Search found 73 matches
- Thu May 18, 2023 8:04 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
I'll be there, cap'n!
- Mon Jan 09, 2023 5:00 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
A man of taste and sophistication!

- Mon Jan 09, 2023 2:57 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
Love the off-the-beaten path content!
I first encountered the Gith back in BG2, which opened up the universe of D&D planes to me. Hope to learn more about the inter-planeary lore you've developed for your world.
I should also mark it down every time I catch an old hymn reference, hah!
I first encountered the Gith back in BG2, which opened up the universe of D&D planes to me. Hope to learn more about the inter-planeary lore you've developed for your world.
I should also mark it down every time I catch an old hymn reference, hah!
- Tue Oct 18, 2022 4:47 pm
- Forum: IceBlink Engine
- Topic: Hard to kill
- Replies: 0
- Views: 47479
Hard to kill
After getting super busy and experiencing a drop in motivation, I'm back to messing around in IB and wanted to test out the 'Hard to kill' trait (my fascination with this software is "hard to kill" as well it seems) I noticed that when the character with the trait stands back up, if they h...
- Sun Jun 19, 2022 2:32 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
All of quality of life changes welcome! I like the idea of a comparison for equipable items.
- Sat May 14, 2022 1:13 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Taking a break from building after finishing the first major dungeon in my game, but just piping in to say that I TOO am excited about this IBU!
- Sun Apr 10, 2022 2:46 am
- Forum: IceBlink Engine
- Topic: Problem and solution to DoConvo OnEndCombatIBS
- Replies: 6
- Views: 61331
Re: Problem and solution to DoConvo OnEndCombatIBS
In Karl's project living world feature, Props (people) have schedules and move all over the place. The living world project seems very ambitious and I'm surprised I haven't seen more implementation of it already, but I'm struggling with it myself. I've been trying to get a prop to patrol properly, ...
- Tue Mar 22, 2022 2:48 am
- Forum: IceBlink Engine
- Topic: Problem and solution to DoConvo OnEndCombatIBS
- Replies: 6
- Views: 61331
Problem and solution to DoConvo OnEndCombatIBS
I've been trying to figure out why sometimes the DoConvo OnEndCombat Script doesn't trigger after an encounter and near as I can figure it's dependent on the Collision status of Prop that triggered the encounter. Collision status: True allows the OEC script to work; False forbids it. Not sure why th...
- Sat Mar 12, 2022 9:51 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Thanks for the advice. I stepped away from IB for awhile because there were some planned updates to IBbasic that I was hoping to use in my IB adventure, and I figured I'd wait until v204 before stepping back, but I've been bit by the bug again and just want to keep building, hah!
- Wed Mar 09, 2022 1:06 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Sounds like a lot of work, even if its maps are already largely tile based. But hats off to you if it means I can carry Hearkenwold in my pocket :) I'll have to test the tileset converter myself, but I imagine it'll produce unreasonably large files given how I've been drawing my maps until now. Than...
- Wed Mar 09, 2022 1:12 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Now I can get back to my Hearkenwold Let's Play, updating IB, importing Hearkenwold to IBbasic (updating the import tool for that) , and maybe starting a Let's Play of The Elderin Stone in IBbasic. Hey, this is super late and out of the blue, but could you elaborate on that point? I figured IBbasic...
- Fri Dec 17, 2021 2:42 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
Ah, thanks for clarifying! I'll go ahead and jump in.
- Thu Dec 16, 2021 5:23 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
I've been itching to replay this over the holiday. Are we still expecting a definitive version to land within a few weeks, Dorateen?
- Fri Aug 27, 2021 7:50 pm
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161653
Re: Creature Caster AIs
Hey life stuff has been keeping me occupied for awhile, but checking in and seeing this thread is very cool! Even replaying some IB classics with these mods will be really fun.
- Thu Jul 22, 2021 4:33 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
I like the idea of beefing up the Summoning system. The module I'm working on is essentially 'Medieval Pokémon', and I've been going back and forth between having the creatures summonable via Spell or Rechargeable items. In both cases the creatures are static, and don't grow with the player, which i...
- Wed Jul 21, 2021 7:37 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 363611
Re: IB Features/Bugs Tracking List
Made the switch to 203! Sorry if this is easily addressable already: I have a companion who gets poisoned, his HP drops to -20, and he DIES! I continue to get the same message of his HP dropping and his DYING with every step since the poison effect doesn't disappear upon death. Is it possible to eit...
