An up-and-coming remake of the 1993 Dynamix game �Betrayal at Krondor,� based on Raymond Feist�s �Riftwar Saga� novels. I�m trying to match the original game mechanics as well as I can while still �reinterpreting� the game with the NWN2 engine: Weapons and armor are damaged in combat and must be repaired; rations are required for survival, etc. This is by no means a hack-and-slash episode: careful attention to the storyline and character development is crucial for your enjoyment of this game. The first chapter is a bit slow-moving, but I assure you the game quickly picks up the pace as the chapters progress.
This is a beta version of the first of nine chapters, so please no voting as this is still a work in progress. Your comments and suggestions, however, are welcome.
Please read the instructions carefully when installing. I highly recommend using TonyK�s AI mod, which enhances the combat and group control significantly.
Among many others, I am indebted to Merle�s Wordlock/Riddle creator for the Moredhel chests, Edward Beck for the HCR2 subsystems for rations, torches, and resting, and of course the Betrayal at Krondor Help Web (http://notendur.hi.is/eybjorn/krondor/krondor.html) for its invaluable resources.
Partial list of Content/Programs used:
HCR2
LB Map Functions - Fog of War! (Lance Botelle)
Chaos Placeables
Merle�s Wordlock/Riddle Creator
Deep Sewer Tileset
Grinning Fool�s Complete Darkness
Tukram�s Complete NWN2 Textures
Everfire Forge - Legend Hero Weapons for Nwn2
Dave Cromwell�s Treasure Island Scaling
Betrayal at Krondor HelpWeb (http://notendur.hi.is/eybjorn/krondor/krondor.html)
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3/17/11
Thanks to Lance Botelle for supplying a patch to update the fog-of-war files. HAK editor required, I prefer Ewald's 2da/tlk/gff/erf Editor *********************************
3/18/11
The BaK files should now be updated with the fog of war fix. You will still need the patch if you downloaded before 3/17/11
I have seen that prefab, but I can't use it since my outdoor areas are scaled. It has some nice ideas I'll use, though
Posted by mandinga09 at 2011-07-15 00:03:23 Voted 10.00 on 07/15/11
I couldn't believe my eyes when I saw the shot of Sarth - this is a fantastic effort on you part sir, and I can't tell you what impact this will have on so many fans... You, sir, are a magician and nothing less! I haven't even played the beta yet and I'm giving it a 10!
Here's a thought - next time you're feeling burned out on this project, set up a paypal account and accept donations - I'm betting it would be a great way for fans to show their thanks and a little something to keep you in front of the editor during those long nights of compiling!
My thanks to you!!
1) very slow module cause of large areas, better split them
2) Shop is closed at night, to understand this i try to bash the door. maybe i musy got the message on trying to open
I would have liked to convert that number into a percentage and add it to the item's "name" e.g. Two-handed Broadsword (75%), but weapon names do not update until re-equipped, a NWN2 bug.
about armour and weapons, In your demo you cannot see how it is damaged so a player don't know if he should use wheetstone or armourers hammer or not. Perhaps ability option could be added to item to check status of weapon.
Hey Murmandamus, thanks for the kind words! I can definitely make all of the doors available like the original- it would add an element of search/surprise instead of just spoon-feeding the doors that actually have conversations. All "special" conversations that occur in the Chapter 1 zones are there as far as I know, but if there's one I'm missing, let me know.
I think the "deaf peasant" convo is later in the game, perhaps in zone 3; but again, correct me if I'm wrong.
This is a demo chapter only, the final product will be an actual campaign, and it will be easy to transfer the player and companions across chapters. As for the chapters without Owyn, I'm sure I'll figure something out- I'll probably write a script to store all of Owyn's stats, variables, and items, and then change the PC to the avatar of Patrus, employing of HIS stats, which are subsequently stored, etc.
You are my hero oh mighty Remaker of BAK. I loved orginal game and demo taste very good. If i remember correctly in orginal BAK you can knock to all buildings in towns. Do you plan to include it?
I remember this funny conversation of locklear or james with deaf peasants...
I Look forward time when other chapters are completed. I think when finished you will make to hall of fame and top of it. How do you plan to swap heroes through the chapters as you know in certain point owyn travels with gorath only and other group is james, patrus and locklear(owyn is protagonist so i am curious how do you plan to slove this problem)
I downloaded this mod to take a look at the mapping system for you, but have to say that I am very impressed with this module already. :) Furthermore, you include many gaming mechanics/aspects that I enjoy and have included in my own. So, you may like my own module when it finally comes along. ;)
Anyway, from what I can see, you do have the latest script files v1.02 (but with an older XML file), but, in theory, the newer XML file will not affect you as you are running in "Passive" mode. However, the newer XML file will stop running an update every 0.25 seconds, which should help with overall performance. Basically, I moved the checking from a GUI update to a script update.
