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#11 | |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,727
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Quote:
I came to find that the LOK Tileset has some walkmesh issues in the actuall tileset. (Door issues mainly). I will have to change that, or remove that door maybe. Was wondering why you were hostile to the Kuo-Toa prisoner. Did you strike a drow on level 13? I guess the faction isn't local. Will fix that too. [img]smile.gif[/img] |
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#12 | |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,727
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#13 |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,727
|
Hehe, alright, I'll leave the stats alone. I'll keep a watch on the fighting and such.
The DAMN ogre models! Freezing and acting like they got their ROCKS for brains.. no animations for using a crossbow? lol... crazy.. DLA Made that model, I thought it would be flawless. I'll check into what that deal is... very odd. [ 12-31-2006, 06:57 PM: Message edited by: Ziroc ] |
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#14 | |
Symbol of Cyric
![]() Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 49
Posts: 1,214
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Quote:
By the way, check your e-mail Ziroc. Two sends from me - one with a file, one without. Both of them should be tagged with [ IronWorksForum ] on them. Despite the name, there are no actual [ sets ] within the file itself. That I will be working on during this coming week. (Damn, I really need to get myself a new keyboard...)
__________________
There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you. |
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#15 |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,727
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Awesome, yeah, I will soon re-add the 'other' bad guys tonight. Then work on sprinkling in your items! [img]smile.gif[/img]
Some areas of Lvl 14 that looked empty will have the new baddies there--and the goblins in the jail cell were stand ins. Nearly every cell will have an NPC to speak with. Killing almost any of these npc's will change your alignment, so be careful. Being good will too, and grant good XP. |
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#16 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 62
Posts: 4,537
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...er, *looks around innocently* I almost never start riots on lvl 13...
__________________
To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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#17 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 62
Posts: 4,537
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We found another glitchy door today, by the alternate route to 15. I don't want to spoil it too much for anyone, but it's a bedroom on the main map for 14, with a stone in it. That stone is completely safe since, even though the door wasn't locked, we couldn't open it to get to it.
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To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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#18 |
Symbol of Cyric
![]() Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 49
Posts: 1,214
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Enjoying the additions so far, Ziroc.
The little touch from the Yawning Portal was humorous and frightful at the same time. Which of course leads me to believe that Misty is going to have her own plotline by the end of the year which will need to be solved. Even if that isn't the case, a few more "professional patron assistants" scattered through the Yawning Portal above and the various inns and taverns to follow would be nice. Now, as for more on Level Fourteen, I have been lucky enough to get access to some of the numerous items presented there. I have to say I really love the designs for some of them. I jus wish they would glow... *sighs* Not sure if we are allowed to spoil the surprise for others in terms of the items themselves, but I know that one of them would do well with a blue/purple aura, and another would look awesome with an orange/yellow aura. Not sure if it's possible given the designs of the items themselves, but it would be a nice touch. The ogres are not freezing as often any more. This is good for the module because they seem more natural now. This is bad because I am now realizing how hard they can hit ME. Ugh. Reminds me as to why people refused to face Mike Tyson in his heyday. Come to think of striking and damage, what kind of AB is recommended for Level Fourteen at the moment? Currently, I think I can hit one of the numerous Cyricists, and the Rust Monsters, and of course the ogres. I haven't gotten any of my truly combat worthy characters down there yet, but I have to plan ahead as at least two of my character concepts need to be scrapped and overhauled. (Posted in another thread already.)
__________________
There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you. |
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#19 | |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,727
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Quote:
Totally evil. [img]smile.gif[/img] Will check that other door Rob--damn tileset. I guess I need to make a patch in the future for that- I didn't make that tileset, LOK did I believe. It's sad that many of the door areas have bad clipping and walkmesh issues. |
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#20 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 62
Posts: 4,537
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Cool. I'll tell ya', all things considered, it's great. Lvl 14 is getting a lot of attention.
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To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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