Post by kalbaern on May 3, 2014 2:42:49 GMT -5
With our big June 1st Hak Update, one new feature will be the addition of the "ACP". While many know what the ACP is, many more do not, so I'll explain it as best I can along with defining how it'll be implimented.
What is the ACP? Well, its a set of "phenotypes" which allows players to change their combat animations IG. What is a phenotype you wonder now? A phenotype is a set of specific animations which can be applied to a PC or even NPCs to change how they appear and move within the game. Players typically have access to only 2 phenotypes and only when creating a new PC, these are "Thin" and "Fat" appearances you select when making a new PC. Once IG and generally thru scripting, things like "flying" and "horse riding" animations are other phenotypes you might be familiar with.
One thing most folks don't know about phenotypes (animation sets) is that each piece of armor/clothing requires a seperate model for each phenotype to be seen IG. Not just the torsos, but left hand, right hand, left forearm, right forearm, pelvis, belt, etc... Ie., every "piece" of armor or clothing needs a seperate model to appear IG for each phenotype and further, seperate versions based on race and sex. With 7 races and 2 sexes, that means we have 14 different models for each armor/clothing piece IG already. When you add new phenotypes, you need another 14 versions of each now. That's for each Bioware, CEP and other option here. In laymans terms ... its a crapload of work. Thankfully, others did most of it for us. This is also why most places/modules, when you "ride/mount" a horse, cloaks and robes often disappear. While Bioware added the phenotypes for riding (the CEP too, for their own variant) they never took the time to create the robes and cloaks for most variants. This issue carries over to the ACP, but not too baddly. I've found quite a few additions made by others already we'll be using. Still, at times, you may need to alter your armor/clothing due to a part being missing from the new animations. Most Bioware and CEP "parts" are covered though and for both "thin" and "fat" appearances.
Anyhow, I've explained the above so folks know why we need 2 large haks just to add the ACP and that not every armor/clothing option is guaranteed to work.
Now to the basics you really want to know about.
Not every new combat style will be available to each PC. In a few rare cases, a PC might not qualify to use one until epic, depending on classes, multiclassing, etc... . Unlike many PWs, we haven't added feats that enable these new fighting styles as most players won't take feats that don't have an actual gain or advantage. Instead, we've implimented the ACP based on minimum levels of certain classes.
Selecting fighting styles will be accomplished using your crafting menus. Only options your PC qualifies for will be displayed.
Generic NWN Style: The normal animations you use already.
- You can revert to this style at any time from other styles.
Kensei Style: This style protrays an oriental fighting style. Works with all weapons.
- Gained by taking Weapon Master.
- Gained after 15 levels of Barbarian.
- Gained after 15 levels of Ranger.
- Gained after 15 levels of Fighter.
- Gained after 15 levels of Paladin.
- Gained after 5 levels of Dwarven Defender.
- Gained after 5 levels of Divine Champion.
- Gained after 5 levels of Blackguard.
- Gained after 5 levels of Ordered Knight.
Master of Stealth Style: This style has an unique bow animation and uses predominately slashing attacks with reversed weapon grips. Works witha all weapons.
- Gained by taking Assassin.
- Gained by taking Harper.
- Gained by taking Shadow Dancer.
- Gained after 15 levels of Bard.
- Gained after 15 levels of Druid.
- Gained after 10 levels of Rogue.
- Gained after 10 levels of Ranger.
- Gained after 5 levels of Arcane Archer.
Fencing Style: This style portrays a swash buckler stance. Not good for two-handed weapons or polearms.
- Gained by taking Shadow Dancer.
- Gained after 10 levels of Bard.
- Gained after 15 levels of Rogue.
- Gained after 15 levels of Ranger.
- Gained after 5 levels of Assassin.
- Gained after 5 levels of Harper.
Barbarian Style: This style specializes in two-handed weapons.
- Gained after 10 levels of Barbarian.
- Gained after 15 levels of Fighter.
- Gained after 15 levels of Ranger.
- Gained after 5 levels of Dwarven Defender.
- Gained after 5 levels of Weapon Master.
Warrior Style: This style specializes in weapon and shield fighting with thrusting attacks. Works with all weapons.
- Gained after 6 levels of Barbarian.
- Gained after 6 levels of Fighter.
- Gained after 6 levels of Ranger.
- Gained after 6 levels of Paldin.
- Gained after 12 levels of Bard.
- Gained after 12 levels of Cleric.
- Gained after 12 levels of Rogue.
- Gained after 12 levels of Druid.
- Gained after 18 levels of Wizard.
- Gained after 19 levels of Sorcerer.
Ars Magna Style: This style epitomizes the arcane spell caster at the peaks of their powers. The caster levitates with arms crossed. Weapons and shields float and react seemingly on their own. Works with all weapons.
- Gained after 35 levels of Wizard.
- Gained after 36 levels of Sorcerer.
Demon Blade Style: This style is available only to humans. Works with all weapons.
- Gained after 5 levels of Blackguard.
- Gained after 20 levels of Barbarian.
- Gained after 20 levels of Fighter.
- Gained after 20 levels of Ranger.
- Gained after 20 levels of Paladin.
Unarmed - Tiger Fang Style: This style is available only to Monks. An unarmed combat style inspired by Muay Thai.
- Gained after 6 levels of Monk.
Unarmed - Sun Fist Style: This style is available only to Monks. Another unarmed combat style, this time inspired by Shotokan Karate.
- Gained after 12 levels of Monk.
Unarmed - Dragon Palm Style: This style is available only to Monks. The third unarmed combat style, this takes its look and feel from Northern Shaolin and Tai-Chi Chuan fighting forms.
- Gained after 18 levels of Monk.
Unarmed - Bear's Claw Style: This style is available only to Monks. The fourth unarmed combat style, this style is reminiscent of Hung Gar Tiger Fist kung-fu.
- Gained after 24 levels of Monk.
//////////////////////////////////////
Now to address some questions posed to me recently regarding the ACP.
Q: Will there be more fighting styles added later?
A: We've added all the available styles currently available. No real ACP support has existed for over 4 years now, so it's unlikely that we'll see more in the future. If someone does create a new style and supports adding at least the Bioware and CEP armor/clothing parts to it, we'll consider it for addition.
Q: Will "monsters" use these new fighting styles?
A: A few, but not most. To add any of these styles to most creatures, I'd need to export the creature model(s) for each unique appearance and apply the new animations, then recompile the models and add them into our custom haks. Afew of our creatures already use custom ACP or ACP-like animations though. This is due to them being originally developed using special animation sets (and why some creatures inflated our haks more than others). We can however use ACP animations with "dynamic" creatures. Dynamic creatures are those using the same appearances as PCs. So it is possible (eventually likely even) that NPCs like halfling rogues could use the master of stealth style or barbarian NPCs could use the barbarian style, etc... . Even then, only a few specific NPCs would be set to use ACP styles as its been added primarilly to enhance PCs, not NPCs.
Q: Will "missing" armor parts be added later?
A: I may add missing parts at a later date. Its not difficult per se, but does require a significant amount of time to accomplish. Currently, most of my own free time is consumed scripting, building, playing and Admin/DMing.
Q: Do we have to use the new fighting styles?
A: No. You can switch them on/off as desired (as long as you're not in combat) and use or not use them as you wish. These are merely options.
Q: How come *insert class here* doesn't qualify for using a certain (or any) style(s)?
A: One thing we've done is to make it easiest (in most cases) to qualify for using fighting styles based on levels in a base class. This gives folks more incentive to create "classic" single class builds. Some PrCs open up some styles, but most can be used earlier by one or more straight classes.
Q: I heard the ACP overwrites "phenotypes" used for horses. Does this mean we'll not have horses now?
A: Originally, the ACP would've overwritten horse riding animations. We've renamed ACP models/animations to not conflict with either Bioware or CEP horse systems. This doesn't mean we'll ever add horses (as mounts), but ... on the off chance I do change my stance on it someday ... its still possible. Its my own personal preferances that disallow horses (and other mounts) for now.
//////////////////////////////////////
Let me just thank all the folks who've pestered me over the past few years to add the ACP as well as other things. Hopefully, its been worth the wait.
What is the ACP? Well, its a set of "phenotypes" which allows players to change their combat animations IG. What is a phenotype you wonder now? A phenotype is a set of specific animations which can be applied to a PC or even NPCs to change how they appear and move within the game. Players typically have access to only 2 phenotypes and only when creating a new PC, these are "Thin" and "Fat" appearances you select when making a new PC. Once IG and generally thru scripting, things like "flying" and "horse riding" animations are other phenotypes you might be familiar with.
One thing most folks don't know about phenotypes (animation sets) is that each piece of armor/clothing requires a seperate model for each phenotype to be seen IG. Not just the torsos, but left hand, right hand, left forearm, right forearm, pelvis, belt, etc... Ie., every "piece" of armor or clothing needs a seperate model to appear IG for each phenotype and further, seperate versions based on race and sex. With 7 races and 2 sexes, that means we have 14 different models for each armor/clothing piece IG already. When you add new phenotypes, you need another 14 versions of each now. That's for each Bioware, CEP and other option here. In laymans terms ... its a crapload of work. Thankfully, others did most of it for us. This is also why most places/modules, when you "ride/mount" a horse, cloaks and robes often disappear. While Bioware added the phenotypes for riding (the CEP too, for their own variant) they never took the time to create the robes and cloaks for most variants. This issue carries over to the ACP, but not too baddly. I've found quite a few additions made by others already we'll be using. Still, at times, you may need to alter your armor/clothing due to a part being missing from the new animations. Most Bioware and CEP "parts" are covered though and for both "thin" and "fat" appearances.
Anyhow, I've explained the above so folks know why we need 2 large haks just to add the ACP and that not every armor/clothing option is guaranteed to work.
Now to the basics you really want to know about.
Not every new combat style will be available to each PC. In a few rare cases, a PC might not qualify to use one until epic, depending on classes, multiclassing, etc... . Unlike many PWs, we haven't added feats that enable these new fighting styles as most players won't take feats that don't have an actual gain or advantage. Instead, we've implimented the ACP based on minimum levels of certain classes.
Selecting fighting styles will be accomplished using your crafting menus. Only options your PC qualifies for will be displayed.
Generic NWN Style: The normal animations you use already.
- You can revert to this style at any time from other styles.
Kensei Style: This style protrays an oriental fighting style. Works with all weapons.
- Gained by taking Weapon Master.
- Gained after 15 levels of Barbarian.
- Gained after 15 levels of Ranger.
- Gained after 15 levels of Fighter.
- Gained after 15 levels of Paladin.
- Gained after 5 levels of Dwarven Defender.
- Gained after 5 levels of Divine Champion.
- Gained after 5 levels of Blackguard.
- Gained after 5 levels of Ordered Knight.
Master of Stealth Style: This style has an unique bow animation and uses predominately slashing attacks with reversed weapon grips. Works witha all weapons.
- Gained by taking Assassin.
- Gained by taking Harper.
- Gained by taking Shadow Dancer.
- Gained after 15 levels of Bard.
- Gained after 15 levels of Druid.
- Gained after 10 levels of Rogue.
- Gained after 10 levels of Ranger.
- Gained after 5 levels of Arcane Archer.
Fencing Style: This style portrays a swash buckler stance. Not good for two-handed weapons or polearms.
- Gained by taking Shadow Dancer.
- Gained after 10 levels of Bard.
- Gained after 15 levels of Rogue.
- Gained after 15 levels of Ranger.
- Gained after 5 levels of Assassin.
- Gained after 5 levels of Harper.
Barbarian Style: This style specializes in two-handed weapons.
- Gained after 10 levels of Barbarian.
- Gained after 15 levels of Fighter.
- Gained after 15 levels of Ranger.
- Gained after 5 levels of Dwarven Defender.
- Gained after 5 levels of Weapon Master.
Warrior Style: This style specializes in weapon and shield fighting with thrusting attacks. Works with all weapons.
- Gained after 6 levels of Barbarian.
