I was curious, does the foundry limit the amount of damage percentage of traps and such? also, I've been trying to find out for hours about that and whether or not there can be freindly NPCs that fight alongside the players as an ally.
I'm excited to move foreward but without these two things as information I can't continue forward with what i'd hoped to achieve once starting my storyline.
thanks for information in advance.
Post edited by ac1ds74r on
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
edited May 2013
There is no control over trap damage, you'll have to experiment to get what you want.
Guard encounters are friendly to the pc and will fight, costume them as needed. They can die. Regular placed npc's can not die, but can not fight either.
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
What ever you do, do not stack spike traps. You will perma root your player and annoy them to death.
thanks for that heads up on the spike traps. I was hoping to get more or less instant kill/ 85% health damage on my traps so there was more incentive to not run in and butcher everything in sight and get loot at the end
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Yeah I had the same thoughts with my traps as well, and ran into a problem when I tried stacking them to make them more deadly. It won't kill the player, just root them and annoy them. Sadly your best bet for now is to just stagger traps down a hall or something so that there is a lot of them and makes the player adjust their pathing to avoid it.
One way to get great scary damage is to stack a bunch of spell plague crackling electricity things on top of each other. I dropped about 10-20 and had a great little blob of quick damage over time in one of my maps!
As for guard NPCs, I heard that if you use them, the player gets no XP, so keep that in mind!
I ended up finding them, however it looks like some of the functions are broken. I'm wanting them to follow a path to the edge of the first room to help the player fight through, however the loop patrol function isn't allowing me to make patrol points. is this broken?
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
I ended up finding them, however it looks like some of the functions are broken. I'm wanting them to follow a path to the edge of the first room to help the player fight through, however the loop patrol function isn't allowing me to make patrol points. is this broken?
You get a waypoint appearing by the encounter, select the waypoint and pick the new waypoint before or new waypoint after options. Repeat until you have the needed number of waypoints, and arrange.
I would like to know if there are limitations on how many interactive objects are in a map. I have 4 in one, that drop clues the the final story, but i can't seem to get them to separate. When I change one, they all change and it is becoming very aggravating.
I would like to know if there are limitations on how many interactive objects are in a map. I have 4 in one, that drop clues the the final story, but i can't seem to get them to separate. When I change one, they all change and it is becoming very aggravating.
Do you have them all as part of the same objective?
I guess i did, argh, well, to understand the story, I have to get people to look where I want them to..*shrug* guess I will remove them and hope for the best? heh
I guess i did, argh, well, to understand the story, I have to get people to look where I want them to..*shrug* guess I will remove them and hope for the best? heh
Most of my objectives are hidden after a certain point in my quest, due to the limitations that ensue when you have an NPC or object connected to a story objective.
Most of my objectives are hidden after a certain point in my quest, due to the limitations that ensue when you have an NPC or object connected to a story objective.
Thank you, glad it wasn't just me being ...me. >.< This is my first time trying one of these programs.
Is falling through the world commonplace as well. I'm having issues with that as well upon entering or changing maps.
Falling through map is common if you switch in and out of edit mode. If Ctrl-R doesn't fix you, turn off editing and go back into 2D editor and right-click on map and select Play From Here.
Comments
Guard encounters are friendly to the pc and will fight, costume them as needed. They can die. Regular placed npc's can not die, but can not fight either.
As for guard NPCs, I heard that if you use them, the player gets no XP, so keep that in mind!
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
The xp thing is to prevent the obvious exploit of having guards kill all the enemies.
Do you have them all as part of the same objective?
Most of my objectives are hidden after a certain point in my quest, due to the limitations that ensue when you have an NPC or object connected to a story objective.
Is falling through the world commonplace as well. I'm having issues with that as well upon entering or changing maps.
Surprisingly I have had absolutely no problems with that, but my quest just uses one map so that's probably why.
Encounter Matrix | Advanced Foundry Topics