for Robin, but the total is capped at 14. The details are listed in the hint file, if you want to see what they were. "Maxing out" the relationship is satisfying, but fortunately, not necessary. Ending Chapter 1 with a final score of 10 or higher is considered a successful romance, and enough to get Robin to start falling in love with you in Chapter 2.
Looks like the number is 15 according to the spoilers, so not exactly much of a difference. Wound up with 11, though, went back and checked the save.
AndarianTD wrote...
I tried to design Sanctum to provide a module experience that was a bit "outside the box," and that doesn't necessarily adhere to stereotypical NWN gameplay patterns. It's something I try to warn the player about in the README file:
Don't assume that gameplay patterns that are common in other modules will necessarily apply.
That's not a gameplay pattern, though -- that's character building. Gameplay pattern is whether looting everything you see has negative effects or whether slaughtering innocent civilians gets you in trouble or whether you can rest whenever you'd like without consquence or whether infinite healing potions are available or whether you need to loot everything you can as soon as possible or risk losing it or and so on. It's something that changes what you DO rather than how you build your character.
Whereas with skills, if I discover that I'm expected to have something (which often still isn't clear -- I don't recall anything saying how the DC was 20 for the Soul Gem in-game) I have to either use console commands or wait until I level to try to change something -- and what if I'm a 16 wis/12 int/14 cha half-elf cleric? I only get three points per level, meaning that if I continue to max at Heal (which turned out to be incorrect information, I ignored Heal and was perfectly fine) and Persuade (as is basically recommended) that I'd have to wait two levels to be able to put a cross-class rank in Open Lock (and sacrifice Spellcraft/Concentration/Tumble to do so). You can't just "play differently" to "fix" it.
AndarianTD wrote...
The utility of a moderate amount of a more broadly distributed selection of skills was a key aspect of this that I deliberately designed into the module. It's also why I added a section to the README with advice on skill selection that included some non-maxed ranges. Sanctum is heavily scripted and very skill-focused, with a lot of checks going on, sometimes affecting gameplay under the covers where you may not see them.
So why I was I failing so many persuade checks despite maxing Persuade and having equivalent to level + 3 + 1 skill (cross-class)? Why was I failing crystal checks versus maxed Spellcraft? I mean, you're simultaneously saying "Hey guys, it's a good idea to spread out your skill points among a bunch of different skills" AND saying "Hey guys, you really need to max out skills or you're hosed." It's contradictory and not consistent.
I mean, the ReadMe says "decent Persuade skill" -- but even effectively MAXED persuade was failing. What do you expect people to make of these mixed messages in terms of mechanics?
AndarianTD wrote...
I don't think that's inconsistent with the idea that the requisite understanding and ability to sense the gem's magic will fade when the skill boost ends, though.
Maybe because "it's magic." In reality, though, it feels like seeing an unassembled piece of furniture without instructions and being unable to figure it out. Then you get an intelligence boost and realize how they fit together. Then the boost wears off and you forget what you just figured out...which makes little sense. It is much, much easier to remember something you've already figured out than learn it for the first time.
AndarianTD wrote...
I don't think I changed the default clock-to-game time settings, so yes, that sounds about right.
While I was perusing the spoilers file, it mentioned resting advances the clock eight hours. Is that the case?
AndarianTD wrote...
Yes, I can see why Orion's remarks might give that impression. I don't think I should change the stacking, but do you have any advice on how I might clarify how it works that wouldn't come across as too jarringly OOC?
Well, upon hearing your explanation and reading the spoilers, it seems to be the best choice is to immediately split all of the doses in a way that gives everyone an equal length of time to live (or prioritize a certain companion if their stats are more important than yours as the PC).
Are you comfortable with the optimal solution being to immediately use all of the fluid as soon as you find Orion and know its use?
AndarianTD wrote...
That's just a left-over from my initial attempt to use the "standard" NWN charges functionality to implement the Alchemy Set's features. It really didn't work right, given that I wanted to have multiple types and numbers of uses, and I ended up having to completely script the functionality without it. If you found it confusing, then I'll see if I can remove it in the next update.
I definitely did -- the only thing I was looking for in the message was "Can I use it or not?" and I was looking at the charges for uses. Especially since everything else in the module works in such a way.
New point: I found one bluesteel bar (from the trapped forge) but apparently there were three? How big of a deal is that -- trying to figure out whether I should use console commands to go back and pick up the other two.
Also remaining from earlier...
1, those three particular spawn points I mentioned earlier
3, the dying system seems a bit buggy. I'm still not sure how it works -- and I've literally had situations where I "died," a companion healed me, I got up, and then I died again. I've also had situations where a henchmen went down, got up, went down, got up...this repeated like five times and I was awarded 29 XP each time for killing him (while using the companion healing kit on them).
5. something seems very messed up with the persuade. I was level 8 and had 12 persuade. Orion was level 7 and had 11 persuade. Yet he made every persuade check and I failed every one (during the delaying tactic, for example). I had both more raw persuade and equal level based persuade. What was the deal with that?
Modifié par MagicalMaster, 19 décembre 2013 - 04:55 .