- Sat Jul 17, 2021 1:36 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 363611
Re: IB Features/Bugs Tracking List
Thank you for the offer, slowdive. I'd hope such a run-of-the-mill issue wouldn't have to suggest such an extreme solution, and in this case, just talking about it with you guys gave me the opportunity to look at the problem with a new perspective. Somewhere along the way, I had changed the resref o...
- Fri Jul 16, 2021 5:49 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 363611
Re: IB Features/Bugs Tracking List
https://pasteboard.co/Kbt8TTr.png
"Woo" is the resref for the creature, followed by x,y,no. of turns.
- Thu Jul 15, 2021 7:23 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 363611
Re: IB Features/Bugs Tracking List
https://pasteboard.co/Kbkluoh.png Hey, unsure if this is a bug related to an update or error on my part, but I'm getting this bug report when attempting to run a SummonAlly script in an encounter. I'm pretty sure I got this to work in a previous version, and that I'm using the correct notation of &...
- Thu Jul 15, 2021 6:31 pm
- Forum: General IceBlink Project Discussions
- Topic: Password Issues
- Replies: 2
- Views: 36596
Re: Password Issues
Test to see if I can post.
Edit: Posting here was a success, but I received an error when attempting to post a reply in a thread in the IceBlink Engine forum.
Edit: Posting here was a success, but I received an error when attempting to post a reply in a thread in the IceBlink Engine forum.
- Fri Jun 11, 2021 12:16 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 547757
Re: Pescua [title work in progress!]
Nice, those item graphics match well with the default character tokens. This next generation of IB modules is going to look great!
Fun idea with the tattoos. I wonder what sort of secrets your deaders might reveal.
Fun idea with the tattoos. I wonder what sort of secrets your deaders might reveal.
- Sat Jun 05, 2021 8:13 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
This is looking great! What levels do you expect a 6-member party would reach by the end of the next expansion?
- Sat Jun 05, 2021 8:08 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Aw dude, this is so crunchy! I like the idea of attacks not automatically ending a turn; it can make certain finesse based PCs and enemies who can move away from enemies without triggering an opportunity attack that much more slippery. Maybe this is asking a bit much, but now that you have a visible...
- Wed Jun 02, 2021 2:35 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
It's a point that had been on the tip of my tongue for some time, that I feel like the combat moves a little fast and that it can be difficult to follow what's happening when several enemies take their turn in succession. A toggleable option to slow it down and present the rolls could be a good way ...
- Wed Jun 02, 2021 1:04 pm
- Forum: General IceBlink Project Discussions
- Topic: Influences and creative resources
- Replies: 2
- Views: 35956
Influences and creative resources
What fuels your creative endeavours? Sometimes life makes it difficult to continue progressing on these modules at a consistent rate, and the passions are required to keep the fire burning through a slow spell. I thought it'd be nice to share the little catalogues of infuences, tools, and guides tha...
- Wed Jun 02, 2021 12:40 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
That was a touch I really appreciated in Disco Elysium, and I think BG3 has sort of the same feature. It would certainly be a nice quality of life addition!
- Sat May 22, 2021 7:43 pm
- Forum: IceBlink Engine
- Topic: Getting the engine to count
- Replies: 1
- Views: 31479
Getting the engine to count
Very basic question here. I'm programming a simple fetch quest where NPC tells PC "You have X fetchits remaining." everytime you return one or more fetchits. I've opted to use LocalInts where once the quest is initiated I set the LocalInt for thisprop to '3'. This is where I get confused. ...
- Sat May 22, 2021 2:47 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 363611
Re: IB Features/Bugs Tracking List
I forgot if this was mentioned, the critical hit multipliers that were introduced in build 199 for IceBlink, is that asymmetrical in the sense that enemies can land critical hits on the player too? If not, it is a feature that should be implemented at some point. I can confirm. I've had enemies cri...
- Sun May 16, 2021 4:03 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Eager to play with all these new toys!
I notice in the log target 'Kobold' is not red when targeted and killed by the Minor Drain attack, but you'll probably get around to that!
Are you thinking ahead to some applications for your own games once you're satisfied with the state of the engine?
I notice in the log target 'Kobold' is not red when targeted and killed by the Minor Drain attack, but you'll probably get around to that!
Are you thinking ahead to some applications for your own games once you're satisfied with the state of the engine?
- Sun May 16, 2021 3:58 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
Thanks for the feedback, everyone. The problem was indeed that the combat was triggered from the Prop. Here is the line of events that DOESN'T work: Prop STEP: conversation > conversationX conversationX > encounterY encounterY OnEndCombatIBScript > conversationZ What DOES work: triggerW > conversati...
- Sun May 16, 2021 2:35 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
I've been using this thread to ask small-ish questions about the editor so as to not flood the forum, but let me know if you'd prefer if I create separate topics instead for ease of future reference. -- I'm trying to launch a conversation after an encounter. In the Encounter properties, I've got the...
- Mon May 10, 2021 11:25 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 547757
Re: Pescua [title work in progress!]
The mist produces a nice light gradient on the grass tiles. It's a very pleasant effect!
- Wed May 05, 2021 6:23 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
I found what was causing the bug. I've been using the Neighbour function to link adjacent maps, and at a certain point, instead of leaving blank the squares for a cardinal direction that led to no adjacent maps, I wrote in 'none'. The engine was then searching for a map called 'none' and found nothi...
- Wed May 05, 2021 3:26 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
https://pasteboard.co/K0qtd1tX.png I was editing an area, Farmland NE, (nothing major, added a couple of props that trigger based on an event in another area), and it looks like it got bugged out. Above is the error I get now when I try to open the area in the editor. It also crashes the game when ...
- Tue May 04, 2021 12:14 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 363611
Re: IB Features/Bugs Tracking List
The ability to create a haste spell is already there I believe. Pongo had one in The Elderin Stone I believe. In the Effect Editor, you can modify movement and number of attacks (both melee and/or ranged). Ah...I don't know how I missed that! In that case, I'd like to change my request to adding a ...
- Fri Apr 30, 2021 12:32 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 363611
Re: IB Features/Bugs Tracking List
That's a good looking list! I'd ask also for a Haste-like spell that increases the movement of the target. Also, any possibility for a Spell or Trait that can create items à la Goodberry or certain characters from the BG series that could make specific projectile ammo once a day? This may also be on...
- Thu Apr 29, 2021 11:50 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Always fun to have more resources to account for when planning your next dungeon deep dive!
- Mon Apr 26, 2021 12:49 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
The Entangle tiles look great, and I'm glad for the inclusion of finesse weapons.
- Tue Apr 20, 2021 4:18 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Man, it's a little silly how excited I get seeing those little icons all lined up like that. Can't wait for this to get out there and for folks to start building. If IBB sees a steady rate of new modules from devs, it might be the last mobile gaming app I ever get!
- Thu Apr 15, 2021 11:20 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 547757
Re: Pescua [title work in progress!]
That looks great, Pongo! I've enjoyed your other modules and I'm looking forward to see what this entry will look like after a few years distance from your earlier work. I agree that the trees and walls are looking great, as well as that Trait list! Looking forward to some of the more exotic party c...
- Mon Apr 12, 2021 2:51 pm
- Forum: IceBlink Engine
- Topic: Vampiric/Draining spells
- Replies: 4
- Views: 48190
Re: Vampiric/Draining spells
That's fantastic, thank you!
I hope if Karl ever decides to continue working on IBE, the improvements you've developed will be transferable.
I hope if Karl ever decides to continue working on IBE, the improvements you've developed will be transferable.
- Fri Apr 09, 2021 11:42 pm
- Forum: IceBlink Engine
- Topic: Vampiric/Draining spells
- Replies: 4
- Views: 48190
Vampiric/Draining spells
Hey, I don't suppose there's any way to create a spell that simulatenously damages an enemy while healing one's self? It seems to be a function of Effect targets being limited to exclusive categories. I see how this concept might be executed for weapons or enemy attacks, but not specifically for cas...
- Mon Apr 05, 2021 4:03 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
Very cool! Will wait for the greenlight to revisit Hearkenwold with all the new mechanics this system allows.
- Mon Apr 05, 2021 4:00 pm
- Forum: IceBlink Engine
- Topic: Continuity of Party Members
- Replies: 2
- Views: 34026
Re: Continuity of Party Members
Ah, thank you. Working with Rosters has solved this entirely.
- Fri Apr 02, 2021 6:21 pm
- Forum: IceBlink Engine
- Topic: Continuity of Party Members
- Replies: 2
- Views: 34026
Continuity of Party Members
Part of my game concept right now is having recruitable party members that can be sent back to a hub but who can rejoin later. Doing some testing, it looks like when I remove a party member, and then add them again, they don't retain the changes applied to the them while they were in the party (xp, ...
- Tue Mar 30, 2021 12:28 am
- Forum: IceBlink Engine
- Topic: Global Variables and debug mode
- Replies: 1
- Views: 31226
Global Variables and debug mode
I've noticed when I turn on debug mode, that the engine calaculates Global variables every 'heartbeat'. I can imagine this will get quite heavy (and make debug mode kind of unwieldy) as I add more Global variables to the game. My question is: Within what parameters are Local variables calculated? Wi...
