<?xml version="1.0"?>
<rss version="2.0"><channel><title>Lands of Intrigue Latest Topics</title><link>https://www.gibberlings3.net/forums/forum/17-lands-of-intrigue/</link><description>Lands of Intrigue Latest Topics</description><language>en</language><item><title>Overview of LoI</title><link>https://www.gibberlings3.net/forums/topic/394-overview-of-loi/</link><description><![CDATA[<p>- New locations and expanded versions of existing ones! Explore new parts of Athkatla, trek through the Cloudpeak mountain range, get lost in an Underdark's that's over twice the size you remember it (and has several new inhabitants), battle your way through the ancient Shoonite capital of Monrativi Teshy Mir, and more!</p>
<p> </p>
<p>- Dozens of brand new quests which tie-in with and add-on to the existing <abbr title="Shadows of Amn">SoA</abbr> and <abbr title="Throne of Bhaal">ToB</abbr> storylines.  Get mixed up with the shady goings on of the Council of Six and the Knights of the Shield, and fight the forces of insidious groups such as the Sythillisian Empire and Church of Bane.</p>
<p> </p>
<p>- New <abbr title="Throne of Bhaal">ToB</abbr> quests and encounters for certain Bioware <abbr title="Non-Player Characters">NPCs</abbr>! Anomen, Jaheira, Mazzy, Minsc and Viconia will all be recieving extra content.</p>
<p> </p>
<p>- Numerous new random (and not-so random) encounters, including some in <abbr title="Throne of Bhaal">ToB</abbr>!</p>
<p> </p>
<p>- A handful of new <abbr title="Non-Player Characters">NPCs</abbr>, including a Cavalier of Milil, a Cleric of Selune and an Elven Sorceress.   We'll also be incorporating <abbr title="Non-Player Characters">NPCs</abbr> from certain other mods,  such as the two very different (Half-)Elven Rangers Kivan and Elai.  Their LoI incarnations will of course have even more dialogue and brand new quests!</p>
<p> </p>
<p>- A huge number of new items! These includes "missing" armour and weapons such as Ring Mail, Banded Mail, Broadswords and Rapiers, as well as the obligatory horde magical items.  Also, non-magical weapons and armour will now range in quality, ala the <abbr title="Baldur's Gate">BG</abbr>: Dark Alliance games.</p>
<p> </p>
<p>- A new in-game series of dialogs which allow for far greater customization of your PC. Chose your subrace, which deity you worship, and so on.</p>
<p> </p>
<p>- Druids will also be able to chose which Druidic branch they belong to, and Rangers can select their primary terrain.  These will help define your characters even further than their kit!</p>
<p> </p>
<p>- Another optional component will apply the deities, subraces, etc to <abbr title="Non-Player Characters">NPCs</abbr>, including the original <abbr title="Baldur's Gate II">BG2</abbr> characters!</p>]]></description><guid isPermaLink="false">394</guid><pubDate>Thu, 19 Feb 2004 20:18:12 +0000</pubDate></item><item><title>Any signs of life?</title><link>https://www.gibberlings3.net/forums/topic/13794-any-signs-of-life/</link><description><![CDATA[<p>This is a brilliant idea, I've always wanted my Knight of Right and Might to have an alternative besides some sneaky thieves and the foul undead, no matter how morally ambiguous they are.</p>
<p> </p>
<p>Now back to topic, this project hasn't had any signs of life recently but has not been put as inactive, would it be too much to ask for a "Yes, we are still alive!" and a ghost of a progress report, cheers.</p>]]></description><guid isPermaLink="false">13794</guid><pubDate>Wed, 02 Apr 2008 00:43:35 +0000</pubDate></item><item><title>About the planned NPC's</title><link>https://www.gibberlings3.net/forums/topic/1481-about-the-planned-npcs/</link><description><![CDATA[<p>I know about a few and I know you're planing to bring back Kivan.</p>
<p> </p>
<p>Now - new <abbr title="Non-Player Character">NPC</abbr>'s -  gret, can't wait.</p>
<p> </p>
<p>But there is a pack out there that adds all BG1 charachters allready with several quests and banters. Why bring back a allready seen charachter? (He's not as interesting as those we haven't seen yet)</p>
<p>Granted, I could be wrong, but I still see no point if there is allready a Kivan pack out there.</p>]]></description><guid isPermaLink="false">1481</guid><pubDate>Sun, 25 Jul 2004 12:55:56 +0000</pubDate></item><item><title>Progress update - 15/01/07</title><link>https://www.gibberlings3.net/forums/topic/9133-progress-update-150107/</link><description><![CDATA[<p>Wow, has it really been 16 months since the last update? I guess it's about time to let you guys know what's been going on regarding the development of this mod.</p>
