Khalidine For Dummies PDF  | Print |  E-mail
Written by Laban   
Sunday, 01 November 2009

This article aims at grouping together some useful bits that are available on different pages.

So if you're new to Khalidine and are willing to play, this is certainly a must-read.

 

Language

You can change languages by typing .lang language-name. You can speak text in a language by prefixing whatever you want to say with = for example:
=I am speaking this in a different language.

You can also embed foreign words in your text by using square brackets:
This text is in common [but this is in some other language].

You can also set your primary text mode to be in your currently active language - so that /everything/ you say is in that language, and you have to use "=" to speak in common.

We'll be making a GUI addition that will allow you to select active language, but otherwise have no further plans here as the system is pretty complete.

Dice

We give four different ways to roll dice smile.gif Through the right-click context menu as you have fou nd; through our modified PC-tools interface; though the button at the top of the chat box; and by typing: .roll . Some examples of the latter:
.roll will (will save)
.roll fear (will save vs feat)
.roll poison (fort save vs poison)
.roll str or .roll strength
.roll swim
.roll rope
.roll 1d20

I believe we've pretty thoroughly covered all of the dice options, and as mentioned they're all available through 4 different methods -- use whichever one is easiest for you. Unfortunately, the menu-based methods do reqiure the categories. This is due to technical limitation and usability concerns: nwn2 itself will only support 15 or 16 menu items. But beyond that: we have about 90 dice options available. Trying to find what you're looking for in a single large menu of 80-90 items would be a bit... daunting.

Deities

Well, this is a matter of taste. Each god has a fair amount of depth , but we deliberately chose
not to have the umpteen deities for everyone's personal taste that FR offers. I think the larger problem here is that - like much other info - we don't yet have the information available in-game.. This aspect is somethign we're working to correct. In the interim, there's quite a bit of info on the web site itself (though still not as much as will eventually be.)

Map

http://www.khalidine.com/content/view/37/83/

This is the continent we're on. ( There's a fair chunk of other information on our web site too); and we're looking to set up a viewable map in the Library in-game as well.

Background

I think the racial information is all on the web site (again, it's migrating in game too), and that should include the primary 'home' locations of each race.

Information on the different countries of this continent is in progress of proofreading, and will be brought online over the next couple of weeks. More general information about other continents/countries will go live before the end of beta.

Classes

Paladin is temporarily blocked. We will very likely be replacing it with a Knight class, as there are too many game mechanics for paladin that seem hard-coded to be alignment-based.

As far as the other c;asses and PRCs: anything FR specific has been temporarily disabled. During the course of beta, we'll be looking at each of them. Where appropriate, we'll be renaming it and changing the background; but there will be some that are completely eliminated simply because the premise behind the class doesn't fit with Khalidine.

Skills

The primary intention behind the custom skills is for:
* pc-dm interaction
* pc-pc interaction
* in-game dialogs

Attacking and Selection

You might want to take a look at the key binding options available. You can assign "Default Action" to a key - which means when you have something targeted (a right click, or the Next/Prev target actions which are bound "Tab" and "\" respectively) , pressing thsi key will do whatever teh default action is. For a hostile, this is attack; for a door, it's open, etc.

DMFI

We actually had neither DMFI nor Heed's for the longest time; Heeds was added recently because it was the one that was quickest to integrate with our existing systems. I suspect it will eventually be replaced with somethign completely custom.

DMFI we've avoided for various reasons -- it's a good system, but not a good fit for Khalidine's systems.

Hopefully the information above about dice and languages will help make this simpler, and as mentioned we'll be adding a language selection GUI. Speaking languages is always done through your main chat bar.

Last Updated ( Sunday, 01 November 2009 )
 
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