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Was she or was she not paid for that?
I kinda wish more of Vance's actual magic showed up more places - you can misspeak magic in his books, and there's tons of basically bargaining with imps to do stuff for most magicians. There's so much wild goofy stuff in the Dying Earth books.
We're really going into technicalities at this point as the vancian magic system was based on you only have enough energy per day to cast x number of spells, that it was meant to take a lot out of you.
But as you said, at this point it's nitpicking.
I still think the structure works for BG3 by limiting how many short rests we get between long rests.
Basically, just wanted an excuse to talk about the Dying Earth books.
With regards to the day/night cycle, I do think that resting kinda covers it though I personally would have liked one and NPC schedules. Not a big deal though.
Maybe next Larian game?
The Vancian Magic system is basically the spell slot system. It's not mana or anything like that, but the idea of it is that it takes a lot out of the caster to cast spells, so an apprentice wizard could only cast maybe 1 or 2 spells in a single day but a master of their craft with years of experience could cast not only multiple spells but incredibly powerful ones, with the most powerful spell levels only have 1 spell slot because it takes that much out of the caster to cast at that level.
Yeah, talking about the Dying Earth books is never a bad thing, I was just talking in the context of D&D and BG3.
You could enforce long resting only once per day with a day night cycle. That alone is important no?
There would be nothing stopping players from hanging around until they can long rest again. Solasta has this, and it adds nothing to the actual gameplay.
And no, random encounters aren't it either, since that opens the door to unbalacing the XP curve unless you make random encounters worth zero XP, which is just taking the piss at that point.
First off, I don't think there's a way in the Divinity Engine to change basic level stuff like the terrain, or importantly, the skybox, in real-time.
Secondly, assuming you can change the skybox at runtime, there are likely only two provided skyboxes. That means someone would have create several more skyboxes, and even then, they'd pop into existence very jarringly.
Thirdly, creating scripts for every single NPC in the game would be quite the monumental task; there are a lot, after all.
Lastly, this all assumes the Divinity Engine has globally accessible time mechanics to base any of these changes off of. I know D:OS2 tracks how many in-game days your adventure has taken, which points to there being some kind of internal time system, but I've never looked into how accessible it is to scripts, so it may not be accessible at all to anything other than the journal.
It's a lot of (potentially impossible), multi-discipline work for a cute immersion feature that, as you said, would look janky. I'm doubtful that anyone is going to take up such a workload, and that anyone will care enough to download it.
There was definitely a janky day/night cycle mod for D:OS2. Tried it out once and basically didn't bother keeping up with it because it contributed so little to the overall experience.
Just lighting changes, which is why I stopped caring really quickly.
Same thing happened with the Pathfinder games. There was basically zero reason to care if you did anything in the day or night, so the fact that there was a cycle at all was irrelevant. You operated based on whether or not you were fatigued or out of resources, not because the sun or moon was overhead at any particular point in time.
That is actually a pretty good point. I don't think it'll mean much though seeing as we are so close to the full game being released. At this point it's all polish and window dressing, and squashing bugs, maybe adding a side quest or two in there and potentially cleaning up the dialogue for the game itself.