- Fri Mar 26, 2021 5:51 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
I ran some tests and that was indeed the problem. I had changed the name and tag of one of the Races. I thought I'd also changed the tags in all the Player files correspondingly, but either it didn't make a difference, or I forgot something somewhere. Thank you for willing to take a look at it, thou...
- Thu Mar 25, 2021 11:30 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
I worked around it by going back to previously saved version of the module. I was able to import all the area, trigger, and conversation work I'd done since then, so there wasn't anything there that had caused the problem. Strange.
- Thu Mar 25, 2021 2:39 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
I went to test some recent changes to my game, and when I select 'New Game' and try to hit the left and right arrows to scroll to my test character, I get hit with this error message: System.NullReferenceException: Object reference not set to an instance of an object. at IceBlink2.ScreenPartyBuild.r...
- Wed Mar 24, 2021 2:10 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
Thanks for the detailed response.
I've been using single area images, but could make the switch to tiles if I needed to. Props would be the greater loss perhaps. I'm just starting to see their potential.
Something to consider...
I've been using single area images, but could make the switch to tiles if I needed to. Props would be the greater loss perhaps. I'm just starting to see their potential.
Something to consider...
- Mon Mar 22, 2021 1:30 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4121884
Re: Slowdive's Little Daily Blog
These are lots of little changes I would love to be able to make use of in the game I'm working on. If I continue plugging away on the desktop version, will it then be much hassle to convert it to IBBasic to take advantage of these features, or is it like building the game again from the ground up?
- Thu Mar 18, 2021 1:24 pm
- Forum: IceBlink Basic Modules
- Topic: The Elderin Stone
- Replies: 2
- Views: 76985
The Elderin Stone
Hey, I've been playing the Elderin Stone on my Android and wanted to report what seems to be a game-ending bug. SPOILERS I got to what I believe is the lowest level, beneath the ruins, and confronted the Vandrid. My first choice was to take him up on his offer and bring down Dalamar (who seemed *pre...
- Sun Mar 14, 2021 10:09 pm
- Forum: IceBlink Engine
- Topic: The Player editor and portraits
- Replies: 2
- Views: 35642
Re: The Player editor and portraits
I got it, thank you!
- Sun Mar 14, 2021 1:17 am
- Forum: IceBlink Engine
- Topic: The Player editor and portraits
- Replies: 2
- Views: 35642
The Player editor and portraits
I'd like to create a module that allows for both player generated characters, and pre-made joinable PCs peppered throughout the game. I'm probably missing something obvious here, but how do I fix a portrait to a pre-made character? I'm able to afix an icon/sprite (also, is there anyway to make it no...
- Mon Mar 01, 2021 1:06 pm
- Forum: IceBlink Engine
- Topic: Scripts and how they work
- Replies: 2
- Views: 6723
Re: Scripts and how they work
Oh, I see. So traits like Cleave and Sweep are hardcoded, a feature of the system, and not like, just another thing I can easily produce.
I'll look into seeing how far I can get with just the Effects editor, I'm sure it's plenty flexible as it is.
Thanks!
I'll look into seeing how far I can get with just the Effects editor, I'm sure it's plenty flexible as it is.
Thanks!
- Sun Feb 28, 2021 11:56 pm
- Forum: IceBlink Engine
- Topic: Scripts and how they work
- Replies: 2
- Views: 6723
Scripts and how they work
Hey, I've been trying to work backwards to figure out how custom scripts work (with no prior scripting knowledge). In this regard, going through the old forums for examples is kind of funny/fruitless given how scripts were seemingly the only thing that weren't preserved. Say I wanted to create a pas...
- Fri Feb 26, 2021 12:47 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
Ah, thank you, It may come down to a syntax issue with the file name or location of the file? Have you made sure to enter the name without the .json file extension? That was the issue. I was typing in the .json extension in the Parameter 1 case. Could it be the example given in the IB build I'm usin...
- Fri Feb 26, 2021 12:35 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 275132
Re: Malkin
Great! I'm going to bathe my ears in this tomorrow 

- Sat Feb 20, 2021 1:44 pm
- Forum: IceBlink Modules
- Topic: Raventhal
- Replies: 4
- Views: 46077
Re: Raventhal
Thanks, Dorateen. I just started it yesterday, actually. I'd like to eventually get through the whole IB canon, not even just to learn what is possible with the engine, but because the games built are, so far, really satisfying! Raventhal was actually the first game I tried. I got wiped out pretty e...
