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Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS
GM4Him
6 hours ago
Update: Part 4, Chapter 41 is now published. Yeah, I said the last chapter was the conclusion of Part 4 and Part 5 would be coming soon. However, as I was reviewing what I've been writing, I realized that we are actually nearing the end of Hellraisers. So, I'm just going to make Part 4 a bit bigger than usual. Hope you enjoy it! BG3.5 - Hellraisers (Fanfiction) Baldur's Gate 3.5: Hellraisers - an original fanfic story that is a sequel to Baldur's Gate 3 Fanfic: The Afflicted. It picks up immediately after the events of Baldur's Gate 3 as characters from the previous fanfic - Fiovay, Kai, Aelun, Vlyn, and the other members of their party - travel to Avernus. Their quest is to save Karlach but also to hopefully find and rescue Darson, Aelun's father, from the clutches of Demogorgon. Here is the link to the blog site: https://baldursgate3hellraisers.blogspot.com/2025/10/baldurs-gate-35-hellraisers.html
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Re: Optional third-person/WASD mode — feedback from someone who needed a mod to enjoy BG3
Wormerine
Yesterday at 04:00 PM
I'm not asking you to abandon the isometric view — it's clearly core to what you make, and plenty of people love it. But an optional third-person/WASD mode would open the game to a whole group of players who currently need a mod to get past the front door. The mod I used (Ch4nKyy's "WASD Character Movement", paired with Ershin's "Native Camera Tweaks") sits at over 25,000 endorsements on Nexus, has nearly 5,000 comments, There is a really great third person camera mod, if you are into it: https://www.nexusmods.com/baldursgate3/mods/23959Personally, it didn't work for me. It becomes very clear to me that game wasn't designed with that in mind. IMO it plays and looks far better with slightly zoomed up default look. However, I strongly agree with the WASDa. Now, conceptually I shouldn't. If done correctly (see other cRPGs or any decent RTS) mouse control should provide better accuracy and efficiency of controlling a party of characters. However, clunky chain-system, characters abandoning their current action as soon as you switch, and general clumsiness and unresponsiveness of this control system leaves traditional mouse control feel fairly terrible. THEN there are some genuine issues with hazards - this game doesn't have automatic pause, or autostop when detecting traps, which means characters are highly likely to walk into hazards even if they detect them. And even if by luck I am fast enough to order move order away from a detected traps, it will make the lead character turn back and face the other direction, which may result in party members running behind him and stepping into the hazard anyway. I HATED traps in my first playthrough. With WASDa though - you press W to move forward, something happens you stop pressing forward and the character stops in its tracks. IMO in general it looks and feels better in BG3 as well. In my first playthrough I ended up sometimes switching between gamepad and keyboard to achieve this effect, but that was very clunky. WASDa mode works really really well.
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Re: Development of Tactical RPG game using the GaaS + Live Ops model
MoloF
Yesterday at 12:17 PM
Important milestones in the game will be recorded below to serve as a sort of changelog.
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We’ve successfully set up a CI build with automated tests and changes pulled in via Git, so any employee can access the latest data. This makes it possible to commit changes to the dev environment and receive them in real time after a test has been successfully completed, allowing us to continue working on new features. No one has to wait for anyone else; everyone works with what’s available, and everyone from any department has the opportunity to view the interim results.
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