Knights Templar NWN

A form for the Knights Templar mod for Neverwinter Nights
 
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werehound



Posts: 109
Join date: 2008-12-24

PostSubject: Re: <Erased>   Thu Mar 05 2009, 19:29

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werehound



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PostSubject: Re: <Erased>   Sun Sep 20 2009, 23:27

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Sarah the DM



Posts: 456
Join date: 2008-09-04

PostSubject: Re: <Erased>   Tue Sep 22 2009, 22:42

Possibly, but my hands are full with other issues. Here's my present plan of attack:

#1 Finish reworking all monsters to remove immunities and lower ability scores to more reasonable levels.
#2 Finish reworking D14: Unholy, Dragons, Area 51, and Misty's Tower (including custom sets for those areas).
#3 Add more plot lines.

Mixed in with that is bug and exploit fixes where possible. Perhaps some of these ring ideas will make it into the new areas. It takes about a full day's worth of work to set up even a simple plot line. It takes approximately a week of work to set up a new dungeon, because I try to add more custom features, like monsters that spawn from corpses, placeables that cast effects, etc. All of this stuff has to be manually programmed.

I'm not complaining about the amount of work on my plate. I'm just being realistic about how much I can accomplish.
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