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Re: Coming Soon: Melee Combat Upgrade

Posted: Sun Jul 24, 2022 3:04 pm
by JIŘÍ
I'd like to point out my Pc is performing Improved KD from like distance of 5 metres (i do not know how you measure in nwn2).

Ifigured that accidentaly. I use target to mark hostile and then trigger IKD to have her run up to it and attack. I just began to watch how she sprints forth and suddenly stops like 5 metres away from target doing nothing and i bashed my head around being like wtf...then i checked logs and she FAILED melee touch attack related to IKD :D :D :D :D :D meaning no IKd was succesful and she is left hanging....

When she passes melee touch attack (most of time) she stops in same distance but i get the messages about IKd and target drops to ground and my pc does IKd animation WHILE STANDING SO FAR :D and when i do classic melee attack she must do like 4-5 steps i quess this is not how it is supposed to work?

and another thing and ill just put it in here, some messages are important but some are annoying. Culd we get messages related to summons bein seen only by owner?

I had Zymth tossing around his cat and copy and both spammed my screen with like 20 messages X follows Zymth or X waits for Zymths command and meanwhile Zymth kept furiously typing back go back :dance: of course trough his spam i saw nothing and died :naughty: :D

Re: Coming Soon: Melee Combat Upgrade

Posted: Sun Jul 24, 2022 3:55 pm
by zhazz
JIŘÍ wrote: Sun Jul 24, 2022 3:04 pm I'd like to point out my Pc is performing Improved KD from like distance of 5 metres (i do not know how you measure in nwn2).

Ifigured that accidentaly. I use target to mark hostile and then trigger IKD to have her run up to it and attack. I just began to watch how she sprints forth and suddenly stops like 5 metres away from target doing nothing and i bashed my head around being like wtf...then i checked logs and she FAILED melee touch attack related to IKD :D :D :D :D :D meaning no IKd was succesful and she is left hanging....

When she passes melee touch attack (most of time) she stops in same distance but i get the messages about IKd and target drops to ground and my pc does IKd animation WHILE STANDING SO FAR :D and when i do classic melee attack she must do like 4-5 steps i quess this is not how it is supposed to work?

and another thing and ill just put it in here, some messages are important but some are annoying. Culd we get messages related to summons bein seen only by owner?

I had Zymth tossing around his cat and copy and both spammed my screen with like 20 messages X follows Zymth or X waits for Zymths command and meanwhile Zymth kept furiously typing back go back :dance: of course trough his spam i saw nothing and died :naughty: :D
I think NWN2 use Feet rather than Metres, as it is the standard unit of measure in D&D games.

5 feet is close enough to be on side-by-side tiles on a battlemap, and thus within melee touch distance. Think of it not as your character trying to touch from that distance, but rather moving into the space of their foe, touching (or trying to), and then moving back out again.

Re: Coming Soon: Melee Combat Upgrade

Posted: Sun Jul 24, 2022 3:58 pm
by EasternCheesE
Well, normal melee touch attack distance is 2.25 meters which is modified by PC scale multiplied by enemy hit distance and scale, so for different creatures, that distance may vary a lot.
Sadly, we don't have really good ways to ensure new knockdown works exactly as vanilla knockdown as such way of "come in and do stuff" is hardcoded.

Re: Coming Soon: Melee Combat Upgrade

Posted: Sun Jul 24, 2022 4:45 pm
by JIŘÍ
zhazz wrote: Sun Jul 24, 2022 3:55 pm
JIŘÍ wrote: Sun Jul 24, 2022 3:04 pm I'd like to point out my Pc is performing Improved KD from like distance of 5 metres (i do not know how you measure in nwn2).

Ifigured that accidentaly. I use target to mark hostile and then trigger IKD to have her run up to it and attack. I just began to watch how she sprints forth and suddenly stops like 5 metres away from target doing nothing and i bashed my head around being like wtf...then i checked logs and she FAILED melee touch attack related to IKD :D :D :D :D :D meaning no IKd was succesful and she is left hanging....

When she passes melee touch attack (most of time) she stops in same distance but i get the messages about IKd and target drops to ground and my pc does IKd animation WHILE STANDING SO FAR :D and when i do classic melee attack she must do like 4-5 steps i quess this is not how it is supposed to work?

and another thing and ill just put it in here, some messages are important but some are annoying. Culd we get messages related to summons bein seen only by owner?

I had Zymth tossing around his cat and copy and both spammed my screen with like 20 messages X follows Zymth or X waits for Zymths command and meanwhile Zymth kept furiously typing back go back :dance: of course trough his spam i saw nothing and died :naughty: :D
I think NWN2 use Feet rather than Metres, as it is the standard unit of measure in D&D games.

