Search found 156 matches
- Wed Feb 08, 2023 4:20 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I haven't updated in ages, but I've still been happily tooling away in the background over the last couple of months. I'm basically on the final path for critical content now, and then I'll put it out there. There will be a few bugs no doubt, and I won't have fixed all the playable classes as well a...
- Wed Feb 08, 2023 4:12 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Just catching up - I really enjoyed reading the retrospective a couple of pages back Dorateen! This really has been an impressive endeavor.
Also excited for Sinestra. I've always had a thing for desert adventures.
Also excited for Sinestra. I've always had a thing for desert adventures.
- Wed Sep 28, 2022 3:54 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks both! Yeah I did consider doubling down on Glooomwood and making it a thing - will probably revert to a normal spelling though!
- Mon Sep 26, 2022 7:45 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
That inventory looks a lot more modern and intuitive. I like the way it easily brings up the comparison with the equipped weapon - makes life so much easier.
- Mon Sep 26, 2022 4:05 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I've been working on the map of Skaule for a while using Inkarnate. I want to use it in the mod's intro to help set a sense of place. The bit of the mod I'm working on is essentially the whole south-west section - its a pretty large area of about 45 interlocking 20x20 maps (not including specific du...
- Wed Sep 07, 2022 8:05 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
My "to-do" list is rapidly decreasing - I'm definitely in the final stages. I've started using Craiyon, the AI art thing, for some of the module art. Its actually pretty good! Here are some that have made it into the mod: craiyon_124229_scary_demon.png craiyon_085114_spooky_old_room_with_a...
- Wed Sep 07, 2022 7:50 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 275526
Re: Malkin
This is excellent news indeed!
- Wed Sep 07, 2022 7:49 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Dorateen, I'm always impressed by how quickly you get content done, especially as I don't imagine copying the convos over is straightforward - this is looking great!
- Fri Aug 12, 2022 12:44 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Loved the video! Those spell casters were proper nasty. I enjoy all the race/class specific convo options you add in as well, helps set a good tone for the adventure.
- Mon Jul 25, 2022 8:10 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks both! OK no worries about bandage, it was just an idea because I was getting annoyed with my characters bleeding out when I ran out of healing potions. :) Its not a big issue though, can work around it. Had an amusing panic this morning. My ancient laptop appeared to have died on me, which it...
- Tue Jul 19, 2022 6:29 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Looking good! Tooltips will be much more user friendly, especially with a comparison option with what you're wielding. Look forward to testing it!
- Tue Jul 19, 2022 3:03 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Made lots of progress over the last few weeks. I'm basically playing the module repeatedly to pick up broken convos (more than I expected), broken global integers (far fewer than I expected), and issues of flow (level development, items, story etc - all of which need work). I've revamped level progr...
- Thu Jun 09, 2022 4:49 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I've gone totally off-track in the last couple of months - I had an unexpected work deadline that kind of took over my life for a while. Its now done though :D, so I can turn my attention back to my more enjoyable hobbies! I think I'm into that final 10% of development that can take 90% of the deliv...
- Thu Jun 09, 2022 4:43 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Good stuff! Its awesome to see how this is coming together. Look forward to continuing my playthough and now exploring Edinoor.
- Tue May 03, 2022 9:34 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks great! Good to hear you're still on track.
- Sun Apr 17, 2022 6:27 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Yeah that looks nice! I agree with Dorateen about the pixelated textures.
I hadn't seen Talespire in action before but it looks pretty cool. The combat approach looks like it would work, definitely captures the tabletop feel.
I hadn't seen Talespire in action before but it looks pretty cool. The combat approach looks like it would work, definitely captures the tabletop feel.
- Sun Apr 03, 2022 9:22 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks great Dorateen, that's an impressive amount of progress! Soth Tarnel looks like it will be a fun challenge.
- Tue Mar 22, 2022 3:59 pm
- Forum: IceBlink Engine
- Topic: running script on enemy death
- Replies: 5
- Views: 53294
Re: running script on enemy death
Thanks - yes, I think I could just lower their HP - eg, if I give them 4 HP and the explosion does 3d4 damage they can never survive a hit.
It means they become "one hit and explode" enemies, which isn't quite what I had in mind, but it will totally work. I'll do that. Thanks, Dorateen!
It means they become "one hit and explode" enemies, which isn't quite what I had in mind, but it will totally work. I'll do that. Thanks, Dorateen!
- Tue Mar 22, 2022 2:53 pm
- Forum: IceBlink Engine
- Topic: running script on enemy death
- Replies: 5
- Views: 53294
Re: running script on enemy death
Good question! Not sure why it hadn't occured to me to check... In the Elderin Stone I had it set up with "onScoringHitCastSpellTag", which does cast on self. It works on hit though rather than on death, which means if the zombie has enough HP you could hit and get it to explode, but it co...
- Tue Mar 22, 2022 1:51 pm
- Forum: IceBlink Engine
- Topic: running script on enemy death
- Replies: 5
- Views: 53294
running script on enemy death
I can't get my exploding zombies to explode. I just get a "failed to run IBScript" message on their deaths. This is the set up to launch the castspell script: exploding zombie.png The tag is correct. I think the problem might be that the castspell script is designed to work in convos rathe...
- Sun Mar 06, 2022 8:28 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks! Yes, that's right Dorateen - I'm not binning Chp2 content, but I'm being more ruthless at gating it off from this build. There will still be plenty of content to explore in Chp1.