- Gained after 6 levels of Fighter.
- Gained after 6 levels of Ranger.
- Gained after 6 levels of Paldin.
- Gained after 12 levels of Bard.
- Gained after 12 levels of Cleric.
- Gained after 12 levels of Rogue.
- Gained after 12 levels of Druid.
- Gained after 18 levels of Wizard.
- Gained after 19 levels of Sorcerer.
Ars Magna Style: This style epitomizes the arcane spell caster at the peaks of their powers. The caster levitates with arms crossed. Weapons and shields float and react seemingly on their own. Works with all weapons.
- Gained after 35 levels of Wizard.
- Gained after 36 levels of Sorcerer.
Demon Blade Style: This style is available only to humans. Works with all weapons.
- Gained after 5 levels of Blackguard.
- Gained after 20 levels of Barbarian.
- Gained after 20 levels of Fighter.
- Gained after 20 levels of Ranger.
- Gained after 20 levels of Paladin.
Unarmed - Tiger Fang Style: This style is available only to Monks. An unarmed combat style inspired by Muay Thai.
- Gained after 6 levels of Monk.
Unarmed - Sun Fist Style: This style is available only to Monks. Another unarmed combat style, this time inspired by Shotokan Karate.
- Gained after 12 levels of Monk.
Unarmed - Dragon Palm Style: This style is available only to Monks. The third unarmed combat style, this takes its look and feel from Northern Shaolin and Tai-Chi Chuan fighting forms.
- Gained after 18 levels of Monk.
Unarmed - Bear's Claw Style: This style is available only to Monks. The fourth unarmed combat style, this style is reminiscent of Hung Gar Tiger Fist kung-fu.
- Gained after 24 levels of Monk.
//////////////////////////////////////
Now to address some questions posed to me recently regarding the ACP.
Q: Will there be more fighting styles added later?
A: We've added all the available styles currently available. No real ACP support has existed for over 4 years now, so it's unlikely that we'll see more in the future. If someone does create a new style and supports adding at least the Bioware and CEP armor/clothing parts to it, we'll consider it for addition.
Q: Will "monsters" use these new fighting styles?
A: A few, but not most. To add any of these styles to most creatures, I'd need to export the creature model(s) for each unique appearance and apply the new animations, then recompile the models and add them into our custom haks. Afew of our creatures already use custom ACP or ACP-like animations though. This is due to them being originally developed using special animation sets (and why some creatures inflated our haks more than others). We can however use ACP animations with "dynamic" creatures. Dynamic creatures are those using the same appearances as PCs. So it is possible (eventually likely even) that NPCs like halfling rogues could use the master of stealth style or barbarian NPCs could use the barbarian style, etc... . Even then, only a few specific NPCs would be set to use ACP styles as its been added primarilly to enhance PCs, not NPCs.
Q: Will "missing" armor parts be added later?
A: I may add missing parts at a later date. Its not difficult per se, but does require a significant amount of time to accomplish. Currently, most of my own free time is consumed scripting, building, playing and Admin/DMing.
Q: Do we have to use the new fighting styles?
A: No. You can switch them on/off as desired (as long as you're not in combat) and use or not use them as you wish. These are merely options.
Q: How come *insert class here* doesn't qualify for using a certain (or any) style(s)?
A: One thing we've done is to make it easiest (in most cases) to qualify for using fighting styles based on levels in a base class. This gives folks more incentive to create "classic" single class builds. Some PrCs open up some styles, but most can be used earlier by one or more straight classes.
Q: I heard the ACP overwrites "phenotypes" used for horses. Does this mean we'll not have horses now?
A: Originally, the ACP would've overwritten horse riding animations. We've renamed ACP models/animations to not conflict with either Bioware or CEP horse systems. This doesn't mean we'll ever add horses (as mounts), but ... on the off chance I do change my stance on it someday ... its still possible. Its my own personal preferances that disallow horses (and other mounts) for now.
//////////////////////////////////////
Let me just thank all the folks who've pestered me over the past few years to add the ACP as well as other things. Hopefully, its been worth the wait.