However, returning to your problem, even "Passive" mode will stop mapping *if* the player enters a combat and the FOWMAPINCOMBAT is set at 0, which it is by default. If this is set to zero, then a player must restart "Passive" mapping by opening the map at least once after combat. If, however, you set the FOWMAPINCOMBAT variable to 1, then mapping will continue to be checked, even during combat and beyond, thereby negating the need for the player to manually start any mapping again.
I will test this out myself in a short while, but all that should need doing is:-
A) Update your areamap.xml to the latest.
B) SetGlobalInt("FOWMAPINCOMBAT", 1); in your bak_moduleload script.
Do let me know if this solves your issue.
Lance. _________________________ World of Althéa Blog: Link
(I have responded on my Fog of War Vault page as well as here ... )
I just checked your areamap.xml (from Betrayal at Krondor) and you are using an older version, which suggests you may have a number of other older files/code in use with your mod.
You need to download and use the latest version and replace the older xml files with the newer ones.
Let me know how you get along.
Lance. _________________________ World of Althéa Blog: Link
Honestly, I didn't put too much thought into the alignment, since it really doesn't affect the gameplay. But I do think that it's important that the main character(s) view Gorath as "evil" since he is a moredhel.
I'm glad you liked the demo, Kael. Did you have a chance to play through the entire module? How did the cutscenes with original graphics work out? And was it too difficult or too easy?
Posted by Kaytara at 2010-12-25 05:53:03 Voted 10.00 on 12/05/10
Wow, an alignment debate so soon? :P Is Gorath's alignment in the game listed as CE? If it is, I have to disagree with Kael_grym and heartily support batmanis64's decision. Gorath is moredhel, and part of the Lessons Learned at the END of the story is that moredhel are not Always Chaotic Evil. So listing his alignment as something OTHER than CE right at the beginning would be giving the game away, don't you think?
Since Owyn is the "main character", I think you could consider all the alignment labels and whatnot to be subjective and from HIS POV with HIS upbringing.
very awesome, I look forward to testing the rest, the characters are very well made and it does follow the storyline so I'm happy, been reading the books since I played the game when i was a little kid. I would say Gorath is more CN than CE.
Thanks Kael, follow the link in the post below to find out how. You can send me a message on the Bioware Social Forums with your DropBox email so I can share the folder with you.
No play-testing experience required, I just need some people to make sure the game works without any missing textures, TGAs, models, etc. It would be great to have just a few people to confirm this, as I'm having a lot of trouble getting volunteers.
Posted by Kaytara at 2010-12-09 09:00:38 Voted 10.00 on 12/05/10
Wow. O.O You've made better progress - better-quality, too - than anyone else so far who has endeavoured to create such a remake. You have my endless admiration.
I wish I had any experience in playtesting. I guess I'll just have to wait. :P
Posted by Romantok at 2010-12-07 03:32:39 Voted 10.00 on 12/07/10
I've played that game a few time. I enjoyed it very, very much. I encourage you to finish this mod. Must be not too easy if you want to do the complete game... alots of work but worthed for me as it is one we'll want to replay a few times... lollll.
Posted by Kaytara at 2010-12-05 05:32:28 Voted 10.00 on 12/05/10
Love the new screenshots! ^^ The shots of the city at night are particularly impressive, and the wilderness is, as always, gorgeous. ^^
Posted by Rhuantavan at 2010-11-17 02:45:48 Voted 10.00 on 11/17/10
Man, I am really looking forward to play this as BaK is still my favorite game. Keep up the good work!
I'm currently doing one of the final run-through's before posting Chapter 1 to an online storage site for anyone interested in further play-testing. Finally playing this on a computer that can handle it is an absolute dream. Now that the game mechanics are complete, I can start blazing through the remaining chapters. This is a big game, and it will take a decent amount of time to finish (I'm estimating maybe a year less than it took to do the Baldur's Gate remake), but I will release a Chapter 1 teaser after getting some feedback from playtesters. Also, I may continually release the chapters instead of making everybody wait for the full package.
Posted by Kaytara at 2010-10-03 11:13:40 Voted 10.00 on 12/05/10
That's just awesome to hear. :) I'd been worried about this, since I've already seen a couple of BaK remake projects spring up and die off again, but you seem to have already gotten farther than any of them. ^^
You're not affiliated with Dynamix or the original game's makers in general, are you? Your username makes me wonder, is all...
Posted by PaulBlay at 2010-10-03 09:59:26 Voted 5.00 on 10/03/10
Is this project still alive? Show signs of life for an updated vote. :-P
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone