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Archmage Silver

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Everything posted by Archmage Silver

  1. Sounds good so far, keep the updates rolling! @George I really liked MotB - I'm looking forward to seeing the same level of professionalism and quality in Project Eternity.
  2. Great update! I like the idea of damage type vs. armor type, it's definitely a lot more intuitive than the previous version of the system. The "cooldowns" are shaping out nicely too, I'm perfectly fine with this plan (I was opposed to the individual ability CDs per use).
  3. I don't care about the format, just pick the one that best suits your schedule.
  4. @Mark Do you usually watch the NHL Entry Draft? Any ideas on whom you'd like the Red Wings to pick in the first round?
  5. Upcoming: Fulfillment Site

  6. Good to hear about the fulfillment site, keep the updates coming.
  7. Personally I'd only accept this idea if we're talking about something like this: Elf Commoner: [Elvish] Do you speak Elvish? CHARNAME: [Elvish] Yes. I learned it through years of training. And if the player doesn't speak Elvish, the dialog would simply show the elf commoner saying something the devs came up with, followed by the player asking something in Common. Like so: Elf Commoner: Ara'd elhven adar na el? CHARNAME: Sorry, could you repeat that in Common? This way doesn't take that much work, but would add flavor to the game if so desired.
  8. Upcoming: Update #37

  9. What, no format C:? I think I'll have to insist on it being included...
  10. Hm... so weapon bonuses for classes or races, like the THAC0 bonus elves received for longbows in the BG series? Ok, as long as we're not talking about restricting weapons to a certain class, apart from things like Grimoires obviously (only Wizards gain benefits from them). I'm going to list the classes and then the weapons I'd like them to gain extra benefits from. Note: Fighters should be more skilled with melee weapons than any other class, and the same should apply to Rangers and ranged weapons IMO. I'd expand this to races and their regional variations, e.g. Boreal Dwarves, but I don't think we know enough about them yet. Barbarian - Axes, Two-Handed Melee Weapons Fighter - All Melee Weapons Paladin - Longswords, Two-Handed Swords, Maces, Two-Handed Maces Monk - Fist Weapons, Staves, Unarmed Style Ranger - All Ranged Weapons Rogue - Cutlasses, Rapiers, Daggers, Crossbows, Short Bows, Slings Chanter - Maces, Staves, Slings Cipher - Focus Talismans, Staves Druid - Clubs, Two-Handed Clubs, Staves Priest - Hammers, Two-Handed Hammers, Maces, Two-Handed Maces Wizard - Grimoires, Staves
  11. Summoning would have to be tied to the player's level - and be consistently good from the lower levels to the higher levels. Summoning a bunch of monsters that go down in one hit isn't very interesting. At the same time I'd restrict the player from summoning any massively overpowered creatures. I'd also place a limit on the number of summoned creatures based on their power rating, e.g. only one maximum power rating creature allowed. I'd also extend the time the summons remain with the player - the Animate Dead spell in Icewind Dale was nice in this regard; the undead would remain until destroyed in combat or turned (I don't remember if there was an actual time limit in addition, if there was it was pretty lenient).
  12. Giant spiders eat people. Or something. (Seriously, giant flies? They don't fit most RPGs... ) Walking trees (or Ents) grow out of the ground - they reproduce like trees. They'll only gain the ability to uproot themselves at a certain age. This way makes the most sense to me. Ooze and slime creatures are of supernatural origins, thus they have more senses than humans or humanoid races and have no problems sensing their presence.
  13. Weapon size scaling is a really crummy way to go about unifying character appearance IMO. There are better ways to do that, such as realistic physical dimensions for weapons to begin with - no anime influences, please. IIRC, there wasn't any weapon size scaling present in the IE games, but the combat and character visuals worked just fine, even if some larger weapons looked a bit funny when used by the smaller races.
  14. They don't necessarily have to be retro when it comes to the graphics - you can just drop the quests and other content in favor of tougher monsters. There's absolutely no need for imbalanced loot either, just add a piece or two with unique histories and a few bonus references to let the player feel good about solving the easter egg. Modern easter egg dungeons with a wireframe overlay worked in Wizardry 8 (link to Jay Barnson's blog).
  15. It should be up and running sometime in January, so you haven't missed anything yet.
  16. I'm fairly sure his influence in PE will be pretty minimal, unless you can find certain characteristics that fit the general ambiance and mood of the game.
  17. True. The only difference here would be if Obsidian was taking the project in a different direction than was previously let on - that's not going to happen though, at least I don't think so. The changes would have to be pretty radical to be out of order with the KS campaign.
  18. I suspect it's just two different spells/abilities he's using. Artistic license in drawing him and all that.
  19. You all probably remember this PE wallpaper? I sort of liked it, but it was still missing Sagani, so I figured I'd add her to it. The result wasn't half bad, so I'm going to share it with you... think of it as an early present. Happy Holidays! 1920x1200 - Click: 1920x1080 - Click:
  20. @Josh About priests - if there are no "miraculous" healing abilities or spells (i.e. instant heals and resurrection), do you intend to add more variety to the priest's spell list to keep them from being completely outperformed by other caster classes in combat? Or will the priests have access to more melee abilities than the "glass cannon" casters?
  21. Great update, it's good to know that higher end resolutions will be taken into consideration along with different aspect ratios.
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