[v1.1] Skitia's NPCs For BG2:EE and EET
Skitia
Member Posts: 1,086
What does a snobby elf, a scrappy halfling, a scribing gnome, an elderly dwarf, and an angelic archer have in common? Nothing. But together, they can form around you as your adventuring family. But whether it is tight-knit or dysfunctional depends on your choices and treatment of them.
Reintroducing Skitia's NPCs from BG:EE and SoD into BG2:EE, each character has their own quests and goals, with a relationship system that is responsive to your decisions and actions. They'll offer their commentary and opinions, and if your actions mirror their words you'll find they'll get closer to you and fight harder. If they don't, you may find they grow to dislike you, perhaps even leaving, or in very serious cases, turn against you.
Not interested in using all five? Mix and match with the classic or EE NPCs and they'll banter, bond, and interact with them just as well.
Desiring a bit of down time? The new rest talk system allows you to converse with an NPC while resting. Every once in a while you'll have the opportunity to check on a companion, sharing a drink (or bed if they are a loved one), or engaging in some activity with them. At release this will include only Skitia's NPCs, but if there's positive reception and desire, will be expanded to include the chance to interact with original NPCS.
Characters:
Emily
"The family expectation is to be perfect: Charming in decorum, flawless in decision-making, and always saying the right words. My father does that. Me? I just always say the wrong thing somehow."
"I'm game for sharing." Emily would quip when you ask about her past, before eagerly launching into details of her childhood. She grew up on her father's estate southeast of Borst in the lands of Tethyr, where she stayedoften in seclusion, hiding her visibly elven features with tricks of the hair or hat wear at her parent's insistence, though this did nothing to hide the golden eyes of her lesser understood aasimar heritage. Still, her father was determined to let few suspect she was not the product of his wife, which resulted in loneliness and very few friends. Finding the isolation frustrating, she talks of late night sneak outs, watching the estate guards in their archery practice or escaping the lands entirely, often into trouble and earning herself a stern lecture from the guard captain or her father. She was born to do good, and she won't ignore the weight of her heritage, even at the cost of noble opinion, house politics or a concerned father.
Race: Aasimar
Class: Arcane Archer (Or Arcane Archer/Fighter, or just Archer without the Artisan's Kitpack)
Alignment: Neutral Good
STR: 12
DEX: 17
CON: 14
INT: 16
WIS: 14
CHA: 16
Proficiencies: Longbow, Crossbow
Starting Area: Mithrest Inn
Romance: Any Non-Evil Male Race
"The best life is lived in the cover of war. Only in the darkest dungeon, in the most hostile of territory, is when every breath bursts with life, bursts with the bloody bountiful blessing of the Morndinsamman."
Helga pauses at a question addresses at her past and not the battlefield, her lips forming almost into a grumpy frown. She talks of being a wild child in her youngest years, longing to make her place in the faithful of Haela after being enchanted by the tales of their ferocity and feats. She briefly trails away from the subject, launching into the details of a former battle with the interests of detailing every strike as if she was passionately describing art, not war. But then weariness touches her face, and with a groan she admits her body is not what it used to be. Not even her healing spells can undo all the wear and tear given by growing old. "But I'd rather go out in a blaze than gently." She adds. "I'll know death as nothing else but a foe of equal strength."
Race: Dwarf
Class: Priest of Haela
Alignment: Chaotic Neutral
STR: 18
DEX: 14
CON: 15
INT: 11
WIS: 13
CHA: 11
Proficiencies: Warhammer, Flail/Morningstar, Two-Handed Weapon Style, Sword and Shield Style
Starting Area: Den of the Seven Vales
Romance: None
PRIEST OF HAELA: Renown amongst the dwarves for their risk-taking, berserker tendencies, clerics of Haela Brightaxe are loved and feared for their fury when they enter the fray, able to shrug off and deliver dangerous strikes. Most are female, called Kaxanar, or blood maidens, and their name is very much earned in their pleasure in seeking out battle wherever it may be.
Advantages:
-May Cast Hurl Stone Once Per Day. Gains one use at level one and an additional use every five levels thereafter.
HURL STONE: The priest creates a magical stone the size of their palm, which flies out of their hand and into the intended target. The stone does 1d6 direct magic damage per five levels with no save, although it does not bypass magic resistance. If the creature fails a save vs spell, they are also knocked down for two rounds.
-May Cast Flamebolt Once Per Day. Gains one use at level one and an additional use every ten levels thereafter.
FLAMEBOLT: The priest calls forth a holy two-handed blade of flame named after Haela Brightaxe's favored weapon. The caster is treated as a fighter with mastery in the weapon. The magic weapon does 1d10+1 fire damage per 5 levels, with a THACO bonus of 3. The blade acts at a speed factor of nine and lasts for one turn.
Disadvantages:
-Dwarf only.
-May only be CN, CG, and NG.
Life's more fun when you're right-sized.
Kale gives a wide grin when you ask about himself, clapping you on your back and launching straight into his tale. He claims he was born faster, stronger, and with more courage in his spirit than all the halflings of Gullykin combined. He flashes scars and launches into wild, eyebrow raising tales of how he earned each, from battling one hundred kobolds alone to slapping a dragon in the face. But after a while he grows melancholy and admits that in all of his travels he has lost many companions that he would dearly miss. He says he has changed his style of fighting to be more protective of those he cares about. He'll take any blow for a companion if that means they'll keep standing, if he likes them anyway.
"But the rest?" He adds with a grin once more. "They'll have give me a good offer."
Race: Halfling
Class: Warden
Alignment: Chaotic Neutral, may become Lawful Neutral
STR: 16
DEX: 17
CON: 18
INT: 11
WIS: 9
CHA: 12
Proficiencies: Bastard Sword, Sling
Starting Area: Outside the Copper Coronet
Romance: Any Race and Gender
WARDEN: The warden is a warrior whose discipline and traditions center around fighting in a pair. Their partner is known as their ward, and they situate themselves to elevate their ward's combat effectiveness. The warden meanwhile brings forth an incredible tenacity that rivals some of the most fierce barbarians, in place of sacrificing their offensive prowess.
Advantages:
-Hit Die: d12
-May use the Ward ability once per day.
WARD: Designates target as the ward. The bonuses last until the ward or warden's death, or a new ward is selected.
Level 1: The ward receives +1 damage bonus and -1 THAC0.
Level 8: The ward receives +1 damage bonus and -1 THAC0, and cannot be back stabbed.
Level 12: The ward receives +1 damage bonus and -1 THAC0, cannot be back stabbed, and gains IRON WILL.
Level 16: The ward receives +1 damage bonus and -1 THAC0, cannot be back stabbed, gains IRON WILL, and receives +1 luck.
-IRON WILL: Upon being subject to a spell that subjects the Warden to sleep, stunned, fear, or confusion, the warden has a 10% chance to snap out of the state every second that they are in it. At level 12, the one bestowed with ward also gains this effect.
-Upon having 50% or less of base class hit points, activates Second Wind.
SECOND WIND: The warden regenerates one hitpoint per second for 1 round per level. Second Wind can only be activated once every 2 hours.
Disadvantages:
May only become proficient in ranged weapons, and may not exceed mastery in any other weapon.
May only put one point in two weapon style.
I always speak of history, of remembering both the ill and good because we cannot forget who we are, or where we came from.
Recorder looks reluctant when you press her about her past, advising that it "isn’t anything grand." A daughter of a priestess and bookbinder, Recorder grew up around with books and tomes in easy reach in a cozy cottage in Lantan. When one day she found sheets and excerpts of music, she fell in love and found her dual passion realized: music and historical recording. When her parents separated and her mother moved to Amn, she purchased a ferret, who she named Gustav, and they've been inseparable since. She does however, apologize in advance if any rations mysteriously go missing. Ferrets, she says, are notorious for not asking first. She keeps a large tome full of notes of both your prior journey and your current one, though is very protective of both any sneak peeks into its contents and damage via blood, magic, or ferret claw.
Race: Gnome
Class: Lorekeeper
Alignment: Neutral Good
STR: 10
DEX: 17
CON: 11
INT: 17
WIS: 15
CHA: 17
Proficiencies: Dagger, Quarterstaff, Crossbow, Single-Weapon Style
Starting Area: Temple of Oghma
Romance: Any Non-Evil Race and Gender
LOREKEEPER: Lorekeepers are bards that focus less on a generalist skill set and lean more towards spell casting, where their prodigious memory and knowledge makes them better casters than most other bards. They make excellent librarians, historians, and advisors with their large capacity for learning and recalling, and their innate skills ensure information is not lost.
Advantages:
- +20 bonus to lore.
- +2 Spell Slots for every spell level.
- May use SONATA in place of the regular Bard Song.
SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:
Level 1: +1 Int, +1 Saves vs Spells, Immunity to Charm and Sleep.
Level 15: +2 Int, +2 Saves vs Spells, Immunity to Charm, Sleep, and Rigid/Feeblemind.
Level 20: +3 Int, +3 Saves vs Spells, Immunity to Charm, Sleep, Rigid/Feeblemind and Confusion
- May cast Mnenomic Retrieval once per day. Gains one use at level 4 and every 4 levels thereafter.
MNEMONIC RETRIEVAL: This spell enables the caster's target to bring back to memory 1 arcane spell and/or 1 divine spell that has been previously cast. If no spells have been cast yet, nothing happens. Mmenomic Retrieval can only recall a spell up to the spell level the Lorekeeper is capable of casting. Thus the Lorekeeper can thus only recall 4th-level spells or lower at level 10, and is capped at 6th level spells or lower at level 16.
Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.
Power rules above all in the realm we live in. The only way to contest power is with power. Even those who complain about power use power in their own way; we call it manipulation. Remember this well, for this is the heart of survival.
Some elves are just awful, but Vienxay insists she is not one of them. She boasts of growing up in comfort and prominence, the eldest, most beautiful, and most intelligent of three sisters, gifted both with the weave and the shadow magic well known to the shadowdancer, which she used to great abandon. She then rants on about how a series of “misunderstandings” had her ousted from Evermeet and wandering the landscape by the scheming of her former mentor. She misses home terribly, both the comforts of her manor and the warmth of nearby family who were far more tolerable of her elf elitism than the human locals of the sword coast. But if the locals dare think they shall disrespect her, she says, they will quickly learn from their mistake.~
Race: Elf
Class: Shadowmage
Alignment: Neutral Evil
STR: 15
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Proficiencies: Dagger, Dart, Shortbow
Starting Area: Waukeen's Promenade
Romance: Any Race and Gender
SHADOWMAGE: Shadowmages are mage-thieves that can draw both on shadow magic and the weave, with the cunning and stealth of the shadowdancer and the mage's arsenal of spells.
While shadow magic is not the same as the shadow weave, many are drawn to it and can learn to use it. It's dark magic gives it poor public opinion, and most of its practicioners are non-good.
Advantages:
- + 15% Bonus to Hide in Shadows and Move Silently
- Umbral Empowerment: While hidden in shadow, the shadowmage gains +1 to their caster level and -1 to their casting speed.
- Slippery Mind: +1 bonus to saving throws
- May cast Shadow Jump once per day. Gains one use at thief level 5 and an additional use every 5 levels thereafter.
SHADOW JUMP: Manipulating shadow, the shadowmage teleports to the selected living creature, be it ally or enemy, unseen as per the invisiblity spell. For the next twelve seconds, they gain +2 to their backstab modifier and remain unseen until they make an attack.
Disadvantages:
- Alignment restricted to any non-lawful and non-good
- Backstab multiplier is one less than an unkitted Thief, cannot backstab until level 5.
- May only distribute 20 skill points per level (30 at level 1) among thieving skills
- Cannot Hide in Plain Sight.
- Cannot put points into Set Traps
- Hit Die: d5
A: Each NPC has one major quest tied to themselves. Some are spanned out in segments, possibly extending for a few chapters, while others can be completed in a single chapter if so desired, while others may have part of the story in SoA, and another small portion that concludes it in ToB. Most are about as long as the typical NPC quests of the original Bioware companions.
Q: What is the content rating of the mod?
A: Most content is T. The Rest Talks are a very soft M, but if desired for the main release, I can separate the Rest Talks as an optional component.
Q: Will they conflict with other party members?
A: Emily will not join with Dorn or Hexxat and will force you to choose. Dorn's murderous quest is a quick way to scare off Recorder with harsh approval loses if you aren't careful.
For Romance Conflicts, they will eventually bring up any other concurrent going on romance and ask the PC to choose.
Q: What is Approval?
A: Approval is the relationship system that measures the NPC's happiness with the player's actions. This is determined by quest decisions and responses during conversations with the particular character while they are in the party. If approval sinks too low, they may leave for good. If it becomes high, two of their core abilities will increase by 1 permanently, even if approval later drops.
Q: What are Rest Talks?
