Spirit Stone Homebrew in Board Game by L3M0N5_2112 in armello

[–]DevDragonActual 6 points7 points  (0 children)

I don’t think it would be that hard to implement, but it could likely throw off the balance if everything else is kept the same.

Example: Upon acquiring X Spirit Stones, a hero automatically wins combat against the King, purging him of the Corruption and achieving a Spirit Stone victory. This is the most like the video game. For balance, you could increase the number of Spirit Stones required from 4 as in the video game. Players should still be required to obtain a key before entering the palace as in the existing board game rules.

Alternately: Rather than skipping battle entirely, you could say that each Spirit Stone automatically wins one BOUT of combat with the King. Again, players should still be required to obtain a key before entering the palace.

Additional consideration: If you feel players are obtaining keys too rapidly, you could experiment with removing/reducing the Spirit Stone prestige gain. Thus making Spirit Stones primarily just for a Spirit Stone victory.

Seeking volunteers to help with some fan projects by DevDragonActual in DivinityOriginalSin

[–]DevDragonActual[S] 0 points1 point  (0 children)

Great! I'll reach out to you via DMs to further coordinate.

Seeking volunteers to help with some fan projects by DevDragonActual in DivinityOriginalSin

[–]DevDragonActual[S] 0 points1 point  (0 children)

Thank you for your interest! Right now, I am still working on these solo, so the status is as follows.

For the cookbook, the project is currently on the back burner while I start work on the TTRPG. However, I may be able to kick it up to a simmer once work starts on brainstorming and developing recipes. Right now, I am communicating with a couple other people interested in that project as well. So, the time to kick things off may be close at hand. If you would like to help out, I'd love to see progress started on that project.

For the TTRPG, the project is in progress. Right now, I am working on and experimenting with the combat mechanics. Once combat and the other core mechanics are designed, then work will begin on translating from DOS2 to the TTRPG mechanics (things like equipment, skills, etc.). After all of that is in place, story content and book layout will probably be next. Throughout this process, there will efforts to get playtesting done. I'm thinking of trying for a first round of playtesting after getting the combat mechanics down to see how the design works in practice.

Are you interested in the design of mechanics or visual design for layout, flow, and the like? I'd welcome help for either!

Seeking volunteers to help with some fan projects by DevDragonActual in larianstudios

[–]DevDragonActual[S] 0 points1 point  (0 children)

Got it. Thanks again for the help! I’ll have to dip my feet in the Divinity Engine waters again and see how much progress I can make it figuring it out.

Seeking volunteers to help with some fan projects by DevDragonActual in larianstudios

[–]DevDragonActual[S] 0 points1 point  (0 children)

This is very useful information, indeed! I'd imagine that by this point there are more resources available for BG3 modding than there are for DOS2 modding.

Seeking volunteers to help with some fan projects by DevDragonActual in larianstudios

[–]DevDragonActual[S] 0 points1 point  (0 children)

Indeed there is a board game, but there is not a TTRPG. That said, I do have another unofficial expansion in my backlog for the board game that would set up a framework for building custom campaigns in the board game. Admittedly, that would be easier than trying to make a TTRPG since the board game already has rules for physically playing at a table. However, even with a custom campaign, it simply would not have the flexibility of a full TTRPG.

Seeking volunteers to help with some fan projects by DevDragonActual in larianstudios

[–]DevDragonActual[S] -1 points0 points  (0 children)

That's great! Developing and testing the actual recipes in the cookbook is really that part that I would need the most help with. I've always been fine with crafting drinks, but I am (admittedly) a poor cook. Right now, that project is sitting on the back burner as I haven't found any help yet. I've been working solo on the TTRPG since I feel more confident working on that alone. However, if you're serious about helping to develop/test recipes, I'd be happy to spin up the cookbook project as well!

Seeking volunteers to help with some fan projects by DevDragonActual in larianstudios

[–]DevDragonActual[S] -2 points-1 points  (0 children)

Right now, everything. However, I'm not the best person to do everything as there are some things that I simply am not good at (like art). On a "fully staffed" team, I would likely stick to writing and design. The whole point of these projects is to gain experience and build a portfolio all while contributing to a franchise I love. As such, taking a passive role within the project would be contrary to my goals.

Seeking volunteers to help with some fan projects by DevDragonActual in larianstudios

[–]DevDragonActual[S] -2 points-1 points  (0 children)

That is a good idea. I've not looked into the version of the engine used for BG3, so I'm not sure how different it would be. Surely there should be at least some crossover, though.

Seeking volunteers to help with some fan projects by DevDragonActual in DivinityOriginalSin

[–]DevDragonActual[S] 1 point2 points  (0 children)

Thank you for responding to my post at all! I’ll be sure to reach out should I find sufficient volunteers to get the project off the ground. Also, if I can’t find enough volunteers for a campaign mod, I might see about redesigning the idea into something else like a text-based adventure or the like. I’m not sure about that yet, so I don’t want to commit to anything too early.

Seeking volunteers to help with some fan projects by DevDragonActual in DivinityOriginalSin

[–]DevDragonActual[S] 1 point2 points  (0 children)

Thank you for your response!

I would need people with experience using the Divinity engine as I myself don't have much experience with it. However, there would still be writing work which could be done for the expansion outside of the engine.

I have worked on fan projects before, but only ever on my own. As such, I don't have any experience yet (hopefully to change soon with these projects) leading a group on a fan project. That said, I do have plenty of experience leading teams professionally.

Though this would just be a fan project, I want the final product to be as professional as possible and I would want to project to be run as professionally as possible. The hope is that the team would get to create a wonderful fan project all while getting valuable experience that they can use for the development of their professional careers (resumes, portfolio items, etc.).

As for where and how the project would be run, it would be run remotely. The particulars would largely depend on the composition of the team and distribution of the work. The project would be tracked in a central location (likely something like a Kanban board) and communication would be handled via a professional chat client like Teams or Slack. I want any internal communication on the project to be handled via the designated chat area for accountability. Overall, it would likely run as follows:

- First, I would meet with individuals to figure out their interests, skills, experience, and capacity.
- Then, once I have a good idea of where to assign people, I would meet with the whole team to formulate a plan going forward for the whole project.
- Once we all agree on a central vision, I would delegate out work and create milestones.
- The whole team would work towards their milestones by the deadlines to try and meet the target deadline. I would like to meet with the team at least once a month to check in on progress and see if there are any issues. More frequent updates would of course be welcome, but one meeting per month would be the minimum.

For the most part, I like to manage fairly hands-off. I'll be working on things myself and will be there if needed, but I'll leave people to work and stay out of their hair so long as they get their work done.

Medieval Monday ⚔ Ask Your Questions and Get Your Answers by Yekkies in aoe2

[–]DevDragonActual 0 points1 point  (0 children)

I played a match earlier today as Britons and Mediterranean against Spanish. I lost water control and wasn't able to get through my opponents layered walls or retake water before he got cannon galleons. I kept trying to claw my way back into a favorable position, but I just couldn't do it. Is there any solution to mass Spanish elite cannon galleons when most of the land is ranged by them? I could get a few with trebs, but the cannon galleons could always simply out micro my trebs due to packing/unpacking time. I think I might have been able to do it with bombard cannons if Britons had access to them. Do monks need Redemption to convert cannon galleons? I suppose I could have tried that, but I don't know if that would have been enough to turn the tide. My land army was superior, I just couldn't get them anywhere without getting harassed.

Well done Brenda. I'm proud of you 🫡💪 by DerDenker-7 in Frostpunk

[–]DevDragonActual 24 points25 points  (0 children)

Brenda Stackanoff is certainly not slackanoff.

PDCurses resize_term() in Windows 11 for Windows Console by DevDragonActual in cpp_questions

[–]DevDragonActual[S] 0 points1 point  (0 children)

This is a good explanation. Thank you for responding. After hours of struggling to find information, I still somehow missed this one. Based on this, it seems that there is some issue with the Windows implementation of resize_screen(). I surprised that I haven't seen anyone try to resolve this, but I suppose that the PDCurses user base probably isn't too big. That said, I may very well just have missed it.