5 feet is close enough to be on side-by-side tiles on a battlemap, and thus within melee touch distance. Think of it not as your character trying to touch from that distance, but rather moving into the space of their foe, touching (or trying to), and then moving back out again.

not sure if 5 feet are 6 times lenght of bastard sword but ok :lol:

Re: Bags

Posted: Sat Jul 30, 2022 3:32 am
by arakan94
I can't wait for bags! And I only started playing week ago :D

As others said, primary use is inventory management (scrolls, potions, ingredients, RP stuff), which leads me to question - would it be possible with the new system to put something that's in bag on the hotbar?

Re: Bags

Posted: Sat Jul 30, 2022 7:38 am
by selhan
Just give me a small one even just to hold 10 items that reduce weight and I will kiss you! :whistle:

Re: Bags

Posted: Sun Jul 31, 2022 11:46 am
by Moonsong
The way i see things now, is that people might create high STR characters in order to carry more stuff around. It's a bit of a shame, because it makes diversity really hard. Low STR characters can barely carry and loot. If you have a bad day you keep having aromors, heavy weapons and shields in the containter. But you can't take them, because you will be constantly overloaded. So i already see the problem, that nto all character concepts have the same chances to loot, find nice items for others and make money.

As Sel already menationed, i carry sevreal outfits for RP reasons and i really need them for my character concept. But i can only take an items or two and i'm already super slow. So i think, some kind of notable weight reduction would be a nice reward for having several outfit sets for RP reasons.

Is there any new about bags? Any hunch when we maybe...may get them?

Re: Bags

Posted: Mon Aug 01, 2022 4:12 pm
by Ewe
Hey guys so we saw some major lag recently due to an accidental character file size increase (bic files) regarding lots of extra unnecessary local variables on the DMFI tool. This issue took us the last few weeks to isolate. These were just some variables not even full items. We can't release bags as-is because hoarding scenarios lead to bic bloat quickly which taxes the server(s) and becomes a burden on everyone trying to play.

A replacement solution has been in the works, but I have been swamped solving other technical issues for the server that have taken priority such as game breaking bugs like Warlocks randomly being unable to use invocation modifiers, player buffs mysteriously vanishing randomly, infinite door event loops causing server stalling when a player opens said door, AI issues with random pathing causing massive amounts of onblocked triggers, too many loop scenarios on scry tool, pc on loaded, and others, among recently this lag issue, and more issues I haven't listed here. Each one of these takes a considerable amount of time to isolate root cause and solve, so I just haven't had any time to focus on new features.

I realize this is a highly anticipated feature and I am committed to deliver it, but I want to make sure it's done properly, scales correctly, and has a good user experience. I ask for your patience and understanding.

Coming Soon : Baldur's Gate redesign

Posted: Fri Sep 23, 2022 10:43 am
by Ashenie
Hello everyone,


This project is still going, requiring a massive amount of work that seems neverending. Hopefully, the biggest part is behind.
So far, it involves :

~ The temples remodel, redesign, with the addition of lore related shrine for Lathander and Oghma
~ The split of Baldur's Gate from 3 to 7 maps, divided between the Upper City (Manorbone, The Wide, Temples District) and lower city (The Steeps, Heapside, Eastway, Seatower). All districts have been redesigned and updated after lore books and indications, as well details developed through years of roleplay.
~ A new sewer map, The Undercellar, linking various place in the city.
~ Three ways to travel though the city : underground, ground, rooftops.
~ A proper nothern outer city. Update on the eastern outer city.
~ Yards for The Flaming Fist Citadel, The City Watch, and the Duchal Palace
~ Interiors for noble houses
~ Many touches for ambiance, and refining environment according to each district's activity. Points of view and watchtowers. A walkay for guards and to refine patrolling roleplay within the city. Greenspaces, gardens, and other kind of relaxing places.


I hope that would summarize what was done so far.

I wished to leave a message here to ask anyone who would possess a guild, a house, or developped roleplay around a particular place to reach me if I have not approached you yet.
Likewise, if you wish to see anything within the city, if something feels nice or appealing to you for Baldur's Gate as city, don't hesitate to reach me.

I still aim for a release in December, which is somehow soon. I think the major part will be released, while some work will still come after that to polish some interiors and add a few touches that I didn't have time to refine.

Cheers, and thanks for your interest and help so far,

Ashenie

Re: Coming Soon : Baldur's Gate redesign

Posted: Fri Sep 23, 2022 1:23 pm
by Ibnshaitan1
Is there any chance of a temple to Kossuth? As a pretty neutral deity yet one focused on earthly advancement that a city could offer Kossuth seems fairly ignored. I play a Kossuth priest and have been told there are no worshippers in The Dwarven city (strange as fire is so central to the forges) Is this the case in BG as well? My priest Pak Ember Flame preaches to all who he encounters, offers ritual immolation etc, but without a temple North of Bergost there is little to no RP to center around a temple. Just a thought from the peanut gallery.

