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Sword coast legends modules adding weapons
Sword coast legends modules adding weapons








  1. #Sword coast legends modules adding weapons full
  2. #Sword coast legends modules adding weapons Pc
  3. #Sword coast legends modules adding weapons free

Golems weren’t part of the enemy sets I had for that region (Demon Cultists and Mercenaries, I think?) though I could’ve put them a couple in as individual characters… although I didn’t actually see golems in the enemy list anywhere. Quite useful when you’re DMing a live game and need to quickly make things easier – and it uses basically the same interface, so I imagine that is what it was doing – but not much help when you’re building a module.Īs for the final boss battle… yeah, that just came down to a fight against Peter Parrish and some cultists I shunted into the room. I’m not sure if my “Alter Creature Health” thing lowered their maximum HP, but it looked like it only impacted their current HP.

#Sword coast legends modules adding weapons full

But, uh… on actually testing the module and visiting that area, they all seemed to have full health. I set up the corpses, and the tables, and the text that played on examining the tables, and lowered the health of the Mercenaries. Examining one of the bare tables in their camp would note that there was no food around, and that this was clearly some sort of fatal bug. When you arrived, there’d be loads of dead mercenaries around, and every living mercenary would be on around 20% health. Bizarrely, though, it’s the conversation trees that really get me, considering how much flavour dialogue tends to add to things.Īs a specific example, one thing I tried was in the Troika Mountains area (which was chosen from a grand total of two possible “mountain” layouts). I couldn’t do a lot of stuff that honestly doesn’t seem complicated. I couldn’t set up conversation trees asking why Paul was a blue dog, or why Tim’s armour was bright pink, or why the guards (in a town mocking generic RPG conventions that I didn’t have time to build) couldn’t handle their low-level quest themselves. I might’ve been able to set it up as a generic “kill one spider” quest… but I couldn’t set up any flags that would allow Tim McDonald to join as a follower after that quest finished. I couldn’t find a way to set up the spider boss (Boris the Spider, titled “Tim’s Nightmare”) as a separate quest, because dungeons are only allowed to have one boss, and that was obviously going to be Peter. Maybe there’d be a large machine pumping out golems, or something, and you’d have to periodically disable it to stop the flow of rocky murderbots, just to add a bit of puzzle flavour to the fight.

sword coast legends modules adding weapons

You’d take him down in some sort of climactic battle, possibly involving golems because that was about the only thing I could think of that could substitute for an Infinity Engine. The route he was following led into the treacherous Troika Mountains (complex, beautiful, full of sudden and unexpected pitfalls that would often leave adventurers trapped with no escape), where players would find a band of mercenaries who’d been hired to kill the deceased Knight of the PC.įollowing their trail would eventually lead you to the Black Isle Fortress – long-abandoned, and now full of weird cultists – where a traitorous Knight of the PC, renowned war criminal Peter Parrish, was trying to reactivate the long-dormant Infinity Engine.

#Sword coast legends modules adding weapons Pc

You’d find his corpse in a nearby forest area – the Dynamix Road, because obviously the ancient PC artifact was some sort of Incredible Machine, and if you groaned loudly at that then you’re exactly the sort of person this module was aimed at – filled with goblins, but the corpse itself showed signs of attack from something a bit more sophisticated than goblins. Except that it’s £30, which is quite a steep introductory price. In terms of offering a base product and then expanding it massively over the next few years, I maybe wouldn’t complain too much.

#Sword coast legends modules adding weapons free

Maybe we’ll get a load of free DLC to fix these issues as time passes, with paid DLC adding in more esoteric regions and enemies we already know there’s a Rage of Demons DLC Module coming free to pre-order customers, so hopefully that’ll offer some new enemies and areas.

sword coast legends modules adding weapons

I’m also sincerely hoping that maybe some are currently locked away because of the game’s story mode, with certain enemies and areas becoming available either once the game’s been out for a little while or once you complete sections of the main campaign. As far as I can tell, some of this stuff (conversations and the like) is indeed possible, but only through modules that have a DM present, and not stand-alone ones.

sword coast legends modules adding weapons

I’m also sincerely hoping that a number of enemy groups and areas are still disabled in the review code. I’m sincerely hoping that I’ve missed some sort of option that makes all of this stuff possible, and if so I profusely apologise for being so misleading… but if that option exists, I couldn’t find it.










Sword coast legends modules adding weapons