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Welcome to The World of Palladium II Persistant World
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The World of Palladium II will be a NeverWinter Nights 2 Persistent World, based in The Eastern Territories of Palladium. There will be close ties to the historical facets of the lands, races, and religions of Palladium. Rebuilt from the ground up as a Role-Playing World, you will find detailed lands stretching from the Coastal Shores over the Shattered Mountains to the Inland Sea. A variety of cities, villages, and outposts will provide an abundance of shelters for the wary travellers. Strange and magical creatures will be brought to life to provide a variety of challenges for bold adventurers. Stories of untold treasures, rune magic, and powerful weapons will unfold in an ever changing world.
Some examples of what we are planning::
- Eighteen Deities to choose from, providing a variety of factions and religions.
- Carryable corpses can be moved and resurrected while you''re offline.
- Non-permanent death ensures the fun never dies with your character.
- PvP is allowed and fully supported.
- Detailed areas to explore with various levels of challenge and life on the edge.
- A Dynamic Questing System with outcomes affecting other parts of the world and economic systems.
- Farming and Fishing systems provide non-combat enjoyment and experience.
- Customized Loot System with unique, one-of-a-kind items.
- An Action Based XP system where things you do, not the final kill, provide XPs.
- Weapons and Armor will not be indestructible; they must be repaired over time.
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This weekend I've begun sorting through the scripting in an effort to pin down some issues (bugs), and determine which systems are fully implemented and which are only partially functional.
Unfortunately, it appears that we're back to TWP standards with a mix-n-match of different systems both community and custom, with little documentation on what things are and how to use them. This is a situation I stressed from the beginning that I did not want to get into.
So, in a nutshell, I've decided to rebuild the base scripting systems with supported community scripts, as originally planned, then importing all the existing areas and resources into this new module.
The bad news is that this is a lot of time consuming work.
The good news is that once done, several bugs should be fixed, future additions should be more standardized, and we will be very close to the goals set to move from Alpha to Beta testing.
Yesterday was spent creating a list of all scripting resources in the current module, and today I began documenting them. This will make for a quick reference for future bug fixes and additions as well as help me to sort out what to keep and what to discard.
As time permits I will continue, first step is understanding HCR2 and how to work with it and getting it set up as needed. I'll try to post progress details more often as things progress.
SN
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Posted by SnowNut on Sunday, November 23, 2008 @ 20:12:22 PST (77 reads)
(comments? | Score: 0) |
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| Good News!!! - Open Alpha Testing Begins |
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Things are finally in place and stabilized and we have now opened up the game server for everyone to take a sneak peak to let us know what is broken.
Focus should be on the visual aspects, missing doors, misplaced objects, floating trees, and such. There is also one area set up with some encounters and loot items to test out. Please read the guidelines in the 'Alpha and Beta Testing Forums' as there is more specific information there and we will be posting more up-to-date changes as they happen.
Thanks for the patience and enjoy, but also keep in mind, we are still early in development.
SnowNut and Team....
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Posted by SnowNut on Monday, October 13, 2008 @ 09:52:49 PDT (234 reads)
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| Alpha Module v0.13 Online. |
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Well, it turned out to be a productive day. Shortly after posting this mornings update I figured out my mistakes with the new spawn system and now it seems to be working quite well.
This system turned out to be even more beneficial than first believed, as it also works with placeables (ie. Loot chests), NPCs, and Stores. It also incorporates an area cleaner and is able to reset the areas to near reload status.
So with this big addition I've now put Alpha v0.13 up on the server and after adding a few more encounters along with a bit of builder testing we will (barring any major problems) be opening up the module to some alpha testers.
Hang in there, we're nearly there....
SnowNut
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Posted by SnowNut on Monday, September 29, 2008 @ 17:27:46 PDT (289 reads)
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Well, we're past the couple weeks I was hoping for on opening up to the Alpha, so I figure I best post an update.
First off, we've had issues with encounter spawns. Some work fine, others work on occasion and yet others won't work at all. This was using the default NWN2 spawn system, which is less than ideal for a PW. However we felt it was a good start to get us into public testing. Unfortunately it seems every attempt I've made to fix the encounters results in more of them not working.
So I've found a community script that shows promise and manages not only monster spawns but NPCs, and traps as well. With my limited scripting abilities though, I've had difficulties integrating it with the existing scripting like HCR which handles the death system, fatigue and other things. I'm continuing that effort and once I figure it out and have it operating we'll open up the module for public testing.
Currently we are severely lacking in staff and builders. We've effectively lost Abraxas and Cladius due to real-life and personal reasons, perhaps someday things will change and we'll once again be aided by their talents. Until then we're effectively down to only a couple builders, so progress is slowed to a near crawl. Rest assured though, there is still progress and we're not giving up, the original TWP and the great times there where too much fun to throw in the towel.
We've asked often, but I'm asking again, if anyone wishes to help out in any form, please contect us. Most desperately needed are people to handle scripting, creating NPCs (including conversations), writing (for storylines, backgrounds, and quests), some PR to aid in website articles. Let us know what your interests are, and we'll put you to work.
Thanks for your patience and dedication,
SnowNut
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Posted by SnowNut on Monday, September 29, 2008 @ 06:19:50 PDT (242 reads)
(comments? | Score: 0) |
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| Alpha Module v0.12 Online. |
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Well, finally, yesterday I've put Alpha v0.12 (31 Aug 08) online. Due to builder staffing problems and the last minute addition of extra features it took a bit longer than I had originally announced, but it's worth the wait because we now have the basic systems added and should be able to open up the mod to a few Alpha testers by the weekend. That is, unless we run into a major glitch, which I don't foresee any as I spent some time testing the mod and systems already.
Note, the last announced v0.12 was actually v0.11, somewhere I skipped a number.
Here's the highlights of what has been done in this update:
Areas:
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* Addition of 1 New Exterior areas
* Addition of 17 New Interior areas
* Rework of 4 current areas.
* Numerous bug fixes to current areas.
Current Module Area Summary.
81 total areas
18 Exteriors
52 Interiors
6 Script Base
5 Test Areas
Creatures, Encounters and Loot:
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* Added the Circle of Six Gods (Pantheon of the Ancients previously completed)
* Fixed initial test encounter Bug -> Verified Working
* Added 4 test encounters (5 total) -> 4 of 5 Working
* Added test loot chests -> Verified Working, needs adjustment
* Added loot system (cdaulepp) -> Verified Working, needs adjustment
* Added test merchant-> Verified Working
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Posted by SnowNut on Monday, September 01, 2008 @ 12:15:11 PDT (355 reads)
(comments? | Score: 0) |
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