Player Resource Consortium


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Stratovarius

Pages: [1] 2 3 ... 5
General Discussion / PRC Discord is here!
« on: August 26, 2018, 04:27:04 PM »
We all had so much fun back in the day on the IRC, we decided to bring it back to life in a modern form.
Come chat with us today on Discord!

You can get the Alpha on the Vault or Steam.

General Discussion / PRC 3.6 Changelist
« on: August 23, 2018, 07:26:00 PM »
These are all the changes/bugfixes that will appear in PRC 3.6.

Added Trip, Grapple, Bull Rush, Overrun, Charging

New Classes:
Acolyte of the Ego Truenaming prestige class
Frostrager prestige class
Duelist prestige class - All existing Duelists will not work in 3.6 due to extensive bug fixing
Sacred Purifier prestige class
Serene Guardian prestige class

New Feats:
Ascetic Stalker
Daring Outlaw
Expanded Ki Pool
Improved Skirmish
Swift Ambusher
Brutal Throw
Extra Rage
Flying Kick
Improved Grapple
Improved Trip
Improved Overrun
Improved Bullrush
Curling Wave Strike
Sidestep Charge
Powerful Charge
Greater Powerful Charge
Rhino Tribe Charge
Furious Charge
Reckless Charge
Great Stag Berserker
Lion Tribe Warrior
Snow Tiger Berserker
Two Weapon Pounce

Fixed requirements error for Pale Master
Fixed Knight of the Middle Circle Combat Sense
Fixed Brimstone Speaker and Bereft not clearing their Law of Resistance/Sequence variables
Fixed Scout Skirmish damage on ranged weapons
Fixed Swordsage Insightful Strike requirements
Tweaked Duskblade Arcane Channeling to be more player friendly
Fixed Bowman's Focus not requiring a bow
Fixed Fist of Hextor Damage stacking
Fixed Contemplative DR not working
Fixed Sohei DR and Expertise attack bonus
Fixed Utterdark Blast healing undead
Fixed Package bug Beamdog introduced with PRC base classes
Fixed Swordsage maneuver recovery conversation
Fixed Control Object psionic power
Fixed Shadow Sun Ninja Unarmed Damage and Touch of the Shadow Sun
Fixed Shifting Defense maneuver
Fixed One With Shadow maneuver
Fixed Ballista Throw
Fixed Step of the Dancing Moth
Fixed Fool's Strike
Gave Rapid Counter description, message on hit

General Discussion / I'm More Alive
« on: August 23, 2018, 06:23:48 PM »
I've started bugfixing a few minor bugs here and there, and will be uploading a PRC 3.6 Alpha to the Vault relatively soon so that people can try them out.

General Discussion / I'm Alive
« on: July 26, 2018, 08:28:10 PM »
I'm alive, although I've not touched the PRC in ~9 years at this point. I do occasionally see what's going on with it, but little more. Got different projects to keep me busy now, and to be honest I'm a lot older. I was a sophomore in college when I founded the PrCC (as it was then called), and it's 15 years later. Things change.

But I'm sure I can still remember a few bits and pieces if people need help...

General Discussion / So... Material Components
« on: August 14, 2009, 10:54:13 AM »
It's been discussed a lot on and off around the PRC, I know. Well, after a long talk with fluffyamoeba and dsabrae last night, I'm happy to say there is actually a system for material components in the PRC. It's 2da based, and will ship in 3.3G. Right now, we're letting dsabrae's PW test the system and fill out the 2da and create the items, and then we'll turn it round and ship it out to everyone. It's very simple to tweak, just editing values in a 2da and no need to alter the scripting at all.

Surprisingly, coding it only took about an hour, although I had figured it would be a lot more difficult to create. Just had to have the right idea about how to do it, I guess.

