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Tweak language for clarity & impact.
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GenMalfunction authored Aug 16, 2021
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Expand Up @@ -5,9 +5,9 @@ Project to fix bugs and add enhancements to Diablo2-NWN mod Diablo Lord of Destr

# *INTRO*

Have you ever played Dungeons & Dragons? I'm not talking about version 4, or version 5, with their "epic this" and "epic that..." I'm talking the original pen and paper D&D, or AD&D (Advanced Dungeon & Dragons, arguably version 2.0) where 1st level characters had to scrabble and claw their way to growing strong enough to survive an argument with the city watch, and eventually, if you were lucky and played smart, you'd find yourself and your friends gathered around a table, all acting out their hero's part in facing down that week's big bad guy, feverishly rolling dice to determine whether they escaped the wrath of the dragon's fiery breath, or whether the fateful swing of their trusty sword connects to end the beast's reign of terror?
Have you ever played Dungeons & Dragons? I'm not talking about version 4, or version 5, with their "epic this" and "epic that..." I'm talking the original pen and paper D&D, or AD&D (Advanced Dungeon & Dragons, arguably version 2.0) where 1st level characters had to scrabble and claw their way to growing strong enough to survive an argument with the city watch, and eventually, if you were lucky and played smart, you'd find yourself and your friends gathered around a table, all acting out their hero's part in facing down that week's big bad guy, feverishly rolling dice to determine whether they escaped the wrath of the dragon's fiery breath, or whether the fateful swing of their trusty blade connects to end the beast's reign of terror?

For many, Neverwinter Nights (NWN) is as close as they're ever going to get to the collaborative storytelling experience I describe above. The game does a pretty good job of encompassing the D&D v3.0 rule set into it's game engine, and comes stocked with a decent array of premade "modules," that is, adventures you can create a character for, and disembark into. Better, you can invite some friends to join you in a multi-player, cooperative adventure, or even test your favorite Barbarian's fighting ability against your buddy's favorite Wizard.
For many, Neverwinter Nights (NWN) is as close as they're ever going to get to the collaborative storytelling experience I describe above. The game does a pretty good job of encompassing the D&D v3.0 rule set into it's game engine, and comes stocked with a decent array of premade "modules," that is, adventures you can create a character for, and disembark into. Better, you can invite some friends to join you in a multi-player, cooperative adventure in a "Player vs. Environment" game, or even test your favorite Barbarian's fighting ability against your buddy's favorite Wizard in a "Player vs. Player" arena.

Best of all, when NWN was initially released, the developer (Bioware) included the "Aurora Toolset," enabling the player community to create new modules of their own! Coupled with a "Dungeon Master" client, this led to a generation of Neverwinter Nights players, DMs, and module creators that is alive, well, and very active, even seeing a resurgence, today!

Expand Down Expand Up @@ -41,7 +41,7 @@ Henk's last update to the mod, labeled version 1.3, is enshrined on the Neverwin

Queue "The Rogue Encampment Irregulars," an ad-hoc group of NWN players, DMs, and mod developers who have at various points in history played & loved "Diablo 2 Lord of Destruction - World of Sanctuary." The group's sole reason for being is to keep this module alive, and to put in our best effort at fixing any bugs that may still linger, and make some "quality of life" or "user friendliness" enhancements along the way.

This project will use the Nasher toolset to implement "revision control" on the bugfixes & enhancements made by Rogue Encampment Irregulars. Our present understanding is that Nasher exports a great many elements of the Aurora ".mod" file to JSON format, some elements are still binary BLOBs. And though in theory the JSON elements can be manipulated and imported back into the .mod format, if built-in limitations of the Toolset are exceeded, those changes are thrown out by the Toolset upon the next module build.
This project will use the Nasher toolset to implement "revision control" on the bugfixes & enhancements made by Rogue Encampment Irregulars. Our present understanding is that Nasher exports a great many elements of the Aurora ".mod" file to JSON format, some elements are still binary BLOBs. And though in theory the JSON elements can be manipulated and imported back into the .mod format, if built-in limitations of the Toolset are exceeded, those changes are thrown out by the Toolset upon the next module build. To be clear, at present, we expect to make actual changes with the Aurora Toolset, and export those changes with Nasher for "revision control" purposes only.

This project also intends to run a DEV server using the NWNXEE server. We experimented with running the vanilla nwserver Docker image from Beamdog, as well as NWNXEE, and our impression is that NWNXEE feels a tad more "responsive" for players, additional NWNXEE-enabled tweaks aside.
This project also intends to run a DEV "play test" environment using the NWNXEE server. We experimented with running the vanilla nwserver Docker image from Beamdog, as well as NWNXEE, and our impression is that NWNXEE feels a tad more "responsive" for players, additional NWNXEE-enabled tweaks aside.

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