The editor is integrated with a source control system so that we can work on it with our entire team. We still need to decide if we'll release that part too (because it's integrated with perforce) but I guess if the editor is popular we'll come up with a solution that integrates with open source.
Right now it's story, scripting, art, levels - You can't change spells yet, but if the editor is popular, we'll expose that too. Mechanics can be modified to a certain extent.
Actually, spells are exposed in data files, so you can change their values and even "link" to different visuals
You can even "inherit" an existing spell and create a new one based on it.
It's the actual toolset that our designers and artists use, so it's not as "user friendly" as Microsoft Word That may mean that learning curve is steep, but if you know the basics, it's already fun to play around with. And you can always jump into the data of the campaign that ships with the game to see how we pulled off certain things.
If we don't make the 1M stretchgoal, modders are free to put in day-night cycles and schedules. They can with the editor. And then they can, of course, make that mod public for everyone to enjoy \o
Actually, we do.Is the party size hardcoded? Can it be easily changed in the editor?
We don't know yet.
Hmm, but can you have henchmen and summons on top of that?Actually, we do.
It was confirmed multple times that You can create modules with party size up to six.
They've chosen to go with two character party due to the interactive dialogue being to complicated with more.
Some editor quotes from Larian made during Reddit session:
The editor is integrated with a source control system so that we can work on it with our entire team. We still need to decide if we'll release that part too (because it's integrated with perforce) but I guess if the editor is popular we'll come up with a solution that integrates with open source.
Right now it's story, scripting, art, levels - You can't change spells yet, but if the editor is popular, we'll expose that too. Mechanics can be modified to a certain extent.
Actually, spells are exposed in data files, so you can change their values and even "link" to different visuals
You can even "inherit" an existing spell and create a new one based on it.
It's the actual toolset that our designers and artists use, so it's not as "user friendly" as Microsoft Word That may mean that learning curve is steep, but if you know the basics, it's already fun to play around with. And you can always jump into the data of the campaign that ships with the game to see how we pulled off certain things.
If we don't make the 1M stretchgoal, modders are free to put in day-night cycles and schedules. They can with the editor. And then they can, of course, make that mod public for everyone to enjoy \o
Hmm, but can you have henchmen and summons on top of that?Actually, we do.
It was confirmed multple times that You can create modules with party size up to six.
They've chosen to go with two character party due to the interactive dialogue being to complicated with more.
Hmm, but can you have henchmen and summons on top of that?
In the stream at the end of Kickstarter campaign. They both had a henchman recruited. So yeah, they had basically had a party of four.
I know but it would be interesting with a system that allow one to edit the map when its running and to have someone create new content when its running.There is no "DM" in Original Sin. This isn't NWN, and it's not trying to be a tabletop game. By the same token, different parties at the same time are almost certainly out.
This is called Ironman mode + inviting a friend for co-op who kills you and then kills himself.This game would be awesome with a deathmatch mode.
One can easily qualify you in the following two words: dumbfuck detected.Yes quoted part has nothing to do with the question, it was just me being lazy and hoping Stab was still online and would give an immediate response to a quote-alert. Could have just tagged him. You also have taste tuluse, explain attraction of game please
We're gonna need a Belgian version of the potato emoticon now.
Where did you actually get the whole "six players in custom modules" part?
One can easily qualify you in the following two words: dumbfuck detected.Yes quoted part has nothing to do with the question, it was just me being lazy and hoping Stab was still online and would give an immediate response to a quote-alert. Could have just tagged him. You also have taste tuluse, explain attraction of game please
We're gonna need a Belgian version of the potato emoticon now.
Just cut into thin strips and serve in a paper cone. Samurai sauce is optional.
Where did you actually get the whole "six players in custom modules" part?
The engine supports up to 5 players connecting to another game => 6 players. Our campaign is 1 host + 1 friend joining, but modders can make a 6 player mod. I'll have to check on the exact number, could be 4 max, but I do believe it was 6.
Of course we do. (Well, it's rarer and rarer, but still exists).One can easily qualify you in the following two words: dumbfuck detected.Yes quoted part has nothing to do with the question, it was just me being lazy and hoping Stab was still online and would give an immediate response to a quote-alert. Could have just tagged him. You also have taste tuluse, explain attraction of game please
We're gonna need a Belgian version of the potato emoticon now.
Just cut into thin strips and serve in a paper cone. Samurai sauce is optional.
They don't serve fries in paper cones in Belgium.