A: Rest Talks are conversations that occur occasionaly when the rest button is pressed. The player can choose to rest immediately or speak to one of the five custom NPCs. They could talk over a fire, join them on watch, drink with them, ask them to join them in bed if in a romance, and other fluff. The general content is a very soft M, and if desired, this can be split into an optional component.
Q: Are there multiple epilogues?
A: Yes. They vary depending on if a romance was pursued, and what choices were made in their personal quests/goals, and for Kale, if Mazzy is in the party and Kale has become Lawful Neutral, and neither are romanced by any mods or the like.
Q: Can I request Crossmod Content with...
A: Absolutely. If you have other NPC mods you'd want them to cross with, post some suggestions, and I'll seek out permission. There is currently crossmod with Petsy and Yvette, with more coming in the future.
Post edited by Skitia on
20
Comments
I'm keeping a progress percentage on this mod so people can follow how close I am to being done. All of the Join/Depart dialogue, kits and associated spells, and NPC data is set, and I'm presently working on their quests, which is the biggest part of the work.
Progress Report:
-Finished most of the dialogue for two quests, and three to go. I don't have any ToB quests planned, but I will probably add an event fun thank you to the player that occurs if you have all five NPCs in your party.
Musings:
-I've been considering a Rest Talks Component, where every few game days during a rest, the PC can spend a small bit of time with one of the NPCs in the party, checking in on them or chatting, like you might in camp in Bioware's Dragon Age and the like. Instead of just having it for mine, I'm considering branching it out for all NPCs. A lot of NPCs still don't have friendship mods, so it would be an immersive opportunity to sit down and get to know your companions better before you rest. It wouldn't be as extensive as an actual friendship mod (Probably 3 unique conversations and then some random looping bonding event in case you really just want to visit Jan seven times for his great stories). It'd also be slightly different if it was romanced.
Speaking of Jan, I definitely look forward to writing banters for him.
atlest that was my impression when i played with neera and did her romance.
https://www.dropbox.com/sh/56dr4q8h2q7djri/AACJfi0A2mV7hFlH3eqDLTcEa?dl=0
-Have all of Kale's quest sketched out now and quite a bit of it scripted with dialogue set up, as well as set up its intersections with Helga's quest. I've purposefully allowed the quest to work with pickpocketing, gold, doing what the NPC asks, or outright killing as solutions to make progress in places. I've always appreciated multiple paths like that, even if most players will probably only choose one or two ever.
-Emily will have a new portrait for BG2. The others will retain their old ones, unfortunately I don't have enough money to get them all a professional artist like Recorder had. It's the same artist as Recorders, so their styles will be more in tune, which is fitting, as they are friends.
-Next week's work will center on Recorder's quest, then Vienxays, and then I'll spend the rest of the month finishing any missing details up from each. I've noticed that my quests in BG1 and even SoD were a lot easier to do as they tended to be one or two scene quests for the most part. All of the quests so far are at least three or more "scenes" so they take a bit longer to develop.
-Still trying to determine a good number of love talks for each NPC. Aerie and Anomen are around a reasonable 20-24 love talks so that is probably the range I will work with. The friendship path will count for about four of the first four for love talks and stop around ten or so if one maintains the friendship instead.
Once all the quest work is done, the mod will probably move along a lot faster. The present 10-20% of the bar is designated just for quest work alone. I can chug out talks and conversations in down time at work pretty easily, banters will be the only other long-term work due to the sheer number of characters.
I'll try to add screenshots on the next progress report.
* Emily looks a bit more like a proper Aasimar, thanks to the help of artist Nicole Cadet! This portrait will be added to the BG:EE version along with an update of her colors and items to reflect her new portrait. Will push some other minor BG:EE updates this weekend as well.
* To go along with her portrait, giving Emily two personal items, a necklace and circlet. The necklace can cure disease once/day. The circlet provides +10% Magic Resistance and +1 saves versus spells, but does not protect against critical hits. Mainly working on getting the bam file for the necklace to correctly be transparent, the description image works fine but not the inventory one.
* Finished Vienxay's Quest.
* Taking a break from quest coding to work on Talks. I'm set around the number of 24 for them. With the idea of rest talks I don't need to do too many Friendship only path stuff.
There's a handy new function that allows you to make your own ambushes. (I've no idea how this was done in old Baldur's Gate. I assume something in baldur.bcs). This will make this mod EE/EET only, as these ambushes are pretty necessary for both Recorder and Emily's story.
In actual progress news:
-Finished Recorder's Quest.
-Made Significant progress on their love themes. They are all the same melody, but scored differently, each starting with a trio of instruments that fits them, before going into the main theme they share. These won't play on the friendship tracks, so its a good indication if it does play that you've made progress. Since Picosong shut down, going to find another site to use to share it. Once it's finished, I'll also add it to my website for preview listening so you can decide if you want to download it as an optinoal compenent or not.
-Most Friendship dialogues for SoA are complete. There aren't too many of these, this is to split the dialogue with planned Rest Talks and what you can do via P.I.D. Friendship works both ways after all, they can't be reaching out to do the talking all the time!
Did a month fly! The last month was spent mostly transitioning from working in the office->home, to mourning my grandmother's passing from illness (Please, please take care of yourselves!), and crunching time in to work on this mod, and finding a bit of time to progress on my playthrough while I am at it. I also spent a little bit of time looking at NWN's Toolset, as it's something I'm considered making single-player stories for next.
I got another character's quest finished, leaving only two more. One other is mostly done except some mechanical decisions, while the last one, Emily's, is the most exciting for me to get to. I don't know if I'll meet my Spring Finishing goal, but I know once I finish the last quest, my percentage rate will go a lot faster, as quests are definitely the most exhaustive work in modding in my opinion.
Kale's quest, which was the one I was working on, was especially difficult. I've restarted the work on it twice before finding the third time was giving more satisfactory results. The writing still needs polishing, but I will put that towards the end of the project. The next couple of days is a break while I switch back to fixing bugs and adding changes to the BG:EE mods.
I think there were cases when a human had a romantic relationship with a halfling in a Forgotten Realms novel if I recall. Plus halflings, dwarves and gnomes are not exactly children despite being so small (they can live longer than humans in fact lol).
In the original Baldur's Gate 2 Aerie could romance gnomes and I think Jaheira could romance halflings...perhaps Viconia too. So its not a taboo.
How about adding a high charisma score to meet the demands of a small race person and a bigger race person? That would also give a reason to make charisma less of a dump stat. Some differences in romance based on which race/gender (if the character is bisexual) is the PC would be nice too...
Racial Restrictions: I think I will remove all of these. For unusual combinations I'll have the character make comments or state their reason of hesitation (I.E. for Emily, any non-human may not be looked at very approvingly by other members of her noble house, and Vienxay prefers purity of race, but in the end is happy to be loved.)
Gender Restrictions: I will probably shift these. I.E., Emily always felt very hetero in her identity and writing to me so I will probably make her male only. But Vienxay/Recorder/Kale I don't mind making open with any gender to allow a good/neutral/evil option for female player characters, since I don't have a second male NPC (Kale is already open). I'm making my final round of updates for BG:EE/SoD contents (Excluding future cross-mod/bug-fixes) within the week so will include these romance updates to SoD then when I get around to them.
I already use Charisma to influence certain options in the NPCs stories, so I think the route of making things a bit more open from the get-go is the way I will go.
I have all of the quest work done, thus a big jump to 25%. Dialogue could use some spell checking and word switches, but it's where I want it to be.
With Quests and Mechanics done for each character, the remaining bits are all character based banters and interjections, player interactive dialogue, the approval system, crossmod, and then the four personal romance music themes to be composed. Most of these are started in some fashion, so it's just a matter of seeing each completed. Each of these tasks I can get done a lot faster, so the progress bar will probably move quicker now.
I'll take a few days to fix some bugs I still need to look at on my BG1 NPCs, and then return to work on BG2.
Recorder: Althkata, Brynnlaw, Saradush.
Emily: Althkata, Althkata in Chapter 6.
Vienxay:Althkata, Umar Hills, Underdark, Long Desert Name Town in ToB that I can't spell.
Kale: Althkata
Helga: Althkata, Long Desert Name Town in ToB that I can't spell.
The aim was to mix different styles and lengths. Helga's quest doesn't require her at all compared to the others and has more combat in it, while Emily's is split between two chapters and is almost entirely social.
If I can learn how to make custom areas that are not ugly or buggy I'll move some SoA content into ToB where I originally wanted it to be, but none of the areas work with the idea's I had.
