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Why the change to Divine Remix?


CamDawg

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This originally started as a project to simply add some cleric kits to Baldur's Gate II. Andyr and NiGHTMARE, already planning something similar (though far more extensive) for their upcoming Lands of Intrigue mod, came on board and helped us with the concept, implementation, and scope of the mod.

 

But you already knew this, as this was the story of how Cleric Remix began. So why have we changed to Divine Remix?

 

As we started implementing our ideas for clerics, we had to re-think many of the ways that divine magic (in general) was being used. It did not make sense that radically different characters within a class, i.e. a Morninglord and a Stormlord, have been granted the same spells from their respective gods. However, when we started looking at the four divine casting classes, the inconsistencies starting becoming more overt. The new imposition of spell spheres upon the cleric class also made them stand out from the other classes--why should they, alone among the four, utilize this new system? The decision was made to forge ahead and implement spell spheres to all divine casters.

 

For a while now, Cleric Remix has been leading a double life. While CR remained our public face, we've been talking about changes, improvements, and roleplaying enhancements for all four divine classes. Grim Squeaker has been working on 3e prestige paladin kits, and NiGHTMARE has a small arsenal of ideas for--well, everything, but specifically for this mod, rangers and druids that are just awaiting implementation. The nagging bugs of Cleric Remix made us wary to pursue non-cleric ideas until we could finally get a stable system in place that we could extend. With the first release of DR, we've finally nailed down a system that we can now build upon and add the content we've been planning for druids, rangers, and paladins.

 

So what, exactly, should we expect in future releases? Priorities are now shifting away from clerics for the moment--while there's still a lot we can do with them (and we're planning to!) we need to get the other three classes up to speed. Rangers, paladins, and druid kits wil likely be the first of the new content. Roleplaying enhancements are also going to be a focus--we've already had serious discussions about the role of deities. Specifically, discussing what would happen to a divine caster if they went through a crisis of faith, including the extreme case of wanting to change their deity of worship. Other enhancements under discussion also include expanding dialogue and quest options, from minor enhancements like folks recognizing and reacting to your kit/deity of worship to larger enhancements like expanded strongholds and quests for the four classes.

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I'd suggest:

 

Claggedin for Dwarves (because he was mentioned in BG1 and can develop into a subcomponent for Yeslick)

And what-s-his-name diety Aerie worships for Gnomes, since yes, you've guessed, it can be used as a subcomoponent for Aerie and Quayle.

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Yeah, the leader of each pantheon would be the best ones to start with. For the second deity from each pantheon, I'd suggest whoever is furthest away from the leader's alignment as possible (Abbathor for the dwarves, one of the three CN elven deities, Urdlen for the gnomes, Sheela Peryroyl or Brandobaris for the halflings, and Shargaas or Yurtrus for the half-orcs).

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Yeah, the leader of each pantheon would be the best ones to start with.  For the second deity from each pantheon, I'd suggest whoever is furthest away from the leader's alignment as possible ....

Except that with 6 races (not counting Half-Elves), each with their own pantheon, having 2 representatives from each means 12 Cleric kits. Now, if the menu of kit selections could correct itself to only display those kits available to characters of the correct race & alignment, that's no problem, but as long as we're limited to 9....

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Except that with 6 races (not counting Half-Elves), each with their own pantheon, having 2 representatives from each means 12 Cleric kits. Now, if the menu of kit selections could correct itself to only display those kits available to characters of the correct race & alignment, that's no problem, but as long as we're limited to 9....

The kit selection menu *does* only display those kits available to the selected race, so potentially you could have 63 different kits installed for the same class with no problem. Besides which, you don't have to install all the kits at the same time - each is an optional component.

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