- Sun Mar 06, 2022 8:26 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
When coming across a door with a potentially nasty surprise behind it, a party member with low constitution can express hesitation. This sort of thing is one of the ways individual character personalities can manifest themselves in a group, chiming in with little comments. And sometimes, the words ...
- Sat Mar 05, 2022 11:13 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Continuing to make good progress, but I'm going to focus now on just getting a build ready to publish. I'm cutting all the Chp2 content for the minute and focussing on making Chp1 a better experience - finishing a few side quests and unexplored areas, and expanding the ending a bit, revisiting some ...
- Fri Feb 18, 2022 9:07 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 364661
Re: IB Features/Bugs Tracking List
Line of Sight bug OK! Its taken me a while to work it out but this one is sorted. In module properties, "heightBlocksSight" is automatically set to true. Disable it. Problem solved! I'm not sure its actually a bug. The option to use different heights on tiles looks great but I don't use i...
- Sat Feb 12, 2022 12:07 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks! Slowdive, yeah the "settings" option would be a nice addition and would clean up the interface a bit. Dorateen, my plans for putting something out keep changing. I was going to wait until I finished chapter 2, but realistically that's going to take most of this year which feels too...
- Wed Feb 09, 2022 5:57 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Some progress over the last month. Mainly I've been developing the swamp area around the lizardmen camp. I'm aiming for it to feel unpleasant, so there are lots of creatures with poison attacks and plants that release noxious fumes etc. Its an area you can actually get to quite quickly from the star...
- Sat Feb 05, 2022 12:43 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks great Dorateen! Looking forward to this. Those Dark Dryads look pretty nasty... I just found the hook horrors on a fairly early map east of the castle - were they there in the last build? Wonder if I missed them. They made short work of my lvl3 party though ha, I'm not trying to get past them ...
- Sat Jan 08, 2022 7:36 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Yes, I have a master world map on excel. It helps me keep track of things like rivers and coastlines that cross multiple maps. Each map has a grid ID - A1, B2 etc - and all the convo, encounter, and container names begin with that ID so I can find them easily. It felt like overkill when I started, b...
- Fri Jan 07, 2022 9:37 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Well done Dorateen! I'm always impressed with how quickly you make progress, given you're building in two separate engines.
I haven't caught up with the new content yet, but for what its worth I'd also vote for Edinmoor to build on the open world feel.
I haven't caught up with the new content yet, but for what its worth I'd also vote for Edinmoor to build on the open world feel.
- Fri Jan 07, 2022 9:23 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I had a good night of building yesterday - family were away, so I got to spend a good chunk of hours alternating building and slowly progressing my Hearkenwold playthrough :) A good Iceblink night. I'm building chapter 2, which has three main quests and a conclusion quest: - the lizardman camp I men...
- Fri Jan 07, 2022 9:10 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
That's a great introduction to the genre! I only got into Might and Magic much later on, I wish I'd played them on release, I would have loved them.
- Sat Dec 25, 2021 8:59 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Nice! 1989 was a good year for RPGs - which one was it Dorateen? I got Space Rogue on the c64 that year and spent many hours slooooooowly making my way around the galaxy. Very impressive at the time. Curse of the Azure Bonds came out that year but I think it was a few years later when I got it.
- Sat Dec 25, 2021 2:48 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Merry Christmas Iceblinkers
Nice screenshot for Codex - good example of the convo system with conditions!

Nice screenshot for Codex - good example of the convo system with conditions!
- Sun Dec 05, 2021 4:20 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
I'll be playing it slowly over a few weeks I think - its a nice break from working on Pescua! I've only just cleared out the goblins and started heading east to the tavern, so early days. I just hit level 2 - Prayer looks like a great addition for my cleric, I don't remember that from last time. Its...
- Sun Dec 05, 2021 3:18 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Good to see I'm not the only one with sighing NPCs! I've just started a new run on Hearkenwold - I haven't played it for a couple of years so there's a load of new content I haven't seen yet. Looking forward to it! Last time I took a party of dwarves, but this time I'm going for a more traditional m...
- Sun Dec 05, 2021 3:15 pm
- Forum: IceBlink Engine
- Topic: Saving throws in convos
- Replies: 5
- Views: 52912
Re: Saving throws in convos
Sounds great, thanks Slowdive! In the meantime I'll do a conditional skill check as Dorateen suggests.
- Thu Dec 02, 2021 8:54 pm
- Forum: IceBlink Engine
- Topic: Saving throws in convos
- Replies: 5
- Views: 52912
Re: Saving throws in convos
It's a bit of a "fake" spell. Basically, there's a point in the convo where the monster casts a "spell" at the player, which, if they don't pass a save, means they become charmed. This then affects the rest of the convo depending on whether they passed the save. That's the idea a...
- Thu Dec 02, 2021 8:08 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Wish I could claim it was part of the plan, but it's just lazy writing on my part! :) I've now think I've cut all references to sighing, but there were so many I've probably missed some. The module is now onto its twelth name change. I briefly had a great name for it which I later realised was the t...
- Thu Dec 02, 2021 6:39 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Looking really nice - good work!
- Thu Dec 02, 2021 6:32 pm
- Forum: IceBlink Engine
- Topic: Saving throws in convos
- Replies: 5
- Views: 52912
Saving throws in convos
Is there a script to check a save (eg will) in a convo? I have the scripts for skill checks but this would be to see whether the party member resisted a spell. Thanks!
- Fri Nov 19, 2021 10:15 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I've finished the rewrite and gotten stuck into making some new areas and quests. I'm working on a lizardmen camp at the minute and having fun pulling it together. One thing I noticed when redoing the convos is how often my NPCs sigh after saying something. They do it all the time, all of them! Ther...