Below is the comment above the switch.
Code: [Select]
/** Material Components
 * Set switch to 1 to activate this
 * This allows material components in NWN through the materialcomp.2da
 * Just put the SpellID and UTC resref in, MINUS the .utc on the end.
 * This also requires the names of the items, formatted like so ("" included): "Object Name"
 * Set switch to 2 to activate this
 * Deducts gold instead of requiring material components
 * Put the gold value in the Cost column
 * Set switch to 3 to activate both at the same time
 * WARNING: This will slow spellcasting down due to 2da reads and inventory loops

Other Games / Sword of the Stars and Demigod
« on: August 12, 2009, 02:04:16 PM »
Several of the PRC members (mostly myself and Tenjac) play these games fairly regularly, including MP. Are there others around here who do as well?

We've got a few new toys for you today, starting with a new 3.3G Release Candidate. This has a few more fixes in it, including one for the pesky two two-handed weapons issue. It also has all the debug text turned off, as it's the last release before we push 3.3G out the door, and we'd like a few places to give it a go before we do.

We've also released an updated PRC Merge Hak, which is current up to the 3.3G RC3 release that we've pushed out, and can be used with that version of the PRC.

Finally, we've updated the Downloads page to include all of the links to our content on the vault. We sort of forgot to do that before now, which is a bit silly, but they are all there for NWN1.

Enjoy the new content,

General Discussion / Builders Chat Feedback
« on: July 27, 2009, 04:41:54 PM »
So, I know we weren't able to get to every question, but what'd you guys think of the chat yesterday?

See the book.

Defensive Passive
[ulist=disc]Each of the 4 grants +5% Physical Resistance, +3% Mental Resistance[/ulist]
Offensive Strikes
[ulist=disc]High Damage Strike vs single target
AoE Damage Strike vs 3-5 targets.
High Damage Strike against Blight creatures.
High Damage AoE Strike against 3-5 targets[/ulist]
Defensive Strikes
[ulist=disc]Stun Foe
Knockdown Foe
AoE Stun/Knockdown
Mass Pushback - Knock all foes away[/ulist]
[ulist=disc]Bonus to Attack, Damage, Defense, Physical Resist when under 25% life
Bonus to Attack, Damage, Defense, Physical Resist when fighting with other Legionaires. Lesser bonuses when fighting with other dwarves.
Bonus to Attack, Damage, Defense, Physical Resist when under 50% life
Last Man Standing - Massive bonuses to everything.[/ulist]

Class and Feature Design / Demonologist (Wizard Specialization)
« on: July 22, 2009, 08:56:42 PM »
The demonologist is a wizard who has embedded within himself demons, letting them possess his form for short times in order to learn of their strengths, their weaknesses, how to use their abilities and how to combat them.

Demonic Anger (These are monster abilities from the toolset)
[ulist=disc]Aura of Fear - Demon Aura
Lift - Demon Lift
Scatter - Demon Scatter
Corruption Blast - Archdemon Corruption Blast[/ulist]
Demonic Strength (Demon area of effect buffs)
[ulist=disc]Aura of Weakness
Aura of Healing
Aura of Fire
Aura of Corruption[/ulist]
Demonic Defense (defensive passives. These would be tweaked to ensure the PC is balanced)
[ulist=disc]Shield of Hunger - Demon Properties
Armour of Sloth - Demon Resistance
Helm of Pride - Pride Demon Properties
Mask of Rage - Archdemon Properties[/ulist]
Might add more as the need calls for.

General Discussion / Stratovarius in Edmonton
« on: July 21, 2009, 10:57:03 PM »
This piece is going to be a more general overview of my Edmonton trip. With luck, I'll have another one on scripting for DA sometime before the end of the week.

I arrived at our hotel rather late that first night, courtesy of a one and a half hour delay in Heathrow due to drizzle. You'd think the English would have figured out how to deal with that, but apparently, not quite yet. Arrived, checked in, and rushed off to dinner, just in time to meet everyone else and catch a main meal. Not, perhaps, the most auspicious start to the trip, but exciting, nonetheless.

