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hamskii

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Posts posted by hamskii

  1. Dear hamskii, have you even bothered to read some threads on BD forums made by real Transgender people how they feel about such lame inclusion of this character? Or are you to busy to hate on everyone who has the "wrong" (ergo different than yours) oppinion?

     

    Yeah, I have. If those people think the character is too shallow, then I won't disagree, but I will disagree that the character "shoves it in your face" or anything like that. It comes up in a very organic way - you can ask about their name, they mention their old name proved to be unsuitable, and you can ask them about that. I also have to disagree with the assertion that just because a transgender character exists in the game's universe, that transphobia also need exist in the game's universe. Being trans doesn't necessarily have to be a part of a character's internal conflict; it's also fine to have a character for whom that has all happened in their past and they are now comfortable with themselves.

     

    Right, I'm sure you, the maker of this video, and everyone in this thread who replied to it were always just concerned about a fairer representation of trans people in the game! Why could I not see that?! Killing the character immediately after they realise that they're trans, is that to highlight that trans people are far more likely to be murdered in real life, or that the trans panic defense has only been outlawed in one U.S. state (see also: Firedorn)?!

  2. If anyone's interested, here's her (gorgeously written, imo) ending slides:

     

        <Entry>
          <ID>17</ID>
          <DefaultText>Harmke's death had brought the Devil of Caroc little satisfaction. In time, her taste for vengeance soured. What replaced it was a hunger to feel something - anything - new.
    
    Summer had thinned the snowpack twice over when she felt the joint at her elbow first begin to stiffen. She turned her back on the hopes of animancy and civilization and walked east.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>18</ID>
          <DefaultText>Releasing Harmke left the Devil of Caroc with a gnawing dissatisfaction that continued to eat at her long after the Watcher confronted Thaos.
    
    She resumed her search for the men and women who had razed Cold Morn, clinging to the hope that enacting her revenge might one day allow her to feel something.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>19</ID>
          <DefaultText>Bank Node 19</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>21</ID>
          <DefaultText>She pushed through the mountains, past Readceras, and into the broad plains of Ixamitl. She had forgotten what it was like to simply journey, no goal or destination in mind. 
    
    Though she felt nothing more than the steady thump of her feet on the road, the endless horizons and grassy meadows were new to her. She measured her time in the gradual rusting of her body and was satisfied.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>22</ID>
          <DefaultText>Yet as she hunted and killed, the futility of her actions grew like a leaden weight in her gut. Her movements grew stiff and sluggish as her zeal deserted her. 
    
    One day, she found herself surrounded in Maiden Falls. As she tried to fight back against the villagers, she felt her arms stick in their sockets and her legs buckle beneath her. 
    
    The villagers tore her body apart and shattered its segments while she screamed, feeling none of it.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>23</ID>
          <DefaultText>Her movements slowed, but so did the world around her. Waist-high grasses undulated and tacked in the wind, as gradual as the tides. Sparrows and blackjays made steady pilgrimages across the sky, each flap of their wings a solemn salute.
    
    She could hardly move when she found something she had never seen before - the ocean. With the last of her strength, she pulled herself beneath the waves, content at last to feel the movement of currents and the constant caress of the waves.</DefaultText>
          <FemaleText />
        </Entry>
    

     



    The variation in response for this is interesting. I find it particularly interesting that some people didn't find it a difficult choice at all, and out of those people most made the choice to kill Harmke.

    Personally, I didn't do it, because I don't believe in the death penalty in real life, so why should I believe in it in a video game? Especially when it wasn't about serving justice or preventing future crimes, but satisfying bloodlust. It did give me pause though.

  3. SJW Nazi Alert! SJW Nazi Alert!

     

     

    SJW nazis who pretend to 'like' video games when they actually don't make me ashamed to be human.  Just like Hitler did.

    ok

     

    Here is the thing though, how do you know that this modder has anything to do with GamerGate? I´m firmly against what they did, and i don´t mean the trans char, but i see no reason to identify with any group for that matter. I´m not even sure what GamerGate even stands for now. Seems more like a spit into the face of Beamdog for them forcing their agenda into the game and badly written tokenism. Reading his description, it seems like he is just sick of it.

