September 1, 2010

Of Ups and Downs, 2da's and SoZ

Well, not much has happened the last... ouch month almost. So far this Blogs having quite a hard time getting of the ground. Im not the blogger type, and a little lazy in such things.

With RL issues intervening time has been at a little of a premium, I finally got my hands on 'Storm of Zehir' last week and must admit its not to shabby so ive been frantically getting all my 2da files updated to comply with that expansion... thankfully SoZ didnt alter all that many of them from MotB so it wasn't so much of a scary job. SoZ itself is an odd beast, while i find its lack of story annoying, I find it more engaging than MotB. This could be partly due to the Caravan system... sure its simple but im a stickler for micro managment.

Its dawned on me that my design of Bloodwar is ripe for feature creep truth be told, its the old hairy chestnut of will I need this or that, and there isnt any harm in including these. It plagues us all... thats what you get from not having a clear goal to begin with. Ive poored through dozens of 3.0 and 3.5 edition manuals for the last 4 months stripping ever prestige class and spell I could find that was workable, rewriting components where required to work within the engine, and incorporating them all into my TLK and 2das... still have feats to go.

Ive also shifted the GUI to a more stylized version from my last post, but the more i use it the more i realize... the more minimal the better. The newer version is more or less skin and bones now. Ill throw up a screen-shot of it in the coming week once ive completed the primary artwork.

Well it hasnt been totally unproductive, what ive completed so far is...

  • Rewording of the Special Properties entries (shorter, less :'s and [ ]'s )
  • All IProp 2da's stripped of Cost values, with all currently needed and 'maybe' needed changes added to them, including all those odd numbers missing from SR and the bellow 5's for damage resistances.
  • Over 15+ new weapon types added to the game including, Picks (light, heavy and dire), more polearms, numerous Exotic weapons such as the Jovar, Punching Daggers etc. No models for them just yet however
  • New Poisons (Both for Player with that sort of desire, as well as creature poisons for creatures ive yet to start modeling)
  • Reworked Traps (traps are now more descriptive and inline with the PnP system)
  • New Diseases (after all whats the Lower planes with out the player being plagued on occasion, some are minor others are quirky, some down right deadly)
  • Many new Material types for flavor and genuine purpose
  • 30+ new armorstats, including Blended Quartz, Darkwood, Greensteel etc
  • New Targeting VFXs (Much simpler)
  • New Weapon VFXs (The old fire VFX really was poop)
Anyhow... back to it I guess.

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