<p> </p>
<p> </p>
<p><strong>The focus of the mod</strong></p>
<p> </p>
<p>Originally our goal with LoI was simply "to make an expansion pack".  There were plans to include almost everything you can think of, with both new and improved areas, quests, creatures, <abbr title="Non-Player Characters">NPCs</abbr>, spells, items, kits, and so on.</p>
<p> </p>
<p>Over time, however, many of these elements splintered off to become mods of their own.  First there was Divine Remix, then Song &amp; Silence, Sword &amp; Fist, and the upcoming Arcane Remix.</p>
<p> </p>
<p>We're now left with the focus on areas, quests, creatures, <abbr title="Non-Player Characters">NPCs</abbr>, and items.  There will still be new kits in the mod, but they won't be available to the player; rather, they will be used by certain <abbr title="Non-Player Characters">NPCs</abbr>, both joinable and non-joinable.  For the most part the same is true of spells; however, if both Arcane Remix and LoI are installed, AR spell scrolls will be dropped by certain LoI enemies.  In fact, use of both Arcane Remix and Divine Remix will be highly recommended if you're playing LoI, though neither will be required.</p>
<p> </p>
<p> </p>
<p><strong>Versions</strong></p>
<p> </p>
<p>As with the overall goal of the mod, over time our vision for the release of LoI has changed.  We had planned to simply make a single major release once absolutely everything were complete, with future versions containing only bug fixes and perhaps a few more minor additions.</p>
<p> </p>
<p>However, we've since adopted the approach more typical of the modern <abbr title="Weimer Dialogue Utility">WeiDU</abbr> mods: there'll be initial release with a reasonable number of features, but future versions will contain many more additions.  We currently have a firm set of goals for v1, a pretty good idea of what will be in v2, and many ideas for v3+.</p>
<p> </p>
<p>So, without further ado, here's what you should expect in LoI version 1:</p>
<p> </p>
<p>- 1 major quest, "The King of Amn"</p>
<p>- 6 minor quests and encounters</p>
<p>- Pen and paper <abbr title="Shadows of Amn">SoA</abbr> dragons</p>
<p>- Around 100 new items</p>
<p>- Item revisions (see below)</p>
<p>- Names for over 80 formerly generic characters</p>
<p>- Portraits for over 100 non-joinable characters</p>
<p>- 41 new character generation portraits</p>
<p> </p>
<p>What of this is already complete, you ask? Well, the pnp <abbr title="Shadows of Amn">SoA</abbr> dragons are finished (though untested), the item revisions are done, the names for formerly generic character are in place, and all the portraits have been implemented.  Of the remainder, a good 80% of the quest dialogue has been writen (though so far it's completely uncoded), and around 90% of the new items planned for this version have been created.</p>
<p> </p>
<p>Once v1 is released, work will immediately begin on v2, which should include the following:</p>
<p> </p>
<p>- Another major quest, "A Dragon's Favour"</p>
<p>- At least 5 more minor quests and encounters</p>
<p>- Expanded Underdark</p>
<p>- New creature animations, including bug bears and driders</p>
<p>- Pen and paper <abbr title="Throne of Bhaal">ToB</abbr> dragons, rakshasa, and kuo-toa</p>
<p>- More new items, including some of the new weapon and armour types (see below)</p>
<p>- Additional dialogue for formerly generic characters</p>
<p> </p>
<p>Beyond that, you can expect:</p>
<p> </p>
<p>- At least four more major quests</p>
<p>- Numerous medium-sized and minor quests</p>
<p>- "Consequences" (see below)</p>
<p>- Several new world map areas</p>
<p>- Expanded De'Arnise keep</p>
<p>- At least three new party members</p>
<p>- More pnp-based creature revisions</p>
<p>- Subraces</p>
<p>- The remaining new weapon and armour types</p>
<p> </p>
<p> </p>
<p><strong>Item revisions</strong></p>
<p> </p>
<p>Something that I haven't revealed thus far is that LoI will make a number of changes to existing items.  These changes generally fall into two areas: bringing the items more in-line with their pen 'n' paper counterparts, and making costs, weights, lore requirements, usability, and even names more consistent.</p>
<p> </p>
<p>You will particularly notice the changes to bows, crossbows, and their associated ammunition, which feature extensive revisions to range, speed, and damage.</p>
<p> </p>
<p>Another area I've given attention to regarding existing items is icons.  Items which originally shared icons, such as the Cloak of Bravery and the Cloak of the Sewers, now have unique icons.  Several of these are BG1 icons which are inexplicably missing from <abbr title="Baldur's Gate II">BG2</abbr>, such as the Helm of Balduran, and Varscona +2.</p>
<p> </p>
<p>(It should be noted that Galactygon has made similar (even identical in a few cases <img src="https://media.invisioncic.com/u284679/emoticons/default_rant.gif" alt=":rant:">) changes in <a href="http://forums.blackwyrmlair.net/index.php?showforum=50" rel="external nofollow">Lost Crossroads</a>, though these are entirely co-incidental.)</p>
<p> </p>
<p> </p>
<p><strong>New weapons and armour</strong></p>
<p> </p>
<p>Our aim is to introduce not just a large number of new magical variations of existing weapons and armour, but also a wide variety of <em>new</em> types of weapons and armour.  Expect to be able wield new weapons such as broad swords, cutlasses, falchions, stilettos, pikes, glaives, and composite short bows, and to wear new types of armour like scale mail, banded mail, and field plate.</p>
<p> </p>
<p>Due to limitations placed on us by both time and the <abbr title="Infinity Engine">IE</abbr> engine, these new item types will use the same animations as the stanard weapons and armour; however, their stats will most definitely be different.</p>
<p> </p>
<p> </p>
<p><strong>"Consequences"</strong></p>
<p> </p>
<p>"Consequences" is an attempt to do two things: firstly, to show that events in the country of Amn are capable of proceeding without the PC's direct interference, and secondly to have quests provide more of a challenge if you leave them until after you return from the Underdark.</p>
<p> </p>
<p>Essentially, the chapter number will have a bearing on the number and strength of enemies in certain areas, such as the druid grove and Windspear Hills.  It isn't quite that simple, however, as the storyline will also progress.  For example, if Trademeet is still in danger when you leave for Brynnlaw, you will find that the town has been completely over-run by enemies when you finally arrive there.  Note that quest giving <abbr title="Non-Player Characters">NPCs</abbr> won't be killed off in such events, so you won't have to worry about not being able to receive certain quests.</p>]]></description><guid isPermaLink="false">9133</guid><pubDate>Tue, 16 Jan 2007 00:05:12 +0000</pubDate></item><item><title>Changes to original quests</title><link>https://www.gibberlings3.net/forums/topic/1072-changes-to-original-quests/</link><description><![CDATA[<p>The Lands of Intrigues mod is going to add many brand new quests (as well as areas, kits, <abbr title="Non-Player Characters">NPCs</abbr>, etc <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)">), but we're planning to change and expand some of the existing quests as well.  In order to try to ensure compatability with other quest mods, we've decided to let the public know of our plans in this regards <img src="https://media.invisioncic.com/u284679/emoticons/default_mischief.gif" alt=":suspect:">.</p>
<p> </p>
<p>1) Consequences</p>
<p> </p>
<p>Consequences is an optional component of the mod that affects certain existing <abbr title="Baldur's Gate II">BG2</abbr> quests (as well as some introduced by LoI) if you don't complete them before heading off to Spellhold.  Certain people will be killed, there'll be more/tougher monsters, and so on.  We currently plan to do this for Firkraag, the Shade Lord, Faldorn and the occupying forces of the De'arnise Keep, but we may include others, such as the Unseeing Eye.</p>
<p> </p>
<p> </p>
<p>2) The Slavers (Copper Coronet, Slaver Stockade, etc)</p>
<p> </p>
<p>Numerous changes here.  First, dealing with the slavers/smugglers is going to become part of the critical path, as Saemon's crew refuse to sail while slavers prowl the waves.  Unless you offer Saemon lots of extra money to sail regardless of this threat (which will have certain repurcussions of its own), you'll have to do the various related quests. There are also plans add an alternative, evil resolution to the slaver scenario...</p>
<p> </p>
<p> </p>
<p>3) The Fallen Paladins</p>
<p> </p>
<p>Once you start routing out the slaving/smuggling ring in Athkatla, it will trigger the appearance of the fallen paladins and the smugglers in the bridge district if you haven't already encountered them.  You'll even be able to steal Anarg's cup from the Radiant Heart for him, meaning there can be a non-violent resolution to the situation.</p>
<p> </p>
<p> </p>
<p>4) Isae Roenall</p>
<p> </p>
<p>The slavers quest will also open up the whole "find incriminating evidence against Isae" task to Nalia-less parties. You'll even be able to simply assassinate the creep instead of going evidence hunting.  Of course we'll make provisions for Nalia joining after Isae's imprisonment/death.</p>
<p> </p>
<p> </p>
<p>5) Renal "Bloodscalp"</p>
<p> </p>
<p>LoI will have Renal give you another quest, entitled "The Burglar, The Spy and The Maid".  To try to avoid conflicts with other mods (particularly Sim's Quest pack), this will take place before he asks you to deal with Mae'Var.</p>
<p> </p>
<p> </p>
<p>6) The Hidden &amp; the Illithids</p>
<p> </p>
<p>This quest hasn't really been thought through yet, but it will (amongst other things) likely involve opening up Jan's quest to parties without him. It will also add a character to the unoccupied jail cell in the room with Tazok and, believe it or not, tie the Hidden in with certain events of Baldur's Gate 1.</p>
<p> </p>
<p> </p>
<p>7) The Twisted Rune</p>
<p> </p>
<p>Though you'll be asked to deal with the Rune during the course of one of the new LoI quests, this really just serves as an excuse to attack them.  Besides that, nothing else about the Rune will be changed.  Well, not in <abbr title="Shadows of Amn">SoA</abbr> anyway...</p>
<p> </p>
<p> </p>
<p>8) The Stronger</p>
<p> </p>
<p>LoI will expand on the whole De'Arnise Keep thing by explaining the Yuan-ti's motives for their part in the attack.  However, it won't reveal who the Stronger is or his own reasons for invading the keep, as this what JCompton and co. plan to do in the De'Arnise romance.</p>
<p> </p>
<p> </p>
<p>9) Khiser Jhaeiri</p>
<p> </p>
<p>In pnp, this fellow is the head of a Tethyr-wide band of assassins called the Cats Claws, a group who have strong ties to the Shadow Thieves.  We thought it would be nice to make use of this information <img src="https://media.invisioncic.com/u284679/emoticons/default_biggrin.png" alt=":D">.</p>]]></description><guid isPermaLink="false">1072</guid><pubDate>Thu, 10 Jun 2004 22:51:32 +0000</pubDate></item><item><title>Nashkel....</title><link>https://www.gibberlings3.net/forums/topic/9637-nashkel/</link><description><![CDATA[<p>Will it be there? <img src="https://media.invisioncic.com/u284679/emoticons/default_wink.png" alt=";)"> Lovely little place just north of the Cloudpeaks.</p>]]></description><guid isPermaLink="false">9637</guid><pubDate>Fri, 02 Mar 2007 13:07:28 +0000</pubDate></item><item><title>Worldmap Icons</title><link>https://www.gibberlings3.net/forums/topic/3521-worldmap-icons/</link><description><![CDATA[<p>A couple of weeks ago I offered NiGHTMARE to add a some new LoI inspired icons to my worldmap mod. Mainly as an incentive for you folks to consider making your mod compatible with it <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)"> So here they are, hope you can figure out which one is intended for which area <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)"></p>
<p>Feel free to comment, I'll add changes or additional icons if these ones do not fit your purpose.</p>
<p> </p>
<p>Btw: I have no icon for the trade district yet, would be nice if you could pass me a small pic of Athkatla with the trade district marked since I do not know where it is supposed to be <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)"></p>
<p> </p>
<p><img src="http://www.geocities.com/yacomothedemon/worldmap_icons2.gif" alt="worldmap_icons2.gif"></p>]]></description><guid isPermaLink="false">3521</guid><pubDate>Thu, 14 Apr 2005 21:16:35 +0000</pubDate></item><item><title>Kivan as part of LoI...</title><link>https://www.gibberlings3.net/forums/topic/5665-kivan-as-part-of-loi/</link><description><![CDATA[<p>Quick question.  How is this new merged Kivan going to be pulling his weight as part of LoI?  I mean, what new material is he going to have a significant involvement in to make it worth him being a part of LoI?</p>]]></description><guid isPermaLink="false">5665</guid><pubDate>Thu, 16 Mar 2006 17:03:22 +0000</pubDate></item><item><title>will this mod be compatible with...</title><link>https://www.gibberlings3.net/forums/topic/9054-will-this-mod-be-compatible-with/</link><description><![CDATA[<p>forgive me if i sound like an idiot or something, but will this mod be compatible with bp-<abbr title="Baldur's Gate Trilogy">bgt</abbr>?</p>]]></description><guid isPermaLink="false">9054</guid><pubDate>Sun, 07 Jan 2007 17:20:25 +0000</pubDate></item><item><title>Compatibility</title><link>https://www.gibberlings3.net/forums/topic/2030-compatibility/</link><description><![CDATA[<p>Any idea what mods LOI will work with. Refinements, Weimer mods, other <abbr title="Non-Player Character">NPC</abbr> mods for example?</p>]]></description><guid isPermaLink="false">2030</guid><pubDate>Fri, 01 Oct 2004 15:39:45 +0000</pubDate></item><item><title>My NPCs</title><link>https://www.gibberlings3.net/forums/topic/765-my-npcs/</link><description><![CDATA[<p>I've been working on the stories for these two, but they're pretty much in the pre-planning stages.  I don't really even have names yet.  Anyway first:</p>
<p> </p>
<p>Eddie</p>
<p>Human</p>
<p>Neutral Good</p>
<p>Necromancer</p>
<p>Bio:  Eddie was part of a group of adventurers who met their doom in an encounter with a dragon.  He believes that by raising the dead through necromancy, he can help them finish their last wishes.</p>
<p> </p>
<p> </p>
<p>Grumish</p>
<p>Half-Ogre</p>
<p>True Netural</p>
<p>Barbarian</p>
<p>Bio:  Eh, I haven't put much thought into it.  He's gonna be a thug pretty much, though he has an opinion, and voices it, although he doesn't quite have the whole "intelligence" thing down yet.</p>]]></description><guid isPermaLink="false">765</guid><pubDate>Mon, 03 May 2004 00:45:32 +0000</pubDate></item><item><title>Psionics...</title><link>https://www.gibberlings3.net/forums/topic/1706-psionics/</link><description><![CDATA[<p>I've been thinking about how to best implement a psionics system for Lands of Intrigue for a while, and sparked by a recent thread at FW thought I'd post stuff in the public room here for peoples' input. <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)"></p>
<p> </p>
<p>I've got some threads in the LoI workrooms which I'll transfer relevant points of across. At some point.</p>
<p> </p>
<p>Here's a brief overview:</p>
<p> </p>
<p>1. <abbr title="2nd Edition">2E</abbr> vs 3.<abbr title="5th Edition">5E</abbr> rules as a basis. <abbr title="2nd Edition">2E</abbr> has 3 disciplines, and no power levels. 3.<abbr title="5th Edition">5E</abbr> has 6 disciplines of power, organised like spell levels. I do want to have some sort of power point method.</p>
<p> </p>
<p>2. I want to make 3 separate types of psionic character, with no racial restrictions. These are the Psion (similar to a mage), the Psychic Warrior (a warrior with a few powrs), and the Soulknife (a thief who can manifest a mental knife, but no other powers). The soulknife is already done.</p>
<p> </p>
<p>One way I have thought I can do it is base the psion on a fighter or thief as a kit (so all races can pick them) then script it to turn you into a make. The mage's spellbook can be disabled, and abilties can be chosen to make something similar to a sorceror casting - wise, though abilities would be in the <em>Special Abilities</em> tab. I cannot directly copy the Sorceror. I can use this method for the Psychic Warrior too.</p>
<p> </p>
<p>I intend to modify psionic creatures already in the game like Githyanki and Illithid, too, though changes would be optional. <img src="https://media.invisioncic.com/u284679/emoticons/default_sad.png" alt=":("></p>
<p> </p>
<p>Any comments, suggestions or requests for more information just say! <img src="https://media.invisioncic.com/u284679/emoticons/default_sad.png" alt=":("></p>
<p> </p>
<p>EDIT: Here's the Soulknife, as coded. Standard thief <abbr title="High-Level Abilities">HLAs</abbr> at the moment. I think. May well get rid of the normal power manifestation.</p>
<p> </p>
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="1706" data-ipsquote-contentclass="forums_Topic"><div>SOULKNIFE:A soulknife recognises his or her own mind as the most beautiful and deadly thing in all creation. With practice, they have learned to forge their mental strength into a semisolid blade of pure psychic energy. This weapon, known as a mind blade, means that even when unarmed the soulknife is but a thought away from a deadly strike.<p> </p>
<p>Advantages:</p>
<p>- Can achieve Mastery in short swords.</p>
<p>- Can manifest Level 1 powers once per day per 10 levels.</p>
<p>- Can manifest a Mind Blade once per day per 10 levels. This short sword is a psionic weapon that lasts for 1 round/level, and counts as being of +5 enchantment. Each hit heals the Soulknife 1HP. <abbr title="To Hit Armor Class 0">Thac0</abbr> bonus and damage improve by 1 per 5 levels, to a maximum of +5 at level 25.</p>
<p> </p>
<p>Disadvantages:</p>
<p>- Cannot set traps.</p>
<p>- Only gets 15 skill points per level.</p>
</div></blockquote>]]></description><guid isPermaLink="false">1706</guid><pubDate>Mon, 23 Aug 2004 17:33:41 +0000</pubDate></item><item><title>I whine because I care</title><link>https://www.gibberlings3.net/forums/topic/5403-i-whine-because-i-care/</link><description><![CDATA[<p>I am almost too afraid to ask, but i'll be the a-hole and break the 2 month ice here: </p>
<p> </p>
<p>How's it going and what's the status on the project? Would a progress report be possible?</p>]]></description><guid isPermaLink="false">5403</guid><pubDate>Sun, 05 Feb 2006 00:24:24 +0000</pubDate></item><item><title>Writer wanted!</title><link>https://www.gibberlings3.net/forums/topic/4873-writer-wanted/</link><description><![CDATA[<p>I'm looking for someone who's willing to write a dialogue where the PC has to interrogate a captured doppleganger for information, since I can't seem to come up with anything especially convincing myself.  Naturally, there must be good and evil methods to chose from, though the interrogation is part of a quest primarily aimed at evil characters.</p>
<p> </p>
<p>I'm happy to offer my own services as a writer and/or coder in exchange (though obviously I'm not going to code an entire <abbr title="Non-Player Character">NPC</abbr> mod <img src="https://media.invisioncic.com/u284679/emoticons/default_biggrin.png" alt=":D">).</p>
<p> </p>
<p>Also, if anyone is interested in contributing dialogue to the mod on a more permanent basis, I certainly wouldn't say no <img src="https://media.invisioncic.com/u284679/emoticons/default_biggrin.png" alt=":D"> (unless you only want to contribute a new <abbr title="Non-Player Character">NPC</abbr> - I'm afraid we have enough ATM).</p>]]></description><guid isPermaLink="false">4873</guid><pubDate>Wed, 09 Nov 2005 02:02:21 +0000</pubDate></item><item><title>The Obligatory Ding0 Thread</title><link>https://www.gibberlings3.net/forums/topic/1630-the-obligatory-ding0-thread/</link><description><![CDATA[<p>There was some attention in chat today to the subject of LoI's development, and as the community hate figure, I was nominated to post the thoughts.</p>
<p> </p>
<p>A fair number of people are somewhat concerned that with the amount of material planned, not a lot's gonna get done any time soon. Now, there are certain aspects of LoI that I'd be very intrigued to see, so the concern of myself and various others comes to light...</p>
<p> </p>
<p>In the past, mods that attempted to do thousands of awesome things at once haven't been very good. Modern modding has generally come to settle on the fact that for stuff to get done, it's often wise to focus mods around a set of similar ideas, rather than a mish-mash of quests, kits, items, rules changes, and so on. One suggestion has been that LoI might stand a better chance of being completed sooner if it... was no longer LoI, but rather a series of subsidiary mods.</p>
<p> </p>
<p>You're planning to add loads of <abbr title="Non-Player Characters">NPCs</abbr>. That's all well and good, but <abbr title="Non-Player Characters">NPCs</abbr> make mods on their own, and aiming to add several just as a nice afterthought isn't going to help matters. I'm not saying abandon the LoI <abbr title="Non-Player Characters">NPCs</abbr>, but rather that it might prove more sensible to separate the <abbr title="Non-Player Characters">NPCs</abbr> into individual mods looked after by their respective developers.</p>
<p> </p>
<p>Similarly, the LoI quests (and here's my ulterior motive, because it's the quests that appeal to me in LoI) could be separated into something of a similar design to my Quest Pack.</p>
<p> </p>
<p>Customisation of PCs is all well and good, as is revamping kits, but it doesn't really have much to do with the <abbr title="Non-Player Characters">NPCs</abbr>, quests, or other ideas in LoI. It too would quite easily warrant being a separate mod.</p>
<p> </p>
<p>I hope it's vaguely understandable what I'm saying. <abbr title="Weimer Dialogue Utility">WeiDU</abbr> means that there's really no reason to mash lots of stuff into one big mod. Smaller chunks is a far nicer way to handle things.</p>]]></description><guid isPermaLink="false">1630</guid><pubDate>Thu, 12 Aug 2004 17:16:46 +0000</pubDate></item><item><title>Progress report, 02/09/05</title><link>https://www.gibberlings3.net/forums/topic/4429-progress-report-020905/</link><description><![CDATA[<p>I saw the last one was dated December (though posts continued for quite a while) so figured it was time for a new thread... And a progress report with not much in it is probably less disenheartening than a quiet forum. <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)"></p>
<p> </p>
<p>I have been busy graduating and being on holiday this summer. However, I have made a lot of Elai progress this last month, to the point where there's a playable alpha and his quest has large chunks done too. I hope to get a testable version of that ready by the time term starts (beginning of October), though that depends on how much time I spend playing <em>Vampire the Masquerade: Bloodlines</em>. Which is much fun.</p>
<p> </p>
<p>NiGHTMARE and I have talked recently about the improved creatures he's working on, of which dragons are almost done. He's also written a lot of quest dialogue, but if there's anything in particular he wishes to discuss I'll leave him to post it himself. <img src="https://media.invisioncic.com/u284679/emoticons/default_biggrin.png" alt=":D"></p>]]></description><guid isPermaLink="false">4429</guid><pubDate>Fri, 02 Sep 2005 00:26:31 +0000</pubDate></item><item><title>Progress update - 21/12/04</title><link>https://www.gibberlings3.net/forums/topic/2446-progress-update-211204/</link><description><![CDATA[<p><strong><span style="text-decoration:underline;">Quest progress!</span></strong></p>
<p> </p>
<p>I just thought I'd let everyone know that I'm focusing on LoI's quests during the winter break.  I've got some other stuff to do as well, but hopefully significant progress should be made within the next couple of weeks.</p>
<p> </p>
<p>Today I wrote a detailed outline for a lengthy quest involving the Hidden, and a basic outline plus initial dialogue for another lengthy quest which sees you working for a certain red dragon.</p>
<p> </p>
<p>At the moment we seem to have more long quests than short ones, so I'll have to see about coming up with a few more minor tasks.  Suggestions welcomed, of course! <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)"></p>]]></description><guid isPermaLink="false">2446</guid><pubDate>Tue, 21 Dec 2004 18:28:33 +0000</pubDate></item><item><title>Voicing Ogrillon NPC</title><link>https://www.gibberlings3.net/forums/topic/906-voicing-ogrillon-npc/</link><description><![CDATA[<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Andyr" data-cite="Andyr" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="906" data-ipsquote-contentclass="forums_Topic"><div>A halforc has access to the Orc pantheon.<p> </p>
<p>Also in LoI we were planning Ogrillons, half-ogres, half-orogs and the like so they might also get access.</p>
</div></blockquote>
<p>Yeah yeah yeah!  Ogrillons!  I smell a sound pack for Ogrillon PC's.  Using the standard Ogrillon voices in <abbr title="Baldur's Gate">BG</abbr> would be cool, but I reckon I could make a full sound pack. <img src="https://media.invisioncic.com/u284679/emoticons/default_biggrin.png" alt=":D">  "Time for some carnage!"  "You mess with me, you mess with you!"</p>]]></description><guid isPermaLink="false">906</guid><pubDate>Tue, 20 Apr 2004 05:04:15 +0000</pubDate></item><item><title>FAQ</title><link>https://www.gibberlings3.net/forums/topic/2447-faq/</link><description><![CDATA[<p>Q: Will LoI make use of <abbr title="Weimer Dialogue Utility">WeiDU</abbr>?</p>
<p> </p>
<p>A: Of course!</p>
<p> </p>
<p> </p>
<p>Q: Will I need to have the <abbr title="Throne of Bhaal">ToB</abbr> expansion in order to play LoI?</p>
<p> </p>
<p>A: LoI adds content to both <abbr title="Shadows of Amn">SoA</abbr> and <abbr title="Throne of Bhaal">ToB</abbr>, but we will attempt to make sure you don't need <abbr title="Throne of Bhaal">ToB</abbr> to use the <abbr title="Shadows of Amn">SoA</abbr> content.</p>
<p> </p>
<p> </p>
<p>Q: What sort of content will LoI feature?</p>
<p> </p>
<p>A: Almost anything you can imagine; <abbr title="Non-Player Characters">NPCs</abbr>, quests, areas, kits, spells, items, etc.   New music is just about the only thing which isn't planned.</p>
<p> </p>
<p> </p>
<p>Q: That's a lot of stuff! Why not split everything into seperate mods?</p>
<p> </p>
<p>A: When I (NiGHTMARE) first concieved of the mod, the intention was to create something in the style of an "official" add-in expansion, with almost every aspect of the game expanded/improved.</p>
<p> </p>
<p>Also, some of the content is so intertwined (e.g. a new <abbr title="Non-Player Character">NPC</abbr> (who uses a new kit)'s quest involves killing a new enemy in a new area.  This enemy carries new items and casts new spells) that spltting it up into several mods  would involve having a large amount of duplicated content. </p>
<p> </p>
<p>However, some of LoI's content is taken from mods which are/will be available in seperate mods.  This includes the <abbr title="Non-Player Characters">NPCs</abbr> Kivan, Elai and Nasard, and a large number of the kits and spells.</p>
<p> </p>
<p> </p>
<p>Q: Fair enough I suppose.  But are you concentrating on a specific type of new content?</p>
<p> </p>
<p>A: Personally I consider Quests to be the most important aspect of the mod, though <abbr title="Non-Player Characters">NPCs</abbr> are a close second.  Items and spells will probably recieve the least attention, though that's not to say that they'll be neglected.</p>
<p> </p>
<p> </p>
<p>Q: Which mods are you planning to ensure compatability with?</p>
<p> </p>
<p>A: Quest mods are our main priority here.  Unfinished Business, Sim's Quest Pack and The Plot Thickens should all work with no problems... and there may even be some additional content that's only available if one of those mods is intalled <img src="https://media.invisioncic.com/u284679/emoticons/default_smile.png" alt=":)">.</p>
<p> </p>
<p>We're aware of some possible plot incompabilities in certain <abbr title="Non-Player Character">NPC</abbr> mods, such as Chloe and Kiara &amp; Zaiya.  Thse will be investigated and if possible resolved.</p>
<p> </p>
<p>We will also attempt to ensure that LoI is compatible with the Big Picture and Check The Bodies.</p>
<p> </p>
<p> </p>
<p>Q: When will LoI be finished?</p>
<p> </p>
<p>A: When it's done.</p>]]></description><guid isPermaLink="false">2447</guid><pubDate>Tue, 21 Dec 2004 19:13:30 +0000</pubDate></item><item><title>Progress update - 31/10/04</title><link>https://www.gibberlings3.net/forums/topic/2212-progress-update-311004/</link><description><![CDATA[<p><strong><span style="text-decoration:underline;">Good news for tough guys!</span></strong></p>
<p> </p>
<p><a href="http://forums.spellholdstudios.net/index.php?showforum=86" rel="external nofollow">Moonfruit is back!</a> Because of this, LoI will no longer be incorporating Improved Battles, allowing us to focus on making the other bits of LoI even better <img src="https://media.invisioncic.com/u284679/emoticons/default_blush.png" alt=":blush:">.  We had some cool plans for the various dragons (Firkraag, Adalon, etc) and Drizzt &amp; co., so these will still be included.  Consequences (an optional component to make certain battles harder if you leave them until chapter 6) will also still be present.</p>
<p> </p>
<p> </p>
<p><strong><span style="text-decoration:underline;">Good news for </span></strong><abbr title="Non-Player Character"><strong><span style="text-decoration:underline;">NPC</span></strong></abbr><strong><span style="text-decoration:underline;"> haters!</span></strong></p>
<p> </p>
<p>Moongaze has decided to drop his two Calimshan-based <abbr title="Non-Player Characters">NPCs</abbr>, Abdul and Punjab.  This leaves us with eight brand new <abbr title="Non-Player Characters">NPCs</abbr> being worked on by five people, plus three other, "adopted" <abbr title="Non-Player Characters">NPCs</abbr> (i.e. Kivan, Elai and Nasard) .</p>
<p> </p>
<p> </p>
<p><strong><span style="text-decoration:underline;">Good news for </span></strong><strong><span style="text-decoration:underline;"><span style="text-decoration:line-through;">naturists</span></span></strong><strong><span style="text-decoration:underline;"> naturalists!</span></strong></p>
<p> </p>
<p>We've had some excellent druid-related discussion in the workrooms recently, and it looks like the new druid kits will kick all kinds of arse.  How do druids who serve one of the elemental planes rather than nature grab you? What about druids morbidly obsessed with death and the undead?</p>
<p> </p>
<p> </p>
<p><strong><span style="text-decoration:underline;">Good news for evil-doers!</span></strong></p>
<p> </p>
<p>Andyr is currently working on a Blackguard (evil paladin) kit, and a bit of friendly competition with the authors of the <a href="http://forums.spellholdstudios.net/index.php?showforum=116" rel="external nofollow"><abbr title="Baldur's Gate II">BG2</abbr> Refinements </a> mod means he's working extra hard to make it that little bit cooler.</p>]]></description><guid isPermaLink="false">2212</guid><pubDate>Sun, 31 Oct 2004 11:26:17 +0000</pubDate></item></channel></rss>