     

    Also, there are a lot mods for BG1+2 that add party companions for all sexual flavours, which should show that this isn´t really about sexism. ¯\_(ツ)_/¯

    Because the other thing the mod does is remove a snipe at GamerGate by Minsc. Gosh, these anti-SJW's (for that is what they are - people who have defined themselves entirely by their opposition to "political correctness", a.k.a. trying to be nice to people) are so easily offended.

     

    RUnFCKT.jpg

    Not transphobic, got it. Good to see that the moderation team is on the ball, btw.

    • Like 1
  4. Oh my, it seems like a missed one hell of a drama with this game; at least judging by the comments in this thread.

     

    The developers seems to have the mental capacity of children, the game bugged like no other, it is written poorly, characters are injected for superficial reasons, and GamerGate is the boogieman used for anyone critizing it.

     

    Oh well, it seems like a dodged a bullet with this one.

     

    GamerGate a boogieman? They've already released a mod that removes all mention of them being transgender, describing it as a "correction". Totally not a transphobic movement, though. And totally against politically-motivated censorship of video games, of course.

     

    Man, this whole thread is a cesspool. This debacle makes me ashamed to be associated with video games.

  5. It's not looking good for a tabletop implementation.



    Um, we did not do any - so the question is, if we, how we prototyped prior to, uh, implementation. Um, and since we had a lot of basis in tabletop did we do any tabletop gaming? Uh, we did not. Uh, part of that is because these stats would be a nightmare - that's funny too because some people say like, "hey, when's the tabletop of this coming?", and I'm like, "you wanna do percentile operations on damage ranges that are, like, double-digit, I don't think you actually do". Um, so we didn't do that, we, we sort of charted things out in Excel to see, like, what are the boundaries of this, how's this really mapping out with how we're planning out abilities and damage ranges, and things like that, uh, so it was mostly sort of, it was theoretical for a very long time, but we also, we looked outside of D&D, we looked at other games and said, you know, how to we feel about balancing in these games, and what are the um, the sort of margins of influence - like, how impactful are these attributes on that, and how does that feel, uh, for the type of game we're trying to make? And the nice thing was that, um, you know, Tim Cain did a lot of the implementation of the attribute things, and it was, uh, it was usually pretty easy if I went to him and I said, "ah, I was wrong, like these values are bad, we need to adjust this up or down or whatever", he was usually pretty quick turnaround, so we could test out those changes relatively rapidly. But um, yeah, I - I would have done tabletop, uh, sort of testing of that stuff, but the mechanics were really designed - and we, we wanted to design them for a CRPG, we wanted to say like, "you gotta computer here, we do lots of calculations really easily for you, we don't have to base things on dice".  Um, you know, and so that's why our damage ranges are things more like, you know, 14-20. Uh, so yeah. Thank you.


    What are some ways that a tabletop adaptation could preserve the spirit in which the game's systems were designed, without becoming too complex to actually play without the aid of a spreadsheet?

  6.  

     

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          <DefaultText>As the fragment of Ionni Brathr crumbled around you, it pulled you into the frigid depths of Cayron's Scar. 
    
    You died secure in the knowledge that the threat of the Eyeless died with you.</DefaultText>
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          <DefaultText>The Hollowborn scourge ended, and healthy children were born once more in the villages of the White March.
    
    Yet this new generation displayed an uncanny vigor and a hunger for exploration. In time, they would push across the White March, establishing new towns and restoring forgotten settlements. 
    
    What had once been a region in decline became a thriving frontier, known for its famous artisans and explorers.</DefaultText>
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          <DefaultText>Even after the Hollowborn scourge ended, the White March remained a difficult and dangerous place. 
    
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          <DefaultText>The Hollowborn scourge ended, and as news of the White Forge spread, smiths came from near and far to labor by its fires.
    
    It drew the attention and envy of several governments, but it also revitalized the region. Once more, the White March grew famous and prosperous for its metalworking.</DefaultText>
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          <DefaultText>Bank Node 6</DefaultText>
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          <ID>7</ID>
          <DefaultText>Unfortunately, Stalwart's ambition to reopen its mines died with Taena. After she passed, there were none left in the village with the experience and expertise to oversee the project.
    
    Stalwart would profit from the traffic of traders and artisans seeking the White Forge, but without their own source of ore, they saw other villages grow rich while they remained fishers and hunters.</DefaultText>
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          <ID>8</ID>
          <DefaultText>Under Taena's guidance, Stalwart's mines were restored, albeit slowly and with half a dozen accidents. However, this did not forestall the arrival of scores of prospectors, many of them brigands and outlaws, and all of them eager to profit from the White Forge.
    
