![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Overall completion status:
Update: 24/01/2006 Scripts : 80% NPC : 0% Joinable NPC : 0% Monsters : 0% Items, spells and stores : 0% Estimated release date: April-May Monsters (Status, New features) Overall, a monster is based on 2nd Ed., but is completed with 3rd Ed. for missing stats. Special abilities specific to 3rd Ed. are not implemented but new immunities are. For example, all elementals are now immune to certain spells. Most important changes are: - Strength : previously, most monsters had often incorrect/inconsistent Strenght (polar bear with 16 Str). This has been corrected. - Constitution : monsters didn't benefit from Con bonus in 2nd Ed. That's why there are some tough monsters with low HP (battle horror with 58 hp for example). I have added HP bonus considering monsters as fighters. - Dexterity : only minor changes in AC for most monsters - Special Attacks : some were missing or wrong (ankheg for example had only one range attack every 8 hours). I have added and corrected special attacks according to the 2nd Edition Monster Manual. - Spell abilities closer to P&P - Attacks per round : often too high, sometimes too low. - Movement speed : as close as in P&P (most monsters were too slow in BG) Monster's abilities: - Aerial servant : strangle - Air aspect : fall unsconscious, poison - Ashikuru : backstab - Ankheg : entangle (because ankheg try to burrow with his target) - Basilisk : petrification - Greater Basilisk : done (fatal poison gaze, and many tweaks that make this monster worth its 7000xp) - Bears : done (hug attack, can fight beyond death (simulating with higher hp & script)) - Battle Horror : done - Doomsayer : done - Carrion Crawler : done - Crypt Crawler : done - Demon Knight : done - Cornugon : done - Tanari : done (new death gaze, paralyze, energy drain, many tweaks) - Doppelganger : done - Dryad : done - Ettercap : done - Hamadryad : done - Fire elemental : done - Flesh golem : done - Flind : done - Ghoul : done - Ghast : done (carrion stench) - Ghoul lord : done (carrion stench, rotting disease) - Ghost : done - Invisible stalker : done (vortex) - Loup garou : done - Revenant : done - Sirine : done (polymorph self, mass charm, major invisibility) - Skeleton warrior : done (fear aura) - Spiders (all type) : done - Werewolf : done - Wolfwere : done - Wolf : done - Wolf, dire : done - Wolf, dread : done (disease) - Wolf, vampiric : done (fall) - Wolf, winter : done (10 feet frost) - Worg : done - Wyvern : done - Greater wolfwere : done Most other monsters are nearly done, I will edit this post as often as possible. This post has been edited by aigleborgne: Jan 25 2006, 01:07 PM |
|
|
![]() |
![]()
Post
#2
|
|
![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
There are many news today:
The mod is now 90% patching. Overwritted files are: - npc specific scripts (like _semaj.bcs, _belt.bcs, _andris.bcs) : they are the main fighting scripts of those npc and have been completely rewritten. - spells : nearly all bg1 spells basically, I have looked into all bg1 spells. then, I have extracted bg2 spells used in bg1 (~114 spells) on a fresh bