Coming Soon: Announcement Thread (2022)

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Rhifox
Custom Content
Posts: 3964
Joined: Wed Jan 13, 2016 2:34 am

Coming Soon: New DMFI RP Rolls

Unread post by Rhifox »

In the Time of Troubles patch later this month, the DMFI hotbar will be expanded with a new button: Actions. DMFI actions expands the options for RP rolls from skills/abilities/saving throws to also include initiative, mainhand and offhand attack rolls, and displaying your armor class and current/maximum hitpoints. This function will also eventually include damage rolls, healing rolls, and the ability to temporarily disable regeneration effects on the PC (DMs will also have access to this option for DM events where attrition is important for the scene). DMFI skill rolls will also eventually be updated to allow choosing what attribute to use when rolling a skill, as well as opposed skill rolls.

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Future additions to this system will include other combat actions, spell cards, and so on.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Ashenie
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Posts: 519
Joined: Sun Aug 23, 2020 3:54 pm

Coming Soon : Baldur's Gate redesign

Unread post by Ashenie »

Hello everyone,

It has been a long and dedicated work to try to rebuild Baldur's Gate in a more accurate form than it is currently. The project had been started by Tfunke, and he left an impressive work. Trying to bring this project to life, I believe it would be lacking without your feedbacks, thoughts, comments or requests. This is what this thread is for. The maps have been brought to an acceptable state, but there is still much work to be done. Involving feedbacks at this stage will allow to not undo everything at the end, and have more flexibility in adapting those maps.

Any opinion can be shared, even if you strongly disagree with the work done. All I ask here is that anything shared is said with respect and consideration for each other.

Baldur's Gate
Redesign
There are just too many things to be added to be described in details. I will offer to show you any part of the map you would wish to see, in addition of providing the major changes that Baldur's Gate will see :


~ From 3 Districts (Eastern, Docks, Palace), we go up to seven districts. These are not all the districts of Baldur's Gate, and within the districts, they are not wide enough to map the entire city. This choice is made on purpose to have freedom for potential additions for later. The implemented districts will be :
  • Lower City
    • Eastway, featuring The Temple of Mystra, The Elfsong Tavern, Baldur's Mouth (News and rumors), The Blade & Stars, Maltz Forge, Aello's Clothing, Zachary's Barbershop, an elven settlement, the old Pathfinder Hall, the low lantern tavern, the harbormaster's office.
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    • Heapside, featuring The Blushing Mermaid Tarvern, The Splurging Sturgeon Tavern, Sorcerous Sundries, Temple of Ilmater, Orphanage.
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    • The Steeps, featuring the docks warehouses, The Counting House, The Iron Throne, an halfling settlement, Temple of Umberlee.
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    • Seatower, featuring the hissing stones Bathhouse, a drawven settlement, Seatower - the naval base of the Flaming Fist, The Flaming Fist Keep with the Temple of Tempus and a training ground inside.
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  • Upper City
    • The Wide, featuring all kind of shops, the Sword Coast Comercial Exchange, A chapel to Waukeen, a Shrine to Oghma, a Shrine to Lathander with a staircase to the rose portal, Patriars estates, House Darius, Ramazith tower, Undercellar entrance, Arena, Thayan Enclave, Three Old Kegs Tavern.
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    • Temples District, featuring the Duchal Palace, The Helm & Cloak, The City Watch Citadel entrance, The Temple of Torm, The Temple of Tyr, The Temple of Gond, The Museum of Gond, a graveyard for notable people tended by Gond priests, Patriars estates, Lords' Alliance Ambassy.
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    • Manorborn District, featuring major patriars estates, the Hall of Inner Lights, The Temple of Helm, The Temple of Tymora, Everwinter Estate, House Vale Estate, the White Mask Theater, House Darius entertainment pavilion, Seven Suns Mercantile, mages estates, the shelves of many books.
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    There will be an eighth map called "Citadels", which will allow wider experience in the following exterior yards :
    ~ The Flaming Fist Fortress
    ~ The City Watch Citadel
    ~ The Duchal palace
These maps will be treated similarly as the difference between exterior/interior maps in terms of size and level of precisions.

