Yeah, I think we'll have Blackguard as a seperate base class.
Paladin can be any non-evil. Blackguard can be any non-good. They will be different flavours, but I'll flesh out a more different blackguard after we get past some present development milestones.
Search found 475 matches
- Wed Dec 25, 2024 11:58 am
- Forum: Module Feedback
- Topic: [Poll] Blackguard: base class or prestiege class?
- Replies: 5
- Views: 6963
- Thu Dec 19, 2024 1:54 pm
- Forum: Module Feedback
- Topic: [Open Discussion] Darkon as a region in the module?
- Replies: 5
- Views: 103
Re: [Open Discussion] Darkon as a region in the module?
Practically speaking, Darkon is a lot of work - for the reason Talis mentions above, lots of ground to cover, so I'm of the mind that if people generally want it around, we can include it in full. If we're split, or the majority is against it, I'll just make Nevuchar Springs, and Necropolis. Nevucha...
- Thu Dec 19, 2024 1:34 pm
- Forum: Module Feedback
- Topic: [Open Discussion] Darkon as a region in the module?
- Replies: 5
- Views: 103
[Open Discussion] Darkon as a region in the module?
So, simple question for discussion: do you think that Darkon should be included in the module? From the mistipedia: Due to Azalin's desire for unswerving loyalty, Darkon has the most obvious and unique curse in Ravenloft. After spending from one to three months within its borders, anyone not native ...
- Mon Dec 09, 2024 5:11 am
- Forum: Development
- Topic: TOUD Development Credits
- Replies: 36
- Views: 45381
Re: TOUD Development Credits
Updated to include dafena's tileset improvements and heads pack.
- Mon Dec 09, 2024 5:06 am
- Forum: Development
- Topic: Changelog
- Replies: 162
- Views: 94639
Changes of 2024-12-08
Changes of 2024-12-08 , by Maiyannah Removed the pallete items from toud_zepscripts that were erroneously included. Made the merchant's shingle sign blueprints include the toud_signdesc script so they are clicky by default. Added toud_signdesc script to the first floor signs in Zeidenburg - The Bla...
- Sun Dec 08, 2024 1:15 am
- Forum: Development
- Topic: Changelog
- Replies: 162
- Views: 94639
Changes of 2024-12-07
Changes of 2024-12-07 , by Maiyannah Extended the sign script to make the "desc_prefix" string variable on a placeable control the prefix for the item's name. Fixed the floating banners in front of the Sanctuary of Our Guardian's Grace. Added the signdesc script and prefix variables to th...
- Sun Dec 08, 2024 1:14 am
- Forum: Development
- Topic: Changelog
- Replies: 162
- Views: 94639
Changes of 2024-12-06
Changes of 2024-12-06, by Maiyannah
- Fixed the sign script so it no longer leads to the player running up to the sign even though its on_click - you can now read signs at a distance!
- Sun Dec 08, 2024 1:13 am
- Forum: Development
- Topic: Changelog
- Replies: 162
- Views: 94639
Changes of 2024-12-04
Changes of 2024-12-04 , by Maiyannah Changed Zeidenburg - Butur Glassworks to torch-lit only and added some atmospheric lighting. Fixed the Barovian Commoner blueprints to have attributes and skills consistent, and labelled it to be Expert 5. This change is not retroactive and we will be going over...
- Wed Dec 04, 2024 1:59 pm
- Forum: Development
- Topic: Changelog
- Replies: 162
- Views: 94639
Re: Changelog
Changes of 2024-12-03, by Maiyannah
- Decorated Zeidenburg - Butur Glassworks.
- Set Zeidenburg - Butur Glassworks to use the Merchant's Square loading screen for now.
- Added Zeidenburg - Butur Glassworks, Quarters.
- Wed Dec 04, 2024 1:58 pm
- Forum: Development
- Topic: Changelog
- Replies: 162
- Views: 94639
Changes of 2024-12-02
Changes of 2024-12-02 , by Maiyannah Fixed the linkage between Merchant's Square and the Sanctuary of the New Coming Dawn. Added a sign for Butur Glasswords to Zeidenburg - Merchant's Square. Changed several areas "Zeidenberg" to "Zeidenburg" for consistency's sake. Added Zeiden...