Re: Coming Soon : Baldur's Gate redesign

Posted: Fri Sep 23, 2022 2:43 pm
by Steve
I am very much looking forward to this! Thank you for making it happen.

Re: Coming Soon : Baldur's Gate redesign

Posted: Fri Sep 23, 2022 3:57 pm
by Rhifox
Ibnshaitan1 wrote: Fri Sep 23, 2022 1:23 pm Is there any chance of a temple to Kossuth? As a pretty neutral deity yet one focused on earthly advancement that a city could offer Kossuth seems fairly ignored. I play a Kossuth priest and have been told there are no worshippers in The Dwarven city (strange as fire is so central to the forges) Is this the case in BG as well? My priest Pak Ember Flame preaches to all who he encounters, offers ritual immolation etc, but without a temple North of Bergost there is little to no RP to center around a temple. Just a thought from the peanut gallery.
There is no canon temple of Kossuth in BG. Temples of the elemental gods are quite rare. I would recommend pursuing the creation of one as a plot arc your character embarks on. You can send a request to the DM team to work on building one. I did something like that for the Malar shrine in Soubar. I'm sure Ashenie would be willing to help design the temple in the toolset once the RP around building it IC has happened.

Re: Coming Soon : Baldur's Gate redesign

Posted: Fri Sep 23, 2022 10:33 pm
by wangxiuming
I AM EXCITE. :mrgreen: :D :dance:

Re: Coming Soon : Baldur's Gate redesign

Posted: Mon Sep 26, 2022 10:06 am
by 2inLuv
What you guys have accomplish since 2008 is amazing. Keep the good work :dance:

Re: Coming Soon : Baldur's Gate redesign

Posted: Sun Dec 25, 2022 9:19 pm
by Ashenie
Hello everyone,

The new Baldur's Gate maps are ready to come live. This has been one whole year of work, with many difficulties, including the loss of 3 months of work because of toolset errors. We have tried to work together to bring to life those maps, closer to what lore describes, with a myriad of details. We had to deal with toolset difficulties, with walkmesh inconsitencies, with lore contradictions, while working with new and old editions. Crossing everything was sometimes challenging.

Of course, the maps are not absolutely perfect. They come in an acceptable state, and while many eyes have tried to correct every kind of problems we could identify, I still imagine you will find some. Please, accept our apologies in advance. Our goal was to design maps running as smoothly as possible. But some errors can come from various sources, at various stages of the map making, and even with infinite testing, some problems only occure in rare or particular occasions. This is where we might need you. Please, if you find any error about the maps, anything that seems supicious, do not hesitate to report them to the deveopper team. We might be aware, but we also might have missed it. I would be very grateful of your help, and any kind of feedback is really welcome.

Those maps are not the end of the redesign of Baldur's Gate. While they represent a lot of work, they will likely be improved with your feedback, with more details, some further developement to sewers and rooftops, or guards walkway. Each map will probably need a lot of attention. A lot of interiors will be further developped too. The following list is an example of missing interior maps :
- Iron Throne
- Flaming Fist Citadel yard, City Watch Citadel yard, Duchal Palace yard
- Seatower prison
- City Watch headquarters
- Pathfinder Hall
- Counting House
- Non-hostile social sewer map (refugees) - Court of Miracle like
- More Noble Houses
- Sewer redesign to link many to all locations of the surface.
- Undercity improvement with ruins and hidden passages
- Meditation Hall (player project)
- Charity Kitchen (player project)
- Arena
- Hisstone Bathouse
- Baldur's Mouth

All those locations already exist in game but they have no interior.

This will take some time, and will likely benefit more researches. Some of them were also deleted due to a heavy loss of work, that happened months ago. So they will be recreated.

In addition to all this, if there is a design that seems strange or if you have any idea, do not hesitate to send me your ideas. I know this is a lot of changes, and a lot of work, so do not hesitate to make any comment.
For guilds, player housing, and other special locations that have been redesigned, you will likely find a lot of things changed. Do not hesitate to ask for a detail, or for precisions, or for anything if you need to. It was a long work to get those maps working, so some details might be missing too.

With all that said, I hope you will all have an enjoyable experience of these maps. It has been a really dear work to redesign the city.

A warm thanks to Tfunke for the original design of Baldur's Gate. A warm thanks to the whole Dungeon Master and Developper Teams for their continuous vigilance, help and input regarding lore. A warm thank you to you all.

Cheers,

Ashenie