- Wed Nov 03, 2021 10:35 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I've had more time to put into it this month. I've mainly been revisiting convos and updating them to line up with the new, simplified story. I think its better - there's less exposition and random political stuff to remember, so it cuts along at a faster pace and feels more fun. There's a clearer o...
- Wed Nov 03, 2021 10:16 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks great Dorateen! I had a look at your current KotC2 version a while back and enjoyed it, it's a great engine. Have you added extra content like dialogue options for the additional races/classes etc available in KotC, or is it best to generate a party around the ones available in IB? I didn't ge...
- Wed Oct 13, 2021 7:57 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Real life ambushed me this month and I've made very little progress. About the only thing I've actually done is darken the background image so that it doesn't conflict with the text. It wasn't all lost time though - I spent a lot of time unexpectedly on trains so spent the time doodling on a pad, an...
- Wed Oct 13, 2021 7:52 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Awesome, well done! Good excuse for a proper replay. This time with a party that doesn't just consist of dwarves.
I have a few updates of content to catch up on this time, my last full playthrough was about two years ago I think.

- Thu Sep 23, 2021 6:00 am
- Forum: IceBlink Basic Engine+Toolset
- Topic: IBbasic Feature Board
- Replies: 6
- Views: 139988
Re: IBbasic Feature Board
I just downloaded IB Basic version 1.0.08. It looks great and I've enjoyed tinkering around with it, but it didn't seem to have an option to create 3d maps which I remember from the version I downloaded on my phone a few months back. Has that option been removed or am I missing something?
- Mon Sep 20, 2021 8:15 am
- Forum: IceBlink Basic Modules
- Topic: The Elderin Stone
- Replies: 2
- Views: 77019
Re: The Elderin Stone
Hey Cartons, thanks for the bug report! And sorry for the slow reply - I hadn't been keeping an eye on this section. Not sure what the bug is with the Vandrid area, but it sounds pretty annoying. The sling of fire big sounds easily resolvable at least! If I remember right, you should get experience ...
- Mon Sep 20, 2021 6:45 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
"fairly brutal" sounds like what we were aiming for! Good work, look forward to the vid.
- Tue Sep 14, 2021 8:29 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks Dorateen - yes, youngneil's living world stuff is brilliant. I feel I'm only really scratching the surface, there's a ton of stuff he's added over the years that I haven't figured out yet, but I'm really happy with what I have. The purple flashing skull portal, like 90% of my tiles, is from t...
- Mon Sep 13, 2021 12:01 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Progress update I've added in traps and spent a bit of time learning how they work. In this clip, the party approach a trap and try to disarm it (space bar) with a character without the correct skill; and then change to the party's thief, who successfully passes a disable device check and removes t...
- Tue Sep 07, 2021 11:51 am
- Forum: IceBlink Engine
- Topic: v203 Bug: Damage adder
- Replies: 3
- Views: 42174
Re: v203 Bug: Damage adder
Thanks Dorateen!
yes, you're right - the 14 damage was within range (my maths, honestly...!). I just played that encounter out (my LVL1 party didn't last long) and the golem only ever hit within 2d8 for any attack, first or second. Damageadder isn't working in any circumstances, it seems.
yes, you're right - the 14 damage was within range (my maths, honestly...!). I just played that encounter out (my LVL1 party didn't last long) and the golem only ever hit within 2d8 for any attack, first or second. Damageadder isn't working in any circumstances, it seems.
- Tue Sep 07, 2021 11:39 am
- Forum: IceBlink Engine
- Topic: v203 Bug: Damage adder
- Replies: 3
- Views: 42174
v203 Bug: Damage adder
I think there's a bug with the damage adder. I have some ogres with +5 damage: 4ogre.png However, they don't actually add the damage. They only do 1-6 damage, as below where "dwarf fighter" is hit for just 4 damage: 4dam.png I thought this might be linked to prop size somehow, so I shrunk ...
- Sun Sep 05, 2021 7:10 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
The Khrystos caverns sound great - I love a big dungeon map. Look forward to exploring them, and dodging the Wyndlass - those eleven attacks do some proper damage!
- Mon Aug 23, 2021 8:59 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Nice - I really like those effects. Your use of fog is subtle, it makes it feel less static. It's a good touch.
- Sat Aug 21, 2021 5:57 am
- Forum: IceBlink Engine
- Topic: Bug Report: Convos with moving props
- Replies: 2
- Views: 36783
Re: Bug Report: Convos with moving props
Thanks Slowdive
- Fri Aug 20, 2021 11:20 am
- Forum: IceBlink Engine
- Topic: Bug Report: Convos with moving props
- Replies: 2
- Views: 36783
Bug Report: Convos with moving props
Ok this is a weird one. I have a moving NPC prop that triggers a convo if the pc steps on the same tile. This works fine. It is a standard convo. The first time the pc triggers the convo, the NPC introduces themselves; that convo node has an action to set a global integer. The second time the pc tri...
- Wed Aug 18, 2021 6:46 pm
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
Yes, I like the idea of a weighted system with randomisation on the last three options. It's a good balance and will keep things unpredictable but with a degree of intelligence.
- Tue Aug 17, 2021 1:36 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks Slowdive. Yeah I'm finding bugs all over the place, my own errors usually. My most common one is getting the "action" and "conditions" the wrong way round in the convo editor, which is at least a quick fix! I think I'm still going to wait to complete Chapter 2 before putti...
