The registration page for the next session is now up. Please let us know if you can make it. If you can't, please indicate this in the Session Availability forum. Thanks!
The registration page for the next session is now up. Please let us know if you can make it. If you can't, please indicate this in the Session Availability forum. Thanks!
The session summary from tonight's session is up, and the roleplay forum for next session has been opened as well. There will be a 100 XP bonus for anyone that participates in the roleplay forum this week.
Up until now, we've been using the HCR2 bleeding and death system. We are now switching to the HABD bleeding and death system (I'll post an explanation in the forums as to the reasons why). This doesn't require you to download any files, but there are some important points of which you should be aware.
First, you will never die without having a chance to bleed first. If a single massive hit would send a character from positive hit points, straight to death (-10 or lower), the system will automatically adjust the damage so that a period of bleeding (and unconsciousness) occurs. I like this in a fast-paced computer game, where it can be harder to keep someone alive than in pen and paper. So, pay attention for bleeding comrades, so you can save them.
Use healing items, or the HABD bandages (an unlimited use item), to try to stop the bleeding of a party mate (Heal difficulty check of 15) and restore them to 1 hit point (and consciousness). I'd suggest that you put the HABD bandages on your quickbar.
Bleeding party mates should be much easier to identify now. There will be verbal cues (the "heal me" voice emotes fire automatically during bleeding), as well as text alerts that a character is bleeding.
Bleeding characters typically will no longer stay on the ground, but instead climb to their feet (but will remain immobile). Yes, this will look goofy. This is due to how the death animation works in NWN2. HCR2 had a workaround for this, but just removed it because it was causing lag and crashes.
Opponents will stop attacking you once you are unconscious. Please note, though, that in my testing it did not prevent simultaneous attacks. So, for example, one attack could set you to -1 hp, and an attack that had already been started before you reached -1 could then land, and send you a bit further towards -10. This should be rare.
You will have a short period of invisibility once you recover to positive hit points, to allow time to heal yourself or escape.
If you die, you no longer go to a fugue plane. Instead, you respawn as a ghost that can't take any action aside from observe what is happening. A corpse item should drop with your possessions. Raise dead spells can be cast on this item.
I will post more information about the system as I think of it.
The company that I use to host this site is relocating servers to a new datacenter, probably this week. The machines themselves aren't being moved, but the data is being sent to new servers in the new datacenter. This SHOULD be invisible to us, but we all know how Murphy's Law works. So, if the site is offline at all this week, or if you see any glitches, that is probably why. I will take down the email address you each used when you registered, in the event that the site is down and I need to contact you regarding the campaign.
The registration page for the October 28 session is up. Please sign up at least 8 hours before game time if possible. If you can't make it, less us know in the Session Availability section of the forums. Thanks.
The session summary for the October 21 session has been posted, and the roleplay forum for the October 28 session is up. 100 XP to anyone who participates in the forum this week. The sign up page for next session will go up soon (probably tomorrow by lunch time).
There is a new WorldGate update that I just uploaded today (October 20). This one adds some material for upcoming sessions. Please update prior to tomorrow's game. {mos_fb_discuss:14}
I should be uploading another WorldGate update later today or tomorrow morning. Keep your eye here for the news of the upload. {mos_fb_discuss:14}
Since there is no official fix for the disappearing DMFI UI with Mask of the Betrayer, you can go ahead and apply the unofficial fix. It should be safe, as all you are doing is creating a new file that simply can be deleted in the future if there is an official fix released. Here are the steps:
1. Copy the "ingameguix1.ini" file from your installation folder (by default, Program Files/Atari/Neverwinter Nights 2/ui/default) into the corresponding spot in your "my documents" folder (My Documents/Neverwinter Nights 2/ui/default).
2. Open the "ingamegui.ini" file that was already in My Documents/ui/default, using notepad or a text editor. There should be a block of several lines in that file that include DMFI references (for example, there is a line with "SCREEN_DMFI_PLAYER=dmfiplayerui.xml").
3. Copy the entire block of lines that include such DMFI references, then open your new copy of ingameguix1.ini (now located in My Documents/Neverwinter Nights 2uidefault) and paste them into it. I put them at the end of the [MandatoryGUI] section.
4. Save and close the file.
{mos_fb_discuss:14}
Since some of us will at some point soon be finishing Mask of the Betrayer, I've put up a new poll to the right. What did you think of the expansion? You can also discuss your opinions over in the Mask of the Betrayer section of the forums.