AcadiusLost wrote:This is the first I've heard of these, I think- so the progress is 0%.
That's what I feared

. Sorry for not having thought of it sooner, I somehow assumed it had been communicated and things would fall into place, as I thought Rusty was behind communicating NWN 2 changes. My fault, really, and a big mea culpa - I got broiled up in all the stuff I had to do so much that I forgot to check whether things were progressing outside the forest, too.
AcadiusLost wrote:We can edit 2das to remove some feats from the list as PCs level, but we can't keep anything from showing up at 1st level unless they change things to allow haks to load before character creation (several months down the line at the earliest).
That is a severe limitation. We can try to make players aware of the "empty" feats and hope they won't pick them, but I'm sure accidents still will happen.
AcadiusLost wrote:I've no idea how Able Learner can be modified to reflect non-class skill rank maximums. Has it been confirmed that it does not do this in the current patch?
Well, basically, the feat seems to pretend that once you've taken it, every skill you got at a class skill
somewhere always is a class skill, no matter what you level. I think that was the issue ATD and Rusty had with it, though it doesn't strike me as too bad, since you can still just save up 5 skill points from level to level anyway.
AcadiusLost wrote:If so, it's possible there is something than can be resolved in the levelup GUI, though that's a pretty heavy request technically speaking.
If it is too difficult, we will have to think of something, whether either scrapping it or accepting it, as a level 1 or background feat only. Personally, I think it would be fine as a level 1 only feat then, so barring any major smackdown from any Admin let's work off that assumption.
AcadiusLost wrote:Does selecting Able Learner change max ranks for nonclass skills at character creation to 4 as well?
No - you distribute skill points before you pick your feats, therefore, taking it at level 1 only effect your skills come level 2.
AcadiusLost wrote:Dash and Curse Song are level one options, so there is no way to keep them off the list at character creation. While you could stub them out to make them do nothing, that shortchanges the player by robbing them of a feat.
May have to hope everyone will be aware they're not an option, can we as PL suggested edit their description or name at all? "This feat does nothing in ALFA." might just suffice to keep us from having to rebuild characters, but we can't do that without overrides, can we?
AcadiusLost wrote:Tracking isn't the best system- but it sounds like the tracking system that you have a problem with, not the feat (which just enhances the tracking abilities). I know of no way to disable tracking, and I think it would be sufficient to post a block of guidelines on how best to treat the information gleaned by it in an IC fashion.
I'm personally not too fussed either way with the feat, I also like having it, but I can see how the information with increasing range as a radar sense can become problematic, and follow the "DMs should be able to disable it" argumentation.
AcadiusLost wrote:Even the changes in effect (which will be, again, misleading for anyone taking them at level one) like Mind Over Body, I'm certainly not aware of how to implement them for passive feats.
Maybe steal from another feat that has such an effect, like dodge or luck of heroes? Sorry, just tossing off random ideas - I've not yet tried to mod NWN 2. Don't let it bother you too much though, in the worst case, we can give out +1 dodge boots to affected PCs to simulate the effect (dodge is not allowed on NWN 2 boots as a regular property anymore), maybe with a starting merchant conversation check that gives them out if you have the feat.
Sorry for the late notice on all of this, and thanks for the feedback.