~ Baldur's Gate will be walkable on 3 height levels : Sewers, ground level, rooftops. The Undercellar map will be added, which will connect a lot of different locations in the city. This will be a non-fighting sewer map. The rooftops of the lower city will be interconnected, and it will be possible to travel from one district to another using just rooftops. The walkable height in the upper city are mainly hills or balconies.

~ The Temples are seen redesigned in both, interior and exterior. Their areas of work are expended to fit lore books. Umberlee's priests will have a staircase to walk down in the Chiontar, a lighthouse and a public sinking ship fountain for ceremonies, Tempus' clerics will have a training ground in the citadel of the Flaming Fist, Ilmatari have an entrance to an ossuary and underground crypt to tend the dead, Torm's priests have a high watch tower and a prison underground, Tyr's clerics will have a court inside the Temple, Oghma's sages have a basin from which they can consult auguries publicly, made in a way that allows their voice resonates through the wide, Lathander clerics will have the rose portal, which is a staircase going upward to a rose colored arch for blessings, Tymora's clerics have a yard with tents to hold fairs and feasts, and a backyard for things like coks fights, Helm's watchers have a walkable roof with ballistas and they can see both, Manorborn district and the outside of the city, with a walkable transition from the inner wall to the nothern outskirt high wall to stand watch against invasions.

~ The northern farmlands will be turned into the norther outskirts. The arena is moved to the Wide, inside the city, for manifestations and feasts.

I understand that these changes will be pretty big. It will allow more accuracy in the city and help develop roleplay around various aspect, just by having them existing. I am not perfect, there are a lot of things I can have misunderstood, misinterpreted, concieved in a bad way. I am open to criticizm and help. I cannot promise that each and every request will be added, as I am not the only one deciding. But I promise to post and follow each of those I would receive, and I would work with you if I can.

I have reached so far many organizations. If you are leader of an orzanisation that owns a building in Baldur's Gate and I didn't reach you so far, it's likely that I missed something. Do not hesitate to contact me, either for this or any request. I would prefer if you use a frame as following, but do not feel forced :
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Baldur's gate redesign project


Player name :
Character involved :
Organization :

Request :
There is still much to be done, and I don't see a release before the end of this year at earliest. I have worked 5 months on the project so far. If you wish to have a closer look on any aspect of the map, location, or else, feel free to ask here, or reach me privately. For anything asked here, I will post in answer. Private requests will receive pictures separately.

Last, but not least, I wish to thank all who have been involved so far and all who took care to read and give thoughts to this project.

Cheers,

Ashenie
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Inspiration and artworks
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Baldur's Gate, the oldest gate in the city

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Baldur's Gate docks, The Steeps

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Baldur's Gate lower-city (Heapside style)

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Seatower of Balduran

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The Wide

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Silvershield Estate

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High House of Wonders (Gond's Temple)

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Baldur's Gate lower city tiering aspect through Basilisk Gate

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Sorcerous Sundries

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Undercellar map

Sources used :
Volo's Guide to Baldur's Gate
Murder in Baldur's Gate (With the observation that this one is later edition and timeline, so what has been kept is what is described as old enough in book)
Map of Baldur's Gate
Map of Baldur's Gate

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Volo's Guide map of Baldur's Gate


Sister Ashenie ~ Caretaker of Ilmater

Charity & Orphanage Status
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Coming soon: Light blindness rework.

Unread post by EasternCheesE »

As many of us may know, nwn2 delivers a quite inaccurate job on light blindness for Underdark dwellers.
Also, current system with light blindness does penalize Underdark light affected creatures a lot, way too much compared PnP
The changes i work on are meant to fix it.

First of all, there are two types of "light affected":
1) Light Sensitive creatures (Duergars etc).
2) Light Blind creatures (Drow etc).

Rephrasing PnP description to omit unnecessary long stuff:
All light affected creatures suffer dazzled effect (-1 AB, -1 Spot, -1 Search) when getting exposed by bright light.
All light blind creatures get blinded for 1 round in addition to abovementioned effect.

How things work on BGTSCC now:
1) We have 2 feats, light blindness and light sensitivity.
Vanilla game:
Light blindness adds -1 AB, -1 all skills, -1 all saves when creature is located in overground exterior area.
Light sensitivity adds -2 AB, -2 all skill and -2 all saves when creature is located in overground exterior area.
These two feats start penalizing light affected creatures whenever they are in exterior overground area, no matter what time of game day it is.