It's looking very unlikely I'll do anything with custom areas in this work, I'll probably save that attempt for Wings. It would be a good month of extra work for an area and I'd prefer to finish this in the summer.
and when you do start with wings you should be in contact with the creators of allthingsmazzy as they seem to be doing something with aerie in that and we need to make sure the two mods don't conflict with eachother.
(Eventually, at least)
Finally past the 40% mark and almost half-way done with this mod, and probably way past the half point in actual work load that remains. I can almost estimate how many days of work are left and what percentage of completion they contribute. I've gone and cleaned up the original post a bit, and updated the ETA, the mod description, and some Q/A stuff. I think a July alpha/beta or whatever I call it release is fairly possible, especially since BG3's early access is in August and I really want to finish the entire mod before I play it.
Presently I'm working on the PID. I've decided to forego the usual Flirts that are put in PID (There's still a couple of romantic interactions you can do in the PID however) and going to incorporate the spiritual idea of it into Rest Talks. Roleplay Wise, it always feels the most fitting to do such interactions when you are winding down and have set up camp to rest. The rest talks should be occasional enough that they aren't disruptive and the player can always choose to sleep if they have no interest in bonding. At launch they'll just include my five, and I'll gradually add some scenarios for all the other NPCs so the player isn't wondering why all party members aren't an option if they don't use all of m NPCs in post launch updates.
On a wise note I am never going to make five NPCs in one mod again, let alone a custom NPC mod. They are so much work, especially going through all four games and then on top of it, making it compatible for EET, and then multiplying all of that work by five. Besides Wings, the only other NPC related project I'm likely to work on in the future is some form of Nalia ToB romance mod so there is a counterpart for Nalia's existing Shadows of Amn romance mod.
Lastly, I'm semi-considering commissioning a custom portrait for Vienxay. I'll probably decide on this closer to the end since that's when I'll hear back on my claim, as I'm apparently owed a hundred dollars by the state government, and I figured that might be a good way to invest it.
I would love to do npc mods (have ideas but not the technical skills) and have huge respect for those that do so.
A bit too early for another progress report, but I did push from 40% to 50%.
Stuff that's left in order:
The Rest Talk System. (About 10%)
Party Banters (10%)
Interjections. (10%)
Finalizing Coding (5%)
-Test Release
Cross Mod. (5%)
Romance Music Themes. (5%)
Editing/Bugfixing (5%)
-Full Release
Rest Talks for the Original NPCs (If the system is liked)
Crossmod Suggestions
More Bugfixes that come along
I have ideas for all of the Bodhi "Abductions", I'll probably do a mix of classic Bioware style, EE style, and something crazy.
Not too much movement, I worked a few days on completing Emily's Rest Talk, and then took a week off before finishing up one of my first set of Party Banters, but I wanted to share a screenshot of what the idea of it was: The PC seeking out a bit of time with a selected character. It could be to show affection, to hear a story, check on them, get advice, share a drink, or maybe a bit of fun or romance. I went with a slight mature-style on the romance content in the rest talks, though the content is entirely non-explicit. The screenshot only shows Emily as a choice, but all five will be choices once I finish.
The Rest Talks are designed so that other mods could hook into the RestTalk system really easily as well (I.E., if I ever work on a Nalia romance for ToB, or when I restart the development of Wings, I would probably take advantage of this.) One day I would like to write something out for all NPCs and write out very simple instructions for a Modder to use it for their custom NPC.
As for banters, the first one I worked on was Mazzy. Kale has 11 written banters for her because of a semi-one-sided romance. If neither are romancing anyone via mod, his alignment is lawful neutral, and they are in the same party, he has a unique epilogue regarding her.
It will probably take an entire month to finish all the banters unless I do two characters a day, which is what I will try to do. I really do want to hit a test version out on July 31st.
Good time for another update post, given it's been a few weeks now.
Had a few work emergencies last week take away precious development time, so this week was making up for the lost time I could. I'm almost done with all of the Party Banters, which is at least two banters per character, one in SoA, and one in ToB (Usually two or more in SoA). I'll probably be done with the last banters by this weekend, which will get this mod to 62%.
Then next week I'd like to finish the rest talks and push it to 70%.
Then there is all of the interjects that really make them feel alive during quests and their approval shifts from each of your choices. That is the last 10% before I finalize coding and release a test version. It's impossible at this point to hit the 31st July deadline I hit for myself, but I'm hoping to not be too far off from the mark.