- Sat Feb 20, 2021 2:06 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
I have a couple of questions: I'm having trouble with the gaAddPartyMember.cs script. I set it up in a conversation, with the parameter pointing to the Char.json file (in the data folder), but I can't get it to follow through. MaxPartySize is set to 6 and I'm not seeing any other obstacle to script ...
- Wed Feb 17, 2021 12:37 am
- Forum: IceBlink Modules
- Topic: Raventhal
- Replies: 4
- Views: 46077
Raventhal
Maybe it's not my place to start a new thread for somebody else's module. I just wanted some place to discuss Raventhall after my first completed playthrough! Probably SPOILERS. I feel like I might have missed some content? The game advertises a playthrough getting you up to levels 4-6, but I ended ...
- Wed Feb 17, 2021 12:24 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
Just wanted to write again to say how much I enjoyed this module. I'm looking forward to revisiting it again! I guess I'll leave off on a couple of questions: SPOILERS Is it supposed to be obvious when I've run out of narrative road? Skardale is now overrun by goblins and bugbears, and it's not clea...
- Thu Feb 11, 2021 8:06 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
Hey youngneil1, no worries, I find it cool how you guys have been steadily chipping away at this block for the last 8+ years. I've been lowkey evangelizing this project here and there, anticipating the day when this becomes a cornerstone item in every rpg enthusiast's toolkit. The fantasy I'd like t...
- Thu Feb 04, 2021 9:36 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
I've turned on debug and when I trigger the courthouse it gives me: "Replaced Havan with 1 checkGlobal: Havan = 2 returning false" Checking the tavern (he is no longer there), I get: "Replaced Havan with 1 checkGlobal: Havan = 1 foundGlobal: Havan == 1" It's worth noting, one thi...
- Wed Feb 03, 2021 11:07 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
SPOILERS I had an excellent time dungeoneering through the old dwarven halls and mines; great worldbuilding, and I enjoyed the hints of the greater metaphysical threats to come. I'm back in Skardale and ready to set some sparks, but I feel like I've hit a wall. The nobleman in the bar at Theives' Al...
- Fri Jan 29, 2021 5:03 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
A little update on my progress. SPOILERS: I'm levels 7-8. Tracked and finished Wrathack, and am siding with Skardale against Relmfur. I haven't yet initiated active dissent, but I did purge a vampire or two ;) I might go campaign in the dwarf mountains for a bit, or try to finish off some guild ques...
- Wed Jan 20, 2021 5:22 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
Having backtracked a bit, I noticed that I may have tackled some harder challenges earlier than the narrative required, so some of the current headway I'm making is a bit easier than it would have been other (open world working as intended - and a welcome breather!) A bug, a typo, and a suggestion: ...
- Mon Jan 18, 2021 3:58 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1069425
Re: Hearkenwold
Just wanted to tell you I'm really enjoying my first playthrough of Hearkenwold! The writing is sensitive and intelligent, and the fight setpieces are all the right kinds of challenging :twisted: Yesterday, in a cave, I walked in on a trio of Shaman Trolls and got thoroughly whupped (I barely scratc...
- Fri Jan 15, 2021 11:23 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
Thanks for the leads, I've gone through those videos, and they are informative.
I've downloaded Hearkenwold and will (after enjoying it) take it apart to get a sense of how to do the possible.
I've downloaded Hearkenwold and will (after enjoying it) take it apart to get a sense of how to do the possible.
- Fri Jan 15, 2021 10:00 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
Thank you for the response. The way Spells and Effects interact is beginning to make more sense to me :) I'm slowly going through youngneil1's old primer https://www.iceblinkengine.com/forums/viewtopic.php?f=38&t=289 , but I'm wondering if I'm not using the ideal version of IB to follow along; m...
- Wed Jan 13, 2021 9:25 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
Ah...I found 'IceBlinkEngine-master' on GitHub which answers my question.
Lots of exciting looking scripts in there! Could anyone tell me how to incorporate them into the ToolSet?
Lots of exciting looking scripts in there! Could anyone tell me how to incorporate them into the ToolSet?
- Wed Jan 13, 2021 2:48 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Re: Preparation before heading into the wilds
I've found an old version of IB (v100), that does actually have all of these components accessible in the data > scripts folder. Is it possible to access these in later versions? They don't seem to be hidden in v197.
- Wed Jan 13, 2021 2:01 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 175330
Preparation before heading into the wilds
Hey, after a bit of lurking and tinkering, I just wanted to say 'hello' (and 'help'). I've only heard about your project a few days ago, but it has me very excited! Seeing how you've been at it for the last ten years or so, you probably don't need convincing, but IB has the potential to be an awesom...