BGTSCC custom changes:
In addition to vanilla game penalties, light affected creatures are also blinded all the time they stay in overground exterior area.

Having daylight adaptation feat counters both vanilla and BGTSCC effect.
Blindsight spell does counter BGTSCC custom changes, but not vanilla changes.

How things will work on BGTSCC after next update:
1) This part is already implemented. There will no longer be different penalties for light blindness and light sensitivity in terms of AB/skills penalty.
1.Per PnP, all light affected creatures suffer dazzled effect when they are exposed to bright light for duration they are exposed.
Thus, any light affected creature getting to bright light will get "dazzled" effect which will show up in their effects along with 1 AB reduction effect icon and 2 skill reduction effect icons. Additionally, Light Blind creatures will suffer 1d4 + 2 rounds of blindness when they are exposed to source of bright environmental light.

2. Per my implementation, it can be sunlight (including interiors with windows if creators of such interiors wish to use this system), well-lit dungeons (say, some magic crystals), again, if creators of such dungeon wish to use my system. By default, with update, light affected creatures will only find themself suffering in overground exterior areas from 6 AM to 7 PM.

3.Since our lighting adjustments vary from area to area, please inform me on any inconsistences when your PC gets penalties or gets their penalties lifted too early/too late. The way i implemented it, we can set up hour margins for each area separately.

4. Light affected races will no longer get penalties for being in exterior overground areas at night (the night as time widget treats it in your bottom-left corner).

5. Having daylight adaptation or blindsight spell on protects light affected creatures from all Light induced effects.

2) In advance, this part is not yet implemented yet as we have many changes to work with and bugfix. But i will make it once we have a bit more time. This part is about spells.
If spell has light descriptor on it and doesn't specifically mention its light is dim, such spells will provide additional effects on light affected creatures.
3 possible effects that will work on light affected creatures:
1. Dazzled for 1 minute. Applicable when spell produces a sudden flash of light.
2. Dazzled for spell duration. Applicable when the spell is a source of lasting bright light
33. Blindness for 1d2 rounds. When Spell specifically mentions very bright flash of light or blindness effect. Only applicable once per minute.

We haven't yet decided about SR and saves vs such effects, but my overall vision is that such spells should ignore SR (as a sudden flash of light is not something magic resistance protects from), but reflex saves (so they may be able to cover their eyes) may apply for full/partial effect negation.
List of spells that do have light descriptor with changes i will make to them after next update (so this part doesn't go in with nearest big update):

NB once again, if i mention specific category (light blind/ light sensitive) along with "light affected", it means that category gets all penalties from "light affected" + their own mentioned stuff

1) Dancing Lights
Light affected: dazzled while staying in AoE range of spell, no save.

2) Faerie Fire
No effect.

3) Flare
Light affected: dazzled for 1 minute.
Light blind: Blinded for 1d2 rounds.

4) Flashburst
Already blinds all creatures. Additional effects on light affected creatures:
Light affected: dazzled for 1 minute.
Light blind: Blinded duration is changed to 1d2 rounds from spell's 1 round duration.

5) Light
Light affected: dazzled while staying in AoE range of spell, no save.

6) Moonfire
No effect.

7) Rainbow Beam
Spell effect currently: dazzle any creatures for 1 minute in addition to it's dmg effect.
Light affected: already dazzle effect, no special treatment.
Light blind: blindness for 1d2 rounds.

8) Rainbow Blast
Light affected: already dazzles effect, no special treatment.
Light blind: blindness for 1d2 rounds.

9) Searing Light
Light affected: dazzled for 1 minute.
Light blind: blinded for 1d2 rounds.

10) Sunbeam
Spell effect currently: blinds for 3 rounds on failed reflex save.
Light affected: dazzled for 1 minute.
Light blind: no special effect as blindness is already a part of spell.

11) Sunburst
Spell effect: permanent blindness on failed save.
Light Affected: dazzled for 1 minute.
Light blind: same as primary spell effect, no extras.
Last edited by EasternCheesE on Wed Jun 08, 2022 8:40 am, edited 3 times in total.
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