Recently re-added the herb-gathering quest (gather herbs found in the wilderness of BG for fun and profit) and added several spawns within the Cloakwood.
As a big OOC and IC warning, the Cloakwood is dangerous and expect there to be some pretty nasty baddies if in deep (further than one or two screens), especially at night.
That said, the spawns may need a little tweaking so inform me or one of the DM team if something strange arises.
Updates
Moderator: NWN2 - 10 DM
Updates
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
- CloudDancing
- Ancient Red Dragon
- Posts: 2847
- Joined: Sun Jan 03, 2010 6:31 am
- Location: Oklahoma
- Contact:
Re: Updates
*hugs Paazin*
(possibly Gru hugs Paazin too)
*fights Gru for precious herbs*
(possibly Gru hugs Paazin too)
*fights Gru for precious herbs*
- hollyfant
- Staff Head on a Pike - Standards
- Posts: 3481
- Joined: Mon Oct 24, 2005 3:33 pm
- Location: the Netherworl... lands! I meant the Netherlands.
Re: Updates

And not to be demanding or anything, but will there be non-combat / other skill statics too?
Re: Updates
nice, thanks!
*kaleb purchases one small bag for herbs and couple bodybags and heads out to woods...
*
*kaleb purchases one small bag for herbs and couple bodybags and heads out to woods...

fighting for peace is like screwing for virginity
Re: Updates
Yeah.hollyfant wrote:And not to be demanding or anything, but will there be non-combat / other skill statics too?
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
- randomrper
- Shambling Zombie
- Posts: 67
- Joined: Sat Jun 05, 2010 5:35 am
Re: Updates
Neato-peachy-keen!
"This is why I wear a metal suit. Not that I have nads perse..."
Current Character: Jendari Telasa, Battlepriest of Tempus
Current Character: Jendari Telasa, Battlepriest of Tempus
Re: Updates
just an observation on cloakwood...
when i played on bg for the first time, cloakwood was a dangerous place. there were spiders size of a double wide trailer running around, most usual outcome of fighting them was being poisoned. they were moving around the area they were in. that's not to count packs of roaming gnolls and goblins. some of them were rather tough too. at night - forget about wandering into the wood. there were ogres and ogre mages all over the place.
times changed... giant, yellow hued spiders gave way to smaller counterparts, ogre mages went to some wood university to study and were replaced by necrotaurs and wolf packs. regular ogre count decreased as well.
then some more tweaking commenced, and most hostile creatures lost will to move around...
now, i've not played on bg for some time, and if i understand correctly, the current contingent of bad creatures in the bad wood is an improvement from an empty wood -- in my experience they all are rather low level, stationary mobs.
the situation contradicts the claim of cloakwood being a deadly place. it still would quite certainly kill a lone level 1 toon, but it's not even remotely challenging for a group of low mid levels (4-6), and i would guess that a group of well organised lvl 1-3s could traverse the wood just as well.
now, as a disclaimer here i must state that i really, really do appreciate all the hard work put in by all the builders. it just sometimes seems that it's.. well.. lacking unified direction.
the cloakwood, as an example, has undergone one major visual/map overhaul. while it does look prettier, it also decreased in size available to players. the spawns, well, i think i made my point. if easier spawns were desired, i would not blink. it's a decision of dm team, but it seems spawns are also getting less responsive as updates come in.
i understand that visions of different people in charge vary, and they all would like to make the thing to their likeness, so to speak. but perhaps we are throwing away too much of the work of previous builders?
now, on a different note, i will congratulate myself with my longest post ever, have another dirnk, and read this in the morning thinking.. wtf was i thinking?!?
when i played on bg for the first time, cloakwood was a dangerous place. there were spiders size of a double wide trailer running around, most usual outcome of fighting them was being poisoned. they were moving around the area they were in. that's not to count packs of roaming gnolls and goblins. some of them were rather tough too. at night - forget about wandering into the wood. there were ogres and ogre mages all over the place.
times changed... giant, yellow hued spiders gave way to smaller counterparts, ogre mages went to some wood university to study and were replaced by necrotaurs and wolf packs. regular ogre count decreased as well.
then some more tweaking commenced, and most hostile creatures lost will to move around...
now, i've not played on bg for some time, and if i understand correctly, the current contingent of bad creatures in the bad wood is an improvement from an empty wood -- in my experience they all are rather low level, stationary mobs.
the situation contradicts the claim of cloakwood being a deadly place. it still would quite certainly kill a lone level 1 toon, but it's not even remotely challenging for a group of low mid levels (4-6), and i would guess that a group of well organised lvl 1-3s could traverse the wood just as well.
now, as a disclaimer here i must state that i really, really do appreciate all the hard work put in by all the builders. it just sometimes seems that it's.. well.. lacking unified direction.
the cloakwood, as an example, has undergone one major visual/map overhaul. while it does look prettier, it also decreased in size available to players. the spawns, well, i think i made my point. if easier spawns were desired, i would not blink. it's a decision of dm team, but it seems spawns are also getting less responsive as updates come in.
i understand that visions of different people in charge vary, and they all would like to make the thing to their likeness, so to speak. but perhaps we are throwing away too much of the work of previous builders?
now, on a different note, i will congratulate myself with my longest post ever, have another dirnk, and read this in the morning thinking.. wtf was i thinking?!?

fighting for peace is like screwing for virginity
Re: Updates
dirsa, I think your experiences might not be representative of what currently is appearing, so you might want to take a look around again to see what's up -- don't assume that all you saw was goblins on one jaunt through the cloakwood that that's all that ever appears 
s'far as some of the monsters being rather too stationary, that's an annoyance that I've been trying to tackle for a little while now -- don't worry, a solution is in the works
and on the subject of playable areas, we actually have a net increase over what was around before, mostly due to poor use of resources and so forth, so I'm a little confused by your impression that it's smaller

s'far as some of the monsters being rather too stationary, that's an annoyance that I've been trying to tackle for a little while now -- don't worry, a solution is in the works
and on the subject of playable areas, we actually have a net increase over what was around before, mostly due to poor use of resources and so forth, so I'm a little confused by your impression that it's smaller
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
Re: Updates
obviously i don't spend enough time wandering around the woods...
i'll see who else i can spot in there, when i get a chance. 


fighting for peace is like screwing for virginity