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Changes to NWN1?
Posted: Wed Dec 20, 2017 11:28 pm
by Wild Wombat
I found this about changes for NWN2 (probably far from complete, but it is something):
http://www.alandfaraway.info/node/1212
Is there anything - link, post, kind player's summary, whatever - for NWN1? I am going to be rusty enough without planning on taking the Feat "
Galadorn's Comeuppance" at first level only to find out that it is an Epic Level feat available only upon gaining 10 levels of the Prestige Class "
Grand Master of Cheese"
Re: Changes to NWN1?
Posted: Wed Dec 20, 2017 11:52 pm
by dergon darkhelm
Galadorn's PCs all take the new specialty feats "Improved Withdraw" and "Skill Focus, flee".
Re: Changes to NWN1?
Posted: Thu Dec 21, 2017 12:13 am
by Galadorn
Cheese is beaudy!
Who's withdrawin' ? Where we goin' now? ?
dergon darkhelm wrote:"Improved Withdraw" and "Skill Focus, flee".
= so inaccurate - can't wait for the fray!

Re: Changes to NWN1?
Posted: Thu Dec 21, 2017 5:07 pm
by Senor T
Relative to playing back in the day and now there are probably 3 main things I can think of offhand to know about WD 2.0:
1) Better AI - bad guys can call their buddies for help, and they’ll come help them even if they can’t see them. So you could see 1 or 2 guys, but a few more may come running around the corner in a second or two. Also, some bad guys will be tougher at night or only appear at night.
2) More static dungeons - as ayergo is the only DM that operates regularly on the server (during my play times anyway) like some sort of super DM, he has put in more static dungeons. For lvls 1-3, grab a group and head to the rat hills. Following that, there’s others such as the goblins in the sewers (use caution, they can be tough). Oh and the guard post in the Adventurers’ Quarter will pay rewards for various bad guy trophies from these dungeons.
3) Brew Potion feat - ayergo is spinning up recipes for this now. It’s in its early stages. Ayergo will balance this as it’s developed, so you non-potion brewers should whine loudly and complain to all ALFA admins if us PGing OP potion brewers start to wreck he server.

Re: Changes to NWN1?
Posted: Thu Dec 21, 2017 5:32 pm
by Wild Wombat
Senor T wrote:Relative to playing back in the day and now there are probably 3 main things I can think of offhand to know about WD 2.0:
1) Better AI - bad guys can call their buddies for help, and they’ll come help them even if they can’t see them. So you could see 1 or 2 guys, but a few more may come running around the corner in a second or two. Also, some bad guys will be tougher at night or only appear at night.
2) More static dungeons - as ayergo is the only DM that operates regularly on the server (during my play times anyway) like some sort of super DM, he has put in more static dungeons. For lvls 1-3, grab a group and head to the rat hills. Following that, there’s others such as the goblins in the sewers (use caution, they can be tough). Oh and the guard post in the Adventurers’ Quarter will pay rewards for various bad guy trophies from these dungeons.
3) Brew Potion feat - ayergo is spinning up recipes for this now. It’s in its early stages. Ayergo will balance this as it’s developed, so you non-potion brewers should whine loudly and complain to all ALFA admins if us PGing OP potion brewers start to wreck he server.

Thanks, Mr. T. (You mind if I still call you that? :p)
1) Better bad guys? iirc, the starting point is somewhat close to the docks where the thugs hang out. Sounds like we'd best hope for making a daytime appearance. I lost my very first PC in WD within minutes of appearing. I am hoping to not repeat.
2) I'll wait until I have figured out how to draw a blade instead of a set of curling irons before trying anything!
3) Is there a Brew Ale feat? Now that I'm taking!
Re: Changes to NWN1?
Posted: Thu Dec 21, 2017 10:13 pm
by ayergo
Only some critters have advanced AI. Goblins and deeper denizens for sure. Lots of repeatable statics broken down like so:
Wiz, sorc, bard - spell components at watchful order (most on sewers)
Rogue, bard - retrieve items for thieves guild (in sewers)
Fight, barb, pal, rngr, monk,bard - goblin elite heads (sewers)
All - rescue babies in sewer (orphanage in adventurer quarter)
- goblin ears in plumber guild
-rat tails and imp horns in adventurer quarter watch post.
Re: Changes to NWN1?
Posted: Fri Dec 22, 2017 12:04 am
by ayergo
Oh yes, and also
everyone - dungeon of the crypt (accessible in city of the dead at night, or through sewers with lockpick) - blackened hearts can be turned in to Third Circle for XP and points towards good (otherwise you can use them to cause light wounds).
Re: Changes to NWN1?
Posted: Sat Feb 17, 2018 5:46 pm
by oldgrayrogue
Figured I'd post this here. Any thought to possibly making the following changes (imported from NWN2):
1. HP and Spells restored on log in after 24 IG hours. With limited play times this helps a lot. I find myself forgetting to rest at the end of sessions due to time limitations. If I don't play for several days then first thing I have to do on log in is rest and heal and buy pots etc. and its a bit of a drag and a real time sink.
2. Return Bins at merchants. I think Acadius Lost (who was logged in to WD the other night!) made these for NWN2. They allow you to basically "try on" armors and different weapons while purchasing and then return them for a full refund before you leave the merchant. Until full customization is enabled would be a cool feature.
3. Max HP on level. For me this is a balance issue. Do this or soon you will have every PC with at least a few levels of cleric bc in ALFA clerics are OP period.
Just suggestions! Having lots of fun on WD and can't wait for NWN Enhanced! The future of ALFA!