- Mon Aug 16, 2021 12:44 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I realised one of the reasons I wanted to move straight onto chapter 2 was because I was enjoying making new content. On reflection, I'm going to spend August and September playtesting and addressing bugs and gaps in the Chapter 1 content before I move on. There is plenty of stuff I've been putting ...
- Sat Aug 14, 2021 5:19 am
- Forum: IceBlink Engine
- Topic: Flatfooted
- Replies: 3
- Views: 40800
Re: Flatfooted
Thanks Slowdive - I'll turn it off for now.
- Fri Aug 13, 2021 4:14 pm
- Forum: IceBlink Engine
- Topic: Flatfooted
- Replies: 3
- Views: 40800
Flatfooted
How does "flatfooted" work? At the minute the monsters seem to always get flatfooted at the start of combat, giving the PCs a free attack round. What should I tweak to give the monsters a chance of winning "flatfooted" and getting the advantage? Is it possible to turn flatfooted ...
- Thu Aug 12, 2021 10:33 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
That sounds brilliant - and the fireball example is a really good one. Combat is going to be a lot of fun with these ai casters causing problems!
- Wed Aug 11, 2021 8:15 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
I was reflecting on how to determine which spell the caster chooses to use. In a Vancian system I guess you just start with the highest level spells and work your way down to lower level spells as they run out (I think this is how Baldurs Gate does it). I don't think that translates well to a SP sys...
- Tue Aug 10, 2021 10:52 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
Melee Caster (eg cleric) - Same as general caster but if pc is next to caster, and casting a spell would trigger an AoO, the caster attacks with its melee weapon instead. - In the reactive round there is a 50% chance the caster will actively move closer to the PCs to engage in melee combat instead ...
- Tue Aug 10, 2021 10:08 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
Defensive Caster 1. 75% chance casts personal defence spell (stoneskin, mirror image etc) 2. Casts buff on allies - then moves to reactive rounds. 3. Reactive round: - checks if personal defence spell needs casting/recasting and prioritises this if so - 80% chance of casting "counterspell"...
- Tue Aug 10, 2021 9:24 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
Summoner 1. 60% chance casts personal defence spell (stoneskin, mirror image etc), otherwise goes straight to 2. 2. Casts summon spell. 3. Casts buff on summoned creatures. 4. Checks how many total allies remain. - If three or fewer, casts summon spell; then follows with a buff etc as above. - If f...
- Tue Aug 10, 2021 9:04 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
General caster 1. 50% chance personal defence spell (stoneskin, mirror image etc) if no current defence effect in place (or runs out, is dispelled etc). If defence effect in place, will not cast a second defense spell. 2. Generally an equal chance of buff, debuff, damage, or summons spells. - Will ...
- Tue Aug 10, 2021 6:50 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 161955
Re: Creature Caster AIs
Great stuff! Some further thoughts on the aggressive caster ai (I'll think about the others as well - reckless caster sounds like total carnage fun!) Aggressive caster 1. starts with a personal defence spell (stoneskin, mirror image etc). 2. 90% chance that the caster moves straight into a damage sp...
- Mon Aug 09, 2021 7:56 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
That all sounds great! Some ideas below - these are random musings from someone who doesn't have a clue about programming or how difficult / achievable they might be in practice, so appreciate they might not be realistic. - Perhaps the caster could be aware if it's primary defence spell has run out ...
- Sat Aug 07, 2021 5:17 pm
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73173
Re: IB Test Build Releases
Thanks for v203 - going to upgrade from v199 this weekend
I'm taking another pass at character classes at the minute and I'm looking forward to adding x traits/day.

I'm taking another pass at character classes at the minute and I'm looking forward to adding x traits/day.
- Sat Aug 07, 2021 6:29 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Those new spells are looking pretty tasty - nice work. I love the icons. I haven't played with the summoning system yet but I'm going to check it out.
- Mon Aug 02, 2021 3:43 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
ah, perfect - thanks. I hadn't realised that was what "party chat function" did. Makes sense!
Edit: works perfectly and has 100% made my day
Edit: works perfectly and has 100% made my day

- Mon Aug 02, 2021 7:40 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks great, Dorateen. Those Spectral Spiders look pretty nasty, especially as the party's starting position in that fight is not ideal for the squishies at the back. I see you've added in the vampiric touch spell as well... nasty! You have the convos set up so that you can choose the character that...
- Sun Aug 01, 2021 8:09 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks Dorateen! Yeah I'm aiming to make the mod as open as possible. There are challenges here given the big jumps in power between low character levels. It's currently possible for a player to experience some very tough fights as their first combat experience of the mod if they explore areas off t...
- Sat Jul 31, 2021 10:30 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I've fixed the towns, I think. I renamed Horngrim as Tull, and added a little optional haunted house quest, some forshadowing of characters that will appear later in the mod, and set up a quest-line that will trigger in Chapter 2. It's feeling much more vibrant and alive now - I'm happy with how it'...
- Sat Jul 31, 2021 6:32 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Great, thank you!
- Fri Jul 30, 2021 3:57 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I think Dorateen already asked this question somewhere, but I can't find the thread. In the screenshot below there are multiple combat square effects in place caused by magic. It looks like affected party members should get a symbol on their token/portrait to show the effect, but I haven't added any...
- Sat Jul 17, 2021 6:42 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Nice work! Having a load of new tokens and portraits will be great. And good luck with the LoS bug - I'm looking forward to that one getting fixed, sounds like it will be tricky though. "Deep in the lighting engine" sounds ominous. 

- Mon Jul 05, 2021 7:45 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks and sounds great, Dorateen. I like the idea of the dozen map interconnected maze - looking forward to exploring it. The tileset your using for the maze is really nice, the shadows on the wall tiles make them crisp and clearly differentiated. I think I'll make a new party for my next playthroug...
- Fri Jul 02, 2021 7:37 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks guys! Dorateen yeah the exploding zombies are making a comeback! I liked them in the Elderin Stone but I thought I could have implemented them better, so they'll be slightly different here (still basically "a zombie that explodes" though!) Good tip on the town. It does have a side q...
- Thu Jul 01, 2021 6:35 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks all! I added the shops and some random NPCs to Horngrim, but it still feels a bit empty. Its so hard to get a town to feel right - something enjoyable to explore, rather than a chore. I'll overhaul it a bit later on in development and try to make it feel a bit more alive and interesting. Givi...
- Wed Jun 30, 2021 1:44 pm
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66163
Re: Size 3 (1x2) enemy bug
Good work, thank you!
- Sat Jun 26, 2021 3:41 pm
- Forum: General IceBlink Project Discussions
- Topic: IB Gaming Group
- Replies: 5
- Views: 50575
Re: IB Gaming Group
Perfect, password sorted thanks! See you later.
- Sat Jun 12, 2021 2:27 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 218727
Re: Unreal Engine Side Project: Pt0
Saturday 26th at 22.00 would be good for me, kids should be asleep and my wife is away! So that should be perfect.
Could probably make other times as well if they're better for others.
Could probably make other times as well if they're better for others.
- Sat Jun 12, 2021 1:42 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 218727
Re: Unreal Engine Side Project: Pt0
Hey good idea! I'm a bit unreliable at the minute due to the young kids, but I'd be up for giving it a go. Haven't played either of those games.
- Sat Jun 12, 2021 1:22 pm
- Forum: General IceBlink Project Discussions
- Topic: Influences and creative resources
- Replies: 2
- Views: 35984
Re: Influences and creative resources
We're anticipating the birth of our first child in July, and I've been re-engaging with enchantment on a more serious level as I've been considering the cultural environment I'd like to present to my daughter. Hey, great news! They're good fun - mine are both young (1yr and 4yrs) and keep me greatl...
- Fri Jun 11, 2021 7:42 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks everyone! I've converted a load of the lovely DungeonCrawlSoup item graphics for use in the module. They look ace. Its great that those guys have made all of their assets freely available - I'm going to definitely be thanking them and sending them a link to the module when its ready. Here are...
- Fri Jun 11, 2021 7:28 am
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66163
Re: Size 3 (1x2) enemy bug
Creature sizes don't seem to be working in v199. These orcs are 100x200 (for an idle/attack png) - set to size 1 in the editor: 1 tile creatures.png These ogres are 100x400 - set to size 3: 1x2.png And this giant spider is 200x400 - set to size 4: 2x2 creatures.png I thought it might be something to...
- Fri Jun 11, 2021 7:14 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Hey Slowdive - I downloaded it on my phone and had a go on the tutorial module. All worked fine! Haven't looked at the editor yet.
- Sun Jun 06, 2021 1:02 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Blimey Slowdive, that was quick! Looks fantastic, look forward to giving it a go.
- Sun Jun 06, 2021 12:59 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Nice update! The Dungeon Crawl Soup floor tiles look great, and the weather effects are nice as well - I hadn't seen the sandstorm one before, it's pretty atmospheric. I'm looking forward to trying to get the confidence of King Ravencrown. One of the things I particularly like about Hearkenwold is t...
- Wed Jun 02, 2021 10:50 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Sounds good to me. When I'm gaming I find it helpful to see the modifiers etc clearly applying to a roll, otherwise I'm always a bit suspicious that the game isn't properly taking into account my traits etc. Show me the numbers! :) And the animated dice might be a nice presentational touch. Worth tr...
- Thu May 27, 2021 8:09 am
- Forum: IceBlink Toolset
- Topic: gcCheckManualKeyboardInput.cs
- Replies: 4
- Views: 48922
Re: gcCheckManualKeyboardInput.cs
Thanks again Dorateen - got it working! Its great to have free text options for riddles and puzzles, it opens up a load of opportunities. For reference, in case it helps anyone else, my problems were: - I'd added the script as an Action rather than a Condition.... pretty basic error, but I didn't sp...
- Thu May 27, 2021 5:22 am
- Forum: IceBlink Toolset
- Topic: gcCheckManualKeyboardInput.cs
- Replies: 4
- Views: 48922
Re: gcCheckManualKeyboardInput.cs
Great, thanks Dorateen! I'll get that set up later.
- Wed May 26, 2021 3:59 pm
- Forum: IceBlink Toolset
- Topic: gcCheckManualKeyboardInput.cs
- Replies: 4
- Views: 48922
gcCheckManualKeyboardInput.cs
Could someone explain this script to me please? I'm trying to get it so that a specific word is needed to open up a portal. I can use this script to set a free text box, along with a question and a correct answer to be inputted. But I can't seem to work out how to make the next convo node conditiona...
- Wed May 26, 2021 3:55 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 364661
Re: IB Features/Bugs Tracking List
Thanks, good to know. I don't have gaOpenObject in a previous version though - I found a reference to it exploring the options for "doors" in the properties tab. Its mentioned there as an essential script (under "isDoor") but doesn't seem to be in the list.
- Sat May 22, 2021 9:39 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Quite a bit of mapping and planning this week. I'd been keeping a map of the mod on a piece of A4, but I'd changed it so many times that it had become a total mess of scribbled corrections. So I spent a fair bit of this week copying my notes across to an excel spreadsheet. I think I'm going to stick...
- Thu May 20, 2021 10:16 pm
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73173
Re: IB Test Build Releases
Awesome, thanks. I'm going to move onto this build over the weekend!
- Thu May 20, 2021 1:22 pm
- Forum: IceBlink Engine
- Topic: missing edge of screen
- Replies: 2
- Views: 36083
Re: missing edge of screen
Thanks - will try this later!
- Thu May 20, 2021 12:37 pm
- Forum: IceBlink Engine
- Topic: Possible bug: placing multiple triggers on the same tile
- Replies: 0
- Views: 43968
Possible bug: placing multiple triggers on the same tile
I'm having difficulty placing two triggers on one tile in v197. I think there might be a bug. The player will be going in and out of the main castle location a lot, so to keep it fresh I had the idea that the guards on the gate might comment on the player's progress from time to time as you walk pas...
- Thu May 20, 2021 8:10 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 364661
Re: IB Features/Bugs Tracking List
Thanks Slowdive! Another one for the list please - I seem to be missing the gaOpenObject script (in v197 - haven't upgraded to v199 yet).
- Sat May 15, 2021 5:35 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
True enough! It's more that it's a sign I've spent too much time in bill-paying work this week and not enough time having fun. 

- Sat May 15, 2021 3:48 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Not as much progress this week as I'd have liked. I finished that second quest, and started on a third (the second of the three you get from the castle at the start). I'll need to go back at some point and add some pictures to the convos, which are blank at the minute - I might find a few general im...
- Sat May 15, 2021 3:42 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks good! Nice to see it works with map pictures as well as tiles
- Wed May 12, 2021 7:49 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
It's in the individual area properties. I'll screenshot it later. Edit: weather.png Open the map; click Area Properties; and then its the "areaWeatherName" option. There are a several defaults already in the system. I'm using "autumn", which is largely mists and occasional rain, ...
- Wed May 12, 2021 6:41 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
That sounds great, Slowdive. It opens up lots of options - I can imagine a battle set up with a bunch of inanimate totems that slowly suck the life and energy out of the party whilst they're struggling with a bunch of relatively low level creatures, things like that. And as you say, a weapon that dr...
- Mon May 10, 2021 6:35 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Yes, that's a great idea! It would solve a few of the balancing problems as well. Can the vampiric touch spell be set up as a ranged attack as well as a touch attack? Might be nice to provide the blood mage with a short range variant so you don't need to stand them right next to a troll to get your ...
- Sun May 09, 2021 9:17 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks Slowdive! Dorateen, no, not quite. I suspect they'll end up broadly the same as I'm trying not straying too far from D&D, but I'm doing them from scratch. Mainly because there are more classes in this mod and I need to work on balancing. For example, this is the new bard song: bard.png It...
- Sat May 08, 2021 8:27 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks both - yeah, that's the conclusion I came to as well. Hopefully it will work out! I'm not claiming any credit for this, given the tiles all come from OpenGameDev and the weather effects are built into Iceblink :), but I like how all the animated effects are starting to stack up. The gif is of...
- Sat May 08, 2021 2:10 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I've been chipping away at quests this week. Completed the first one, which is a fairly simple murder hobo exercise you get right at the start of the mod - a local lighthouse has been overrun by monsters, and the players are sent to resolve the situation. Its nice to finally have some proper content...
- Mon May 03, 2021 6:35 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Good work with v198. It'll be nice to have the two weapon fighting option!
- Sun May 02, 2021 8:21 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Finally managed to download it. I had a quick look tonight, mainly spent in character creation. For information, the game defaulted to normal difficulty at the start for me rather than easy, but normal still gives you a 25% HP boost after each encounter so I bumped it up to hard where you get 0% as ...
- Sat May 01, 2021 4:29 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Great news, congratulations Dorateen! I saw 1.13 had come out, I was hoping it fixed your issue. I'll download later.
Edit: Pierre's website is down - might be tomorrow now.
Edit: Pierre's website is down - might be tomorrow now.
- Sat May 01, 2021 1:41 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Traits with "uses per day" are great, really opens up opportunities for class builds etc. Good work!
- Sat May 01, 2021 1:40 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 364661
Re: IB Features/Bugs Tracking List
Good stuff! Nothing to add at this point (main bug for me is the line of sight one), except to say that this all sounds great. Thanks!
Yeah I think I did a Haste spell that increased movement speed and number of attacks etc, just by using the editor.
Yeah I think I did a Haste spell that increased movement speed and number of attacks etc, just by using the editor.
- Sat May 01, 2021 1:35 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks both! I had more spare time than I expected this week in the end, so I managed to make quite a bit more progress. I completed the tavern and town of Horngrim maps. I like the town, but I'm not sure about the tavern - the tiles I found are a bit too JRPG for my liking, so I might go back to ba...
- Sun Apr 25, 2021 12:19 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
I've managed to find an hour or two every day to work on the mod this week, so I've made good progress. I've mainly been adding maps. The wilderness maps are all 20x20, but some of the dungeon maps and named areas are bigger (up to 30x30). I've now made nearly two dozen maps, which nearly (but not q...
- Fri Apr 23, 2021 2:57 pm
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66163
Re: Size 3 (1x2) enemy bug
ok - thanks both for the help and replies!
- Wed Apr 21, 2021 8:57 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 218727
Re: Unreal Engine Side Project: Pt0
Impressive stuff! Interesting aesthetics as well - the spider robot things are nicely done. Look forward to seeing where you take it.
- Wed Apr 21, 2021 8:16 am
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66163
Size 3 (1x2) enemy bug
Slight bug I think in the size 3 enemies in version 197. I'm using the pool of radiance ogre. The token is 100x400, with an inactive 100x200 pose and attacking 100x200 pose. The inactive token works well, but when the ogre attacks the token stretches and looks weird. Its just a graphical glitch so n...
- Tue Apr 20, 2021 12:40 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
That looks great! I love the icons - crisp and colourful.
- Sat Apr 17, 2021 10:08 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
thanks cartons!
- Thu Apr 15, 2021 3:22 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks Dorateen! I had just intended to use the tiles from DungeonSoup unmodified, but the top down perspective on the overland map clashed so I decided to modify the wall tiles. The perspective is inspired by one of the Oryx tilesets, which I'm not using this time due to licensing etc. Yes, I'm usi...
- Thu Apr 15, 2021 7:52 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Re: Pescua [title work in progress!]
Thanks Slowdive! 1. Its all tiles so far. Quite a few of them are animated props - the torches have a three frame flicker animation and the water at the beach moves in and out, for example. I'm trying to animate as much as I can this time (there are crabs on the beach, butterflies in the woods etc) ...
- Wed Apr 14, 2021 3:19 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 549586
Pescua [title work in progress!]
Thought I'd post something about the module I'm working on! It doesn't have a name yet - "Pescua" is the name of the area it takes place in so will do for now. It's also a long way from completion, but I've already sunk dozens of hours into it and I'm really enjoying pulling it together. I...
- Wed Apr 14, 2021 3:03 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Nice additions!
- Sat Apr 10, 2021 5:46 pm
- Forum: IceBlink Engine
- Topic: AI
- Replies: 3
- Views: 40985
Re: AI
Perfect, thanks both!
Those are nice options - reckon my orcs are going to start piling on wizards on sight now...
Those are nice options - reckon my orcs are going to start piling on wizards on sight now...
- Sat Apr 10, 2021 10:17 am
- Forum: IceBlink Engine
- Topic: AI
- Replies: 3
- Views: 40985
AI
What is the difference between the AI options? Basic Attacker and General Caster seem straightforward. Soft Target hunter presumably goes after squishable characters, although is that based on AC or HP? I don't have a guess about Blood Hunter or Mind Hunter. Also, under the CastChances option - what...
- Mon Apr 05, 2021 11:45 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Looks nice! Will definitely be giving it a go.
- Sat Apr 03, 2021 8:21 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Nice addition!
- Fri Mar 19, 2021 9:10 am
- Forum: IceBlink Engine
- Topic: missing edge of screen
- Replies: 2
- Views: 36083
missing edge of screen
I seem to be missing a few pixels on the far right of the screen on v197. You can see it in this screenshot - the box around the character portrait only has three green sides, for example. Is it the same for anyone else?
- Tue Mar 16, 2021 7:36 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
This is Hero Quest: https://heroquest.avalonhill.com/en-us It's a simple dungeon crawl board game, a lot of fun. It's been out of production for decades and the eBay prices were horrendous so nice to see it making a comeback. They made a computer game of it as well, which was fun back in the day... ...
- Sun Mar 14, 2021 7:49 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Sounds like a nice way to spend some time with your kids! Mine are just stuck on marble runs at the minute (which is actually more entertaining than I expected!), but I'm thinking of investing in one of those new Hero Quest box sets for the future. I think it would be a nice introduction to tabletop...
- Sat Mar 13, 2021 2:55 pm
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 78125
Re: Graphic Assets for Builders
Ha yeah exactly! I love how simple it was to put together these maps, but I need to see how it works with the tokens really. I think I'm likely to use Epic Character Generator to do the portraits, which are also fairly realistic. I'm now debating whether to use the Inkarnate top down battlemaps rath...
- Sat Mar 13, 2021 11:19 am
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 78125
Re: Graphic Assets for Builders
I'm going to use Inkarnate.com for generating maps from now on. I'd definitely recommend to anyone looking at mapping options. Its incredibly simple to use and has good effects. I made both of these maps in under an hour - they're my first attempts, so they're pretty basic (no roads or fancy tricks ...
- Tue Mar 09, 2021 6:48 pm
- Forum: IceBlink Basic Engine+Toolset
- Topic: IBbasic Feature Board
- Replies: 6
- Views: 139988
Re: IBbasic Feature Board
Also, an effect that prevents casting (like silence) would be add a good tactical layer to combat.
- Tue Mar 09, 2021 6:37 pm
- Forum: IceBlink Basic Engine+Toolset
- Topic: IBbasic Feature Board
- Replies: 6
- Views: 139988
Re: IBbasic Feature Board
No urgency, but it would be nice to have a "once per rest" option for traits maybe? Eg I've done a "rage" trait for a barbarian class - I don't want it to be SP based because it's quite powerful and shouldn't be repeatedly available through glugging SP potions. I've solved this b...
- Tue Mar 09, 2021 6:37 pm
- Forum: IceBlink Basic Engine+Toolset
- Topic: IBbasic Feature Board
- Replies: 6
- Views: 139988
Re: IBbasic Feature Board
No urgency, but it would be nice to have a "once per rest" option for traits maybe? Eg I've done a "rage" trait for a barbarian class - I don't want it to be SP based because it's quite powerful and shouldn't be repeatedly available through glugging SP potions for example. I've s...
- Tue Mar 09, 2021 6:32 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Good work! I hadn't seen that list, it looks great - mirror image and stonrskin would be great additions for Spellcasters, I was just thinking about them the other day.