    By the time Stalwart reopened its mines, half a dozen others had been excavated in the nearby peaks. The lawless men and women who ran them became a constant source of competition and violence for the beleaguered village.</DefaultText>
          <FemaleText />
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        <Entry>
          <ID>9</ID>
          <DefaultText>With her newfound energy, Taena oversaw the restoration of Stalwart's mines faster than any could have expected. As word spread about Durgan's Battery, artisans and smiths came to rely on the village's steady supply of ore. Their coin paved wide roads, built sturdy walls, and renewed hope for the people of Stalwart.</DefaultText>
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          <ID>10</ID>
          <DefaultText>Bank Node 10</DefaultText>
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          <ID>11</ID>
          <DefaultText>The opening of Durgan's Battery created ample opportunities for the smugglers that already prowled the mountains. The law-abiding villagers of Stalwart did their best to bar the gates against these ruffians, yet they somehow found a way into the village, where they spit in the streets and shouted over games of dice. 
    
    While the villagers fretted and gossiped about their rowdy visitors, few noticed Owynna's midnight errands, or the extra coin that passed to her as she served food and drink to the boisterous patrons.</DefaultText>
          <FemaleText />
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        <Entry>
          <ID>13</ID>
          <DefaultText>Despite the discovery of the White Forge, the Watcher's visit to Stalwart was long hailed as an ill omen. Few could talk about the path blazed through Durgan's Battery without a whispered prayer for the dead left in the Watcher's wake.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>14</ID>
          <DefaultText>Even as Stalwart memorialized the discovery of the White Forge, the arrival of the Watcher became an even more celebrated occasion. For the Watcher had given them not only Durgan's Battery, but also hope for their own village. </DefaultText>
          <FemaleText />
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        <Entry>
          <ID>15</ID>
          <DefaultText>Yet for Stalwart, the name of the White Forge was flavored with bitterness. It reminded people of the Watcher, a mysterious scoundrel who had given them the White Forge but taken much from their village.</DefaultText>
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          <DefaultText>And while Stalwart celebrated the discovery of the White Forge, they spoke little of the Watcher. Eventually, the Watcher's name faded from their tales, even while the White Forge blazed on.</DefaultText>
          <FemaleText />
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          <ID>17</ID>
          <DefaultText>Harmke's death had brought the Devil of Caroc little satisfaction. In time, her taste for vengeance soured. What replaced it was a hunger to feel something - anything - new.
    
    Summer had thinned the snowpack twice over when she felt the joint at her elbow first begin to stiffen. She turned her back on the hopes of animancy and civilization and walked east.</DefaultText>
          <FemaleText />
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        <Entry>
          <ID>18</ID>
          <DefaultText>Releasing Harmke left the Devil of Caroc with a gnawing dissatisfaction that continued to eat at her long after the Watcher confronted Thaos.
    
    She resumed her search for the men and women who had razed Cold Morn, clinging to the hope that enacting her revenge might one day allow her to feel something.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>19</ID>
          <DefaultText>Bank Node 19</DefaultText>
          <FemaleText />
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          <ID>21</ID>
          <DefaultText>She pushed through the mountains, past Readceras, and into the broad plains of Ixamitl. She had forgotten what it was like to simply journey, no goal or destination in mind. 
    
    Though she felt nothing more than the steady thump of her feet on the road, the endless horizons and grassy meadows were new to her. She measured her time in the gradual rusting of her body and was satisfied.</DefaultText>
          <FemaleText />
        </Entry>
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          <ID>22</ID>
          <DefaultText>Yet as she hunted and killed, the futility of her actions grew like a leaden weight in her gut. Her movements grew stiff and sluggish as her zeal deserted her. 
    
    One day, she found herself surrounded in Maiden Falls. As she tried to fight back against the villagers, she felt her arms stick in their sockets and her legs buckle beneath her. 
    
    The villagers tore her body apart and shattered its segments while she screamed, feeling none of it.</DefaultText>
          <FemaleText />
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          <ID>23</ID>
          <DefaultText>Her movements slowed, but so did the world around her. Waist-high grasses undulated and tacked in the wind, as gradual as the tides. Sparrows and blackjays made steady pilgrimages across the sky, each flap of their wings a solemn salute.
    
