Suggested quests, sound off |
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Suggested quests, sound off |
Feb 22 2005, 08:28 PM
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#41
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Oh, thank you for the correction, Domi. I thought it is possible in Tutu.
Actually I thought it's possible in BGII. Er.. anyone noticed I never played as a bard? This post has been edited by jastey: Feb 23 2005, 12:01 PM |
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Feb 22 2005, 11:15 PM
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#42
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Forum Member Posts: 47 Joined: 23-July 04 |
Nice Bucklers , they are balanced and interesting.
I will look for more appropiate items descriptions to BG1 plot and NPC levels. Another idea: How about change Ring of Wizardry location to another place? All veteran players know its currently location and it's even more easy to find with Tutu installed. I find Sorcerers quite overpowered in Tutu, and R. Wizardry heavly improves them Some restrictions will be welcome, or in general, any rebalancing tweaks for the ring. |
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Feb 23 2005, 08:51 AM
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#43
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
That's a good idea, but not really topic of the questpack, IMO (I'm referring to the balancing of teh ring). But I like this idea: "Quest no 45: Find the new locations of the easteregg items"!
Thank you for searching for more item descriptions, SirLancelot. I will have a look at those when I start working on these quests. This post has been edited by jastey: Feb 23 2005, 12:58 PM |
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Feb 23 2005, 11:56 AM
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#44
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GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
We could replace the rings/ankheg armor with notes giving people the beginning of a quest!
That could be good! |
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Feb 23 2005, 12:00 PM
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#45
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
I like that idea, too. Pity it's no BGQP easter egg any longer.
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Feb 23 2005, 12:59 PM
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#46
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GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
What I would like to do is take the ring off the party if they rest in an Inn and leave a note from the thief and then they have to track down the thief if they want the ring back.
Its kinda harder to steal some armour from someone sleeping! |
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Feb 23 2005, 01:04 PM
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#47
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
A thief leaving a note? Well, I'll be interested in the story beind this quest...
QUOTE to steal some armour from someone sleeping Not if you assume it was taken off, as it might be while resting in an inn.But the idea of a theft during rest is coooool! Quick! Move it to the workroom before to many people see this! |
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Mar 30 2005, 11:43 AM
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#48
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Forum Member Posts: 6 Joined: 29-March 05 |
Can we have some quests that increments a stat of the player instead of giving +1 to reputation?
For example when you take Samuel to the Temple of Wisdom you get a new quest to get some special herbs to cure him. These herbs only grow in one area that is either revealed to you or you get teleported there. Once you are in the area you have to find the herb(s) needed to save Samuel. They can either be guarded by druids who you can persuade to give you the herbs or kill them to get to the herbs. Killing them should have a drop in reputation and less exp., but you need some minimum stats (CHA 15, WIS 16) before you can get the herbs without a fight. When you return to the temple with the herbs Samuel is healed and the character that talks to Gellana gets +a to their WIS because they know something more about nature. This could be balanced by removing the tomes that are already in the game and give you more of a feeling that you were isolated in Candlekeep all this time. Now you venture outside and you learn lots of new things. I don't know if it's possible to change existing quests like this but I think it's worth a try. And maybe some "evil" quests where your reputation takes a hit for completing it? Right now all the quests seem to be for "good" parties. |
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Mar 30 2005, 12:14 PM
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#49
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Hi cujo,
thank you for ideas! The idea of deepening the Samuel quest I like very much. As the BG Herbs mod will be included into the questpack, this will fit nicely: The herbalist can do the cure, but she needs some special herbs... Something like that. But don't expect new areas for every new quest... (There will be already very exciting new areas in the mod, have a look at the screenshot thread! ) QUOTE Can we have some quests that increments a stat of the player, +a to their WIS because they know something more about nature What you are suggesting makes a lot of sense, but unfortunately this is not how AD&D works. You get experience points, but they only increase your fighting/magic/thief abilities, not your stats (something like "you are what you were born with" ). The magic books that do that do it magically.Honestly, I like this idea very much, but as I said it would be changing the concept a lot, so I don't think we will integrate something like that into the QP (quest pack). Sounds worth for an own mod idea, though, if one doesn't mind the inconsistency to the AD&D rules. QUOTE And maybe some "evil" quests where your reputation takes a hit for completing it? Right now all the quests seem to be for "good" parties Don't you think that! Apeman is working on a veeery evil plot at the moment, changing an existing ("goody-goody") quest into an evil alternative. Well, the majority might be more convenient for good players... But we will try to make it balanced.
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Mar 31 2005, 01:49 PM
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#50
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Forum Member Posts: 6 Joined: 29-March 05 |
Hi Jastey,
I'm glad you like my ideas. With the new area I meant another area besides the FAI or the one where you found Samuel. I know that there are going to be new areas already, had a look at the screenshots already. It's a shame that AD&D rules don't allow the characters to amend stats. Growing up in Candlekeep will leave the character kinda isolated so I feel he or she will learn a lot of new things when wandering in the big world. I meant that all the quests in BG without mods are all "good" quests and roleplaying an evil party is a bit more difficult. I'm very glad to see that there are some "evil" options available in the Quest Pack. |
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Mar 31 2005, 02:02 PM
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#51
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
QUOTE I know that there are going to be new areas already, had a look at the screenshots already. However, those areas (mainly Underdark places) will not appear on the game's main worldmap, for compatibility reasons BG1QP doesn't change the .wmp file at all. But there are ways to add new areas to the game without risking incompatibilty, so there is no problem. -------------------- Mental harmony dispels the darkness.