- Sun Mar 07, 2021 7:19 pm
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 78125
Re: Graphic Assets for Builders
I was looking for some free tiles to do an Overland map. Found these by Beast, they're exactly what I was after and in the public domain so anyone can use them: https://opengameart.org/content/overworld-grass-biome?destination=node/85893 These are great for a "parchment map" style. Not qui...
- Sat Mar 06, 2021 7:34 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1076895
Re: Hearkenwold
Good work Dorateen! Nice to see some KotC2 mods underway, it's a great engine with loads of potential. Have to admit to totally rage quitting the Augery of Chaos mod though, with various failed party compositions :). I'll try again at full release, it's a fun challenge. Looking forward to giving Hea...
- Sat Mar 06, 2021 8:19 am
- Forum: IceBlink Engine
- Topic: Props and Script parameters
- Replies: 6
- Views: 17353
Re: Props and Script parameters
Great, thanks!
- Fri Mar 05, 2021 3:47 pm
- Forum: IceBlink Engine
- Topic: Props and Script parameters
- Replies: 6
- Views: 17353
Re: Props and Script parameters
That's clear, thanks! I'll check scripts in the convo editor in future.
- Fri Mar 05, 2021 12:31 pm
- Forum: IceBlink Engine
- Topic: Line of Sight
- Replies: 2
- Views: 6785
Line of Sight
I think there might be a bug with line of sight in v197. I've applied line of sight to walls in the editor and they've been marked with the purple cross, but when I open the module you can still see through the wall tiles.
- Fri Mar 05, 2021 12:01 pm
- Forum: IceBlink Engine
- Topic: Props and Script parameters
- Replies: 6
- Views: 17353
Re: Props and Script parameters
Ah perfect, thanks Dorateen! osSetPropLocation did exactly what I needed, and the prop now changes when stepped on. Its very satisfying. I'm probably missing something obvious with general parameters. When I set up a trigger I don't see an ACTIONS or description box. It sounds like I should be able ...
- Thu Mar 04, 2021 4:35 pm
- Forum: IceBlink Engine
- Topic: Props and Script parameters
- Replies: 6
- Views: 17353
Props and Script parameters
Two questions for anyone who can help please! I'm trying to create a prop that changes into another prop when the PC stands on it. I can't work it out. I've set up a trigger/script that removes the initial prop on contact, but I can't see how to then replace it with a different, new prop. I could pe...
- Sat Feb 27, 2021 9:54 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 275526
Re: Malkin
Hey Zach, I had a listen this morning and really enjoyed your tunes! Really nice and professional sounding recordings, very atmospheric and evocative. Reminded me of Yann Tiersen sometimes, and also the Michael Nyman/Albarn work on the Ravenous soundtrack (probably because of the recurring sad/sinis...
- Fri Feb 26, 2021 3:17 pm
- Forum: IceBlink Engine
- Topic: SP and traits
- Replies: 1
- Views: 5181
SP and traits
I set up a barbarian "rage" ability, which costs 0SP but has a long cooldown period. This is triggered as a trait, which then triggers a spell that brings in the effect. Its all very neat and works well. One thing I found in testing was that my half-orc character managed to get -1 SP durin...
- Sun Feb 21, 2021 8:10 am
- Forum: IceBlink Modules
- Topic: Raventhal
- Replies: 4
- Views: 46114
Re: Raventhal
Hi cartons, thanks for playing the Raventhal and the feedback! Great to hear that you enjoyed it. Missing content - I think its hard to miss much content to be honest, although there are a few optional fights that only trigger depending on decisions taken earlier in the module. I haven't played it i...
- Mon Feb 15, 2021 6:38 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
A server save sounds useful - good idea!
- Sun Feb 14, 2021 10:06 am
- Forum: IceBlink Toolset
- Topic: Music on title screen
- Replies: 3
- Views: 40415
Re: Music on title screen
awesome thanks! If it could be added to the "list of low priority stuff" please that would be great.
- Sun Feb 14, 2021 10:03 am
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 78125
Re: Graphic Assets for Builders
Yeah, I think they'd work well with Hearkenwold Dorateen! Some more useful assets here. 4000 game icons for GUI, spells, traits etc, lots of variety, all black and white but easily colourised. I've been playing around with them in GIMP to make some new spell icons for Iceblink and they look pretty n...
- Fri Feb 12, 2021 11:02 am
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 78125
Graphic Assets for Builders
Just thought I'd open a thread for links to useful graphic asset (first port of call should be the Forgotten Realms Unlimited Adventures site of course!). I spotted these on OpenGameArt. Chris Hamons has (very kindly) posted 6000 tiles used in the creation of Dungeon Crawl Soup into in the public do...
- Fri Feb 12, 2021 10:55 am
- Forum: IceBlink Toolset
- Topic: Music on title screen
- Replies: 3
- Views: 40415
Music on title screen
Is it possible to add music to the title screen (and character generation screens)? I might be missing it in the toolset. I was about to post an ask about being able to add backgrounds to character generation rather than a black screen, but then I noticed you'd done it in Voluturnus and figured out ...
- Wed Feb 03, 2021 8:38 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Yeah that's great, thanks Slowdive! I haven't played Blackwinter in years, I'll have to have another look at it at some point. I had all kinds of plans for it that never actually happened (which wasn't unusual, sigh!). I think there's a couple of outstanding bugs in the Elderin Stone that I need to ...
- Tue Feb 02, 2021 7:06 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4129631
Re: Slowdive's Little Daily Blog
Yeah those screenshots are looking great! Loving all the new stuff that's been added recently, like two weapon fighting.