Next up was the first day playing around with the DA toolset, and we had a series of lectures on the subject, starting with, of course, a quest to kill a dangerous rat, and get an item from a chest it was guarding. Despite nearly dying to the rat several times with my mage, I managed to progress through the day, which was a module builder's introduction to the toolset, covering how to place monsters, build quests, create dialogue, build plots, and use the scene tool to create cutscenes. This particular tool may well be the best change to come in Dragon Age versus all of its predecessors, as it allows reusable cutscenes, quick building of basic VO, lip sync, gestures and movements for the actors within, and generally speeds the process of creating good looking moments within a module. It is also relatively simple to be come proficient with, at least as it relates to conversations. Actual cutscenes are a little harder to manage, but still not all that difficult.

That more or less ended the first day. The second day began with a tutorial on level building, which is more involved than NWN1 certainly, and possibly than NWN2, although I don't speak from a great deal of experience there. Not being entirely interested in the level editor discussion I followed along, but soon turned my mind and thoughts to scripting, playing around with the module load script to take a look at each of the base classes and some of the specializations. There are fifteen primary playable classes at the moment, three base classes, and four specialization classes for each of those bases. Each base class possesses between 48 and 68 abilities, while the specializations vary between 12 to 20. I'll not spoil them too much, other than to say that I was rather impressed with the array of choices, especially for the mage, and am looking forward to playing one. Especially one that goes into Blood Mage.

Just after lunch on that second day, Adriana came forward and told us all that we were being split into four teams, and that we would have a day and a half to build a ten minute module with one hundred words of dialogue, and at least some combat. At the same time as we were attempting to build the modules, there were still seminars and little side sessions going on, including a particularly popular one from David Gaider that took up most of the rest of the time that day.

The third and final day of the trip there began with more frantic coding, and continued that way for much of the day, as, within our group, we were attempting to use custom areas, and go through all of the necessary steps to getting them in the game, despite not actually realizing what some of those steps were. We also spent a good deal of time using and testing the new Bioware social site, which, while powerful, had a few quirks at that time. Not too surprising, given it had been finished the night that we arrived.

Sunjammer, myself, and Markus, after a few minutes of rather hurried discussion, decided that we would work on a Little Red Riding Hood module, only that the little scamp had scarpered off, and in her place the heroine, who was a young female elf mage, would have to deliver the food, drink, and flowers to grandma. It started with a cutscene to give the quest, then the gathering of the three necessary items. A trip through the scenery to show off Markus's areas followed, until we met 'grandma' . We had a nice little chat with 'grandma'. "But Grandmother!  What big ears you have" "The better to hear you with, my dear" "But Grandmother!  What big eyes you have" "The better to see you with, my dear" "But Grandmother!  What big teeth... Oh bugger this!" Combat was then begun with a rather scary and large werewolf. That was as far as we got during the time we had allotted, as all of us working on the module were pulled away by one demand or another. Thankfully, GameSpy published a few images from our module, and you can see them on this page.

Overall, I can say I had a wonderful time there, and the extra day that we had, three rather than the two of the prior trip, certainly helped make things even better, as we were able to have almost a whole day hands on with the toolset, talking to all of the developers who worked on and built Dragon Age over the last several years. I also met a rather interesting cast of characters among those who came new this time, including one of my PRC co-workers, Tenjac. It figures that we'd fly to another country to meet, rather than taking the much closer route using the car.

I'd like to extend another thank-you to Bioware for having us all there, and two thumbs up to Dragon Age and the toolset both. With luck, I'll get even more out of this than I did from Neverwinter.

This is the first in a short series about my trip to Bioware, and the various tools that they showed us there.

As one of the builders who went to Edmonton this past week to take a look at the Dragon Age toolset, I had a chance to play with and poke at the VFX editor on the last day of the event. The timing was a bit rushed, as we were all engaged in creating the modules that Bioware had tasked us with, but in between the last minute business, I was able to have a little seminar from the lead VFX artist for Dragon Age, and I came away just a little impressed with what they had to offer.

Making a decent looking VFX is very easy. I was able to make ones that I could have used in game and been happy with in about five minutes, perhaps less. Everything is controlled out of the object inspector palette, and you can pick a whole series of libraries and options. Here is where the difficulties come in: there are a ton of libraries, and they aren't always labeled in such a manner as to make things easy. The Dragon Age wiki will likely clear things up, once it appears.

This being a professional level toolset, unlike the NWN1 toolset, there are rather a large number of options you can tweak to control the creation of the GFX. Whether it bends towards a target, spins as it is born, accelerates away from the spawn location, changes colour from birth to death, and so on. If you can think of something to do with a VFX, it's probably possible in the VFX Editor.

I'm hardly a expert at the system, so, I'll leave the actual work of describing all of the features to someone else, but I can try and answer as many questions about the VFX Editor as come up, so on that score, fire away.

Linked from the bottom of the post is my example of a "Five Minute" VFX. It's animated, so that the individual puffs of flame swirl around, as does the entire structure, while at the same time being pulled slightly towards an emitter target. I, unfortunately, do not have an animated copy of the image. Fireball-ish VFX.

Class and Feature Design / Fade (Wizard Specialization)
« on: July 16, 2009, 01:41:31 PM »
The fade is a wizard who has embedded himself within the dreamworld, drawing it into himself to such a degree that he always walks the land with one foot stepped beyond the normal waking world into that strange world of spirits and flitting dreams, a place where things are far different than the living realm. Cold and strange, the fade often gives up the societal comforts for his experiences in the other realm, for adventuring there has left him unable to function amongst the living.

His power is focused around the spirit world, and drawing and creating creatures from there to serve him here in the living realm. Note that his summons are expected to start fairly weak, as he cannot truly bring them from the spirit world to here until he greatly expands his powers.

Dream's Reality
[ulist=disc]A Wavering Vision - Increases strength of summons by 20%.
A Shimmering Wall - Increases strength of summons by 40%
Hazy and Hale - Increases strength of summons by 60%
Reality Anchor - Increases strength of summons by 80%.[/ulist]

Number Unlimited
[ulist=disc]Minions and Followers - The fade summons two creatures of the chosen type. (These will scale based on strength of creature summoned)
Army of the Mind - The fade summons three creatures of the chosen type.
The Growing Horde - The fade summons four creatures of the chosen type.
The Ravening Tide - The fade summons five creatures of the chosen type.[/ulist]

Friends and Companions
[ulist=disc]The Pack Hunts - Summon a Spirit Hound
Death's Many Legs - Summon a Mind Spider
Whispering Shadows - Summon a Shade
Dream's Drake - Summon a Dragon Figment (Drake)[/ulist]

Vision Walker
[ulist=disc]Grasp of the Mind - Shunt a creature into the dream world for a moment of time.
Nonexistent Army - Toss three creatures into the dream realm.
Missing Minds - Force five creatures minds into the dream world, leaving their body intact.
Forgotten - Throw a creature into the Fade with such violence that it expires.[/ulist]

Class and Feature Design / Dragon Age Class Style
« on: July 16, 2009, 01:17:06 PM »
Here is a brief overview of what is needed to design a Dragon Age class. I'll add more as we find out more.

[ulist=circle]Abilities always come in packs of 4, with each being required in turn. Need 1 to get 2, and so on. Usually, they come in packs of 16 under a common heading, like Primal for elemental spells, but certain 4-sets that are generic to the base class don't fall under a grouped heading.[/ulist]

[ulist=circle]Origin Story (if you want to try and use it in the original campaign)
Allowed Races (Dwarves can't cast spells, for instance)
Abilities (These vary from about 48 to 68 for the three existing base classes). [/ulist]

[ulist=circle]Entry Requirements (Not entirely certain on these yet)
Stat Boosts (Each specialization grants two bonuses to certain statistics)
Abilities (These vary from 12 to 20)[/ulist]

Pages: [1] 2 3 ... 5