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Mar 31 2005, 04:07 PM
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#52
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
cujo: Sorry, I exaggerated a bit. Of course nobody expects one new area per every quest (I mean.. does someone? ) and for the screenshot thread I just wanted to make some more advertisement...
QUOTE It's a shame that AD&D rules don't allow the characters to amend stats. Growing up in Candlekeep will leave the character kinda isolated so I feel he or she will learn a lot of new things when wandering in the big world. I know what you mean - there is a (German?) PnP rule set ("Das schwarze Auge" - "The Black Eye") where you increase your stats for every level up, too. I think it makes a lot of sense. But BG & BGII is (well, at least mainly - they showed a lot of creativity beside that ) AD&D so levelling up there increases the abilities only. (Sorry for repeating, I guess you know that.)QUOTE I meant that all the quests in BG without mods are all "good" quests and roleplaying an evil party is a bit more difficult. I'm very glad to see that there are some "evil" options available in the Quest Pack. Ah, OK, I thought you were referring to the outlined BGQP quests. We will try our best to include evil quests, or at least evil solutions to the new quests as one possibility beside the "good" ones. There will be also "good" quests that won't happen to evil PCs, though. (Mainly because the help seeking people won't talk to you.)
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Jun 2 2005, 06:24 AM
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#53
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
*makes a note to herself* this idea could be somehow integrated into BG1, too.
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Jul 21 2005, 06:02 AM
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#54
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Forum Member Posts: 32 Joined: 15-June 05 |
Concerning changing stats -
QUOTE What you are suggesting makes a lot of sense, but unfortunately this is not how AD&D works. You get experience points, but they only increase your fighting/magic/thief abilities, not your stats (something like "you are what you were born with" ). The magic books that do that do it magically.-jastey If I remember correctly from AD&D, there were several ways to increase stats. 1) Ioun Stones [also increased Prot, st, Level] 2) Items that upped stats while worn 3) Ring of 3 Wishes 4) Deck of Many Things As well as tomes - And spells that increased stats temporarily Ioun Stones could be stackable in the "Helm" area and a Ring of 3 Wishes could offer a choice when activated. Something like: 1] Raise a character from the dead 2] Heal entire party 3] Increase an Ability Score 4] Teleport party to a safer place [ie Beregost] during a grueling combat or such Although a Deck of Many Things might cause a modder a severe headache unless there is someway to initiate randomization within a mod. [Donjon -- ouch!!] And if there is, could it not also randomize the action requirements or results with the mod? But the primary reason for my posting was an idea for the BG1QP: How about a meeting with a creature/NPC that requires obtaining 3 or 4 different items. Example: A poison potion from the herbalist, Bowl of Commanding Water Elementals and a black opal. All items having to be surrendered at the same time. Perhaps to conjure an Elemental, which then attacks; or causing the initiator to transform into a Wraith or such that attacks the party. Some suggestions are: Sylph along the coast, Sprite with the Cloudpeak Mts, Firenewt in the Naskel Mines [mayhaps where the lava flows and there is no bridge] or a Korred within a forest Just a thought. Kix |
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Mar 22 2006, 11:14 PM
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#55
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Forum Member Posts: 17 Joined: 13-June 05 |
About the statment that the quest added by the BG1 Quest Pack wont show up on the general map cause of the .wmp, have the team heard about Yacomo Wolrd Map ? Its an usefull mod who give a map including both the Sword Coast and Amn, its the way found and used for compatibility between the larger mods (SoS,TS,BP,BGT,NEJ,DS,NToSC,SoBH,TGC) who add new area.
Since the map let show all the area added by the mod previously installed it isnt any worry ? This post has been edited by Eden: Mar 23 2006, 01:04 AM |
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May 28 2006, 04:03 PM
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#56
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Forum Member Posts: 2 Joined: 28-May 06 |
Hello Black Wyrm ! I'm a french BG1 fan (first post), I've seen some of this project's screenshots , looks very nice. Could you "remix" all the areas of the game like this ?( it would be great )
And replace the spells FX ? This post has been edited by Nocturne: Jun 22 2006, 02:20 PM |
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Sep 8 2006, 10:32 AM
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#57
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Forum Member Posts: 42 Joined: 20-August 06 |
Many of BG1's existing sidequests (especially in BG city) could be integrated into a crafting process via Baronius' script featured in Herbs & Potions. See this thread: http://forums.blackwyrmlair.net/index.php?...amp;#entry18265 . I should emphasize that the linked thread outlines an extremely ambitious project. However, keep in mind that the central idea could be kept as simple and limited as anyone wishes. Even crafting just one new custom item by using several sidequests would be interesting to see introduced into the game. If it's relatively easy to modify those existing sidequests, and the feature proves popular, many new items could be added over time in future iterations.
This post has been edited by Lemernis: Sep 8 2006, 10:35 AM -------------------- |
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