    She could hardly move when she found something she had never seen before - the ocean. With the last of her strength, she pulled herself beneath the waves, content at last to feel the movement of currents and the constant caress of the waves.</DefaultText>
          <FemaleText />
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          <ID>24</ID>
          <DefaultText>Zahua came to peace with the loss of his master's knowledge, and decided instead to start anew.
    
    He traveled back to Coldflow Lake, where the monastery of the Thousand Dreams remained empty.</DefaultText>
          <FemaleText />
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          <DefaultText>There, he reestablished the Nalpazca order, and taught all he could remember of his master's teachings.
    
    Would-be disciples traveled great distances to learn from the old master, and in time, they took disciples of their own in turn.</DefaultText>
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          <ID>26</ID>
          <DefaultText>Seeing himself as the last messenger of the teachings of Ixepillo, Zahua sought out an apprentice who embodied the spirit of the Nalpazca.
    
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    He asked her to promise to do the same before sending her onward, and she obliged.</DefaultText>
          <FemaleText />
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          <DefaultText>Zahua saw that his master's teachings were lost to the world, and that he was to blame for it.
    
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          <DefaultText>Bank Node 28</DefaultText>
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          <DefaultText>There, he founded a new order, with a new philosophy based upon his own experiences and unusual beliefs.
    
    Would-be disciples traveled great distances to learn from the old master, and in time, they took disciples of their own in turn.</DefaultText>
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          <DefaultText>Trigger Conv Node 30</DefaultText>
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        <Entry>
          <ID>32</ID>
          <DefaultText>Abydon's renewal brought new vigor and purpose to a god long known for quiet, steady labor. Handicraft saw a revival in the Dyrwood, and no smith wanted for an apprentice.
    
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          <DefaultText>The Flames-That-Whisper clan found a cautious peace with Stalwart, particularly once the villagers heard of the aid the ogres had offered against the Eyeless.
    
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          <DefaultText>As for Stalwart, the Battle of Cayron's Scar only strengthened their resolve to unlock the mysteries of Durgan steel and build new marvels with the White Forge.</DefaultText>
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        <Entry>
          <ID>36</ID>
          <DefaultText>Abydon was restored but tempered, and the compromise that he and Ondra sought played out in the Dyrwood, too. 
    
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          <DefaultText>The destruction of the Eyeless and the permanent loss of Abydon's memory emboldened Ondra. 
    
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          <DefaultText>""</DefaultText>
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          <DefaultText>Free from the burden of her memory, Maneha soon left the Giftbearers and resumed adventuring. Now that she had a taste for the world, she wanted to experience it anew.</DefaultText>
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          <DefaultText>Once Maneha had made peace with her memory, she decided the time had come to face her more recent past.
    
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          <DefaultText>Maneha never found the Salt Well, but she found a kind of peace in her duties as a Giftbearer and in the ebb and flow of her journeys.</DefaultText>
          <FemaleText />
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          <ID>43</ID>
          <DefaultText>Maneha rediscovered her zest for battle, extravagance, and romance. She kept her gaze on the horizon, looking from one journey to another more distant, from the lover in her arms to another more fervent. Hers was a life of excitement, violence, and passion.
    
    She moved too quickly for regret to catch up with her, and she hoped only that she might outpace it in the next life, as well.</DefaultText>
          <FemaleText />
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        <Entry>
          <ID>44</ID>
          <DefaultText>Her parents wept with joy at her return. They still ran the old spice shop, and in its many aromas and flavors, she found memories of the places she'd traveled and the people she'd known. She told her story, bottle by bottle, and began to build a life on the soil she knew best.</DefaultText>
          <FemaleText />
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          <ID>45</ID>
          <DefaultText>As she traveled and accepted burdens from Ondra's supplicants, she saw in their eyes a kind of peace that she had not previously noticed.
    
    It was faith, not that Ondra had freed them of their pain, guilt, and regret, but that she would, a little more each year. 
    
    With that realization, Maneha learned to accept that Ondra's ways were as gradual as they were inexorable.</DefaultText>
          <FemaleText />
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          <ID>46</ID>
          <DefaultText>However, Stalwart's ambitions brought them into further conflict with the Readcerans as more and more impoverished communities gathered at the border and vowed to finish the work of the Iron Flail.
    
    It would be many generations before the region saw peace.</DefaultText>
          <FemaleText />
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        <Entry>
          <ID>47</ID>
          <DefaultText>Meanwhile, with the Eyeless defeated, the people of Stalwart counted their dead and reconsidered what their ambition had cost them.
    
    In the end, they realized that their greatest strengths had come not from Durgan's Battery, but rather from the men and women who had come seeking new opportunities.</DefaultText>
          <FemaleText />
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          <ID>48</ID>
          <DefaultText>Thus, they sealed off the White Forge and abandoned their pursuit of Durgan steel. Durgan's Battery became a trading post once more, and Stalwart thrived in its shadow. 
    
    Stalwart's revival brought trappers, traders, and artisans from all over the Dyrwood, and from Readceras, too. Prosperity brought peace to the border region as Dyrwoodans and Readcerans alike left old quarrels behind.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>49</ID>
          <DefaultText>With the Eyeless defeated, Stalwart redoubled its efforts to unlock the mysteries of Durgan steel and create new marvels upon the White Forge.
    
    However, the villagers also realized that they would never achieve their ambitions on their own. To that end, they set aside their grievances and welcomed newcomers - Dyrwoodan and Readceran alike - to their town.</DefaultText>
          <FemaleText />
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          <ID>50</ID>
          <DefaultText>Stalwart grew not only as a hub for mining and metalworking, but also as a trading outpost, which Durgan's Battery stood ready to protect. 
    
    With this newfound prosperity came a generation of peace.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>51</ID>
          <DefaultText>She churned up a fury in her seas - underwater mountains rose and fell, and the seabed was swallowed and spat out again by the great maws that divide the continents of kith. 
    
    Only a fraction of this chaos reached land, but it was enough to swell rivers and spread earthquakes throughout the Dyrwood and Eir Glanfath. Coastal towns suffered so that few noticed the damage that had been done to Engwithan ruins from Thein Bog to Twin Elms.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>52</ID>
          <DefaultText>Bank Node 52</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>53</ID>
          <DefaultText>The battle against the Eyeless left Stalwart more hostile than ever toward the ogres in its midst, and the villagers grew bolder as they grew more prosperous. After a handful of bloody skirmishes, the Flames-That-Whisper clan left the Russetwood to seek a quieter, more isolated home in the White March. </DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>54</ID>
          <DefaultText>While many such places existed in the mountains, the crossing was treacherous, and the ogres often found themselves embattled with other clans whose territory they passed. 
    
    Less than half of the Flames-That-Whisper survived the journey, but those that did found a haven far from kith lands.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>55</ID>
          <DefaultText>On the other hand, expeditions to Engwithan ruins steadily declined, and the Dyrwood found a more stable, peaceful relationship with Eir Glanfath.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>56</ID>
          <DefaultText>Zahua came to peace with the end of the Tacan people, and decided instead to start anew.
    
    He traveled to Defiance Bay, where he took up residence with the scriveners of the Hand Occult for a time.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>57</ID>
          <DefaultText>He spent his time there writing down everything he could remember of the Tacan and their way of life. 
    
    When he was finished, the voluminous set of tomes was given to the Hall of Revealed Mysteries, so that the Tacan legacy might live on.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>58</ID>
          <DefaultText>Zahua came to believe that the Tacan had survived through him. He returned to Ixamitl, where he united a number of small, vulnerable tribes under the beliefs of his people.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>59</ID>
          <DefaultText>He called them Tacanaquin - kin of Tacan - and under his tutelage they became strong enough to resist would-be conquerors. 
    
    Zahua taught his secrets not to one chosen person, but to all, that the line of knowledge might never be broken.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>61</ID>
          <DefaultText>Zahua came to understand that the time of the Tacan had passed. With his soul no longer fettered to worldly concerns, he grew to become the enlightened Anitlei his shaman had foreseen.</DefaultText>
          <FemaleText />
        </Entry>
        <Entry>
          <ID>62</ID>
          <DefaultText>He took up in an empty monastery near Coldflow Lake, and word began to spread of his presence there. He taught pilgrims and students how to leave behind their vanity, their fear, and even their past.
    
    He invited those who studied with him to share their newfound knowledge, so that all might free themselves from suffering.</DefaultText>
          <FemaleText />
        </Entry>
      </Entries>
    </StringTableFile>
    

     

  7. I'm not particularly experienced with tabletop gaming, but this is something I'm very interested in and will be keeping a close eye on. It might be an idea to include a blank character sheet, or a spreadsheet version with derived stats included.

     

    But yeah, this looks very interesting and I'll definitely be rolling up a character when I find the time.

     

    For document preparation, formatting, and typesetting, can I suggest LaTeX? There's a slight learning curve (although it's probably nothing too insurmountable for anyone who's enough of a nerd to write their own homebrew RPG rules :teehee:), but the results are truly beautiful.

  8. In real life, the reason that there are 24 hours in a day, 60 minutes in an hour, 60 seconds in a minute, and 360 degrees in a circle are because those numbers all have a large number of integer factors. In the days before we had calculators, this made them much easier to work with than base 10.

     

    In Eora, the day length is 27 hours. 27 has factors 1, 3, 9, and 27, whereas 24 has factors 1, 2, 3, 4, 6, 8, 12, and 24. It would make much more sense for any mathematically-inclined culture to simply

    • define minutes, hours, days etc. to be derived from the second (so a minute is derived as 60 seconds, and a second is not defined as 1/60th of a minute), and
    • redefine the second to be a little longer in such a way that its derived quantities are numbers with a lot of factors.
    My suspicion is that the number "27" was chosen for the number of hours in a day so that the setting would not seem like it had lazily been copied from real life - but sometimes, things are the way they are in real life for a good reason. It's unlikely to change at this point, however, so what are some ways in which it could be justified in-universe?
    • Like 5
  9. Last time I had Edér in my party I had just completed Mowrghek Îen. I dismissed him from my party, went and cleared Lle a Rhemen, returned to Caed Nua to sell my stuff before progressing to Elmshore, and there was Edér, on the minimap.

     

    n3s6gcS.jpg

     

    "Cool", I thought, "a new stronghold event where Edér gets drunk and finds himself naked in the middle of Caed Nua". To check that this wasn't a bug, I recruited him into my party and, much less amusingly, found that he had been stripped of all his equipment—his legendary Saint's War armour, the Flames of Fair Rhîan, Dragon's Maw Shield, Gaun's Share, Iron Circle, Boots of the Long March, Tax Collector's Mantle, Sabra Marie—all of it.

     

    I went into Brighthollow to check out whether he's hanging out in there, and he was in his normal spot on the upper floor of Brighthollow, almost naked but for Sabra Marie (so I have some hope that the game still remembers his gear in some way), but there was also another duplicate of him, totally naked, on the ground floor (note: not the ground floor Brighthollow map, but in the inaccessible part of the ground floor as viewed from the first floor map). Recruiting him from here made the version of him standing in his normal spot disappear, but not the weird buggy version. He still had no equipment on him.

     

    I have observed no other duplicates of him on other maps, and when I try to recruit him from somewhere outside Caed Nua (like the inn at Dyrford), he still has no equipment. I've gotta say, I've experienced a good number of bugs since 3.00 and WM II, but this is probably the worst. When I try attacking the impostor with Edér recruited into my party, he turns hostile as I slowly punch him to death, he does not regenerate his endurance, his health is the same as his endurance (like an NPC), but when I finally kill him I fail Fragments of a Scattered Faith. The "real" version of Edér stays alive and can still be recruited.

     

    Savegame

    output_log.txt

  10. Really? The hand-drawn visuals of PoE are absolutely gorgeous. The biggest problem with them is the level of effort required to create new maps, and how that makes modding more or less impossible. For me, a new PoE game would ideally have the modding capability of something like the Aurora engine. I mean, imagine if a PoE game got the same attention from the modding community as FNV.

    • Like 5
  11.  

    I feel weird going into WM part II straight after part I, since there's supposed to be some time elapsed between them. My current plan is

    • Act I
    • Endless Paths 1-3
    • White March Part I
    • Endless Paths 4-6
    • Act II
    • Endless Paths 7-9
    • White March Part II
    • Endless Paths 9-12
    • Act III
    • Endless Paths 12-15
    • Act IV
     

    You can't start White March until you've done the start of Act 2, so this doesn't make sense to me.

     

    I only did the first bit of Act II - I did everything you could do in Copperlane and First Fires, without visiting areas that weren't on the crit path (so no Searing Falls, Stormwall Gorge etc.). I still have the vast majority of Act II to go.

     

    The main problem with my playthrough as I see it is that I have no idea where Crägholdt Bluffs, Mowrghek Îen, and (to a lesser extent) Longwatch Falls fit into it.

  12.  

     

    I enjoyed a lot Maneha's banter with Pallegina, so probably bring her along for part 2. With Devil of Caroc I think Eder and Pallegina have most interesting dynamics. Eder gets along fairly well with the Devil, while Pallegina and Devil disagree pretty heavily (idealistic vs. cynical worldview) and that is pretty interesting too.

     

    Durance was pretty silent in part 1 and part 2 (so far). Eder has some pretty cool moments in both parts. Aloth said close to nothing in part 1, so probably drop him. 

     

    Wait, so companions actually interact with each other in WM Part II?

     

    There is regular banter with the new companions, yeah. It does not trigger all too often, but I got Devil talk to Eder, Durance and Pallegina at least once. Maneha was so far pretty silent, but she talked to Pallegina once too.

     

    Disappointing that Maneha doesn't have much dialogue, given that she's specifically new for WM Part II. I'm playing through Part I with her at the moment (she spawns in Stalwart after the ogre attack), and so far she hasn't had any dialogue at all.

  13. I enjoyed a lot Maneha's banter with Pallegina, so probably bring her along for part 2. With Devil of Caroc I think Eder and Pallegina have most interesting dynamics. Eder gets along fairly well with the Devil, while Pallegina and Devil disagree pretty heavily (idealistic vs. cynical worldview) and that is pretty interesting too.

     

    Durance was pretty silent in part 1 and part 2 (so far). Eder has some pretty cool moments in both parts. Aloth said close to nothing in part 1, so probably drop him. 

     

    Wait, so companions actually interact with each other in WM Part II?

  14. I'm currently doing a fresh playthrough for WM Part II, but I'm a bit stuck on which companions to bring along. The first time round I brought the poster lineup along (i.e. Sagani, Edér, Hiravias, Zahua, and Devil of Caroc), and was reasonably satisfied with the amount of dialogue each character got. This time round, I'm playing Part I a little earlier, before recruiting Pallegina, Hiravias, or Grieving Mother, so I'm wondering if anyone has any advice on which of the first five characters I should drop to make room for Zahua and Devil of Caroc, based on the amount of dialogue (or lack thereof) companions get in the expansion. For example, is it worth bringing Aloth, Durance, and Kana along, since I haven't played through the expansion with them before, or do they not get much dialogue anyway?

     

    I'm also curious as to which companions I should bring along for Part II, again based on the amount of dialogue they get. I saw a screenshot where Edér interacts with Durance in WM Part II, and so I'm thinking maybe there are combinations of characters that get more dialogue than others. I'm kind of expecting to bring Zahua as a given. In particular, I'm wondering about Grieving Mother, since she only really gets much dialogue in Twin Elms in the base game.

  15.  

    As it says in the title. Just a small oversight when adding the new Spell Mastery for 3.00, probably a five minute fix.

     

    lol, a 5 minute fix! I doubt things are ever that simple;) Have some respect for the trouble the programmers must go through;)

     

    Ha, I'd assumed that it was just an oversight, that someone had forgotten to add Spell Masteries when updating the ability progression tables. I didn't think it might be a database bug!

  16. Strange. In the 3.00 beta, I leveled myself to 14 using console commands and recruited them at level 14. They had all skills, abilities, talents, etc. already assigned but had not been assigned any Spell Masteries, and had the little plus icon on their portraits to level up. The Spell Masteries had to be assigned manually via the level up menu.

  17. There are a couple of minor bugs with the "follow selected" camera, activated by pressing the period [ . ] button with one or more party members selected. While the camera is in "follow selected" mode, opening up the area map with [ M ] and clicking on a part of it does not move the camera, as it should. The workaround is to close the area map, nudge the edge of the screen with the cursor, and then re-open the area map. Clicking on the area map then works as intended.

     

    Additionally, while adventuring with the "follow selected" camera activated, the map becomes fully revealed. NPC's do not become visible until you get near them, but the fog of war effect is removed. I have noticed this in both the most recent patch and the 3.00 beta, but have not found a reliable way to trigger it. Exiting and re-entering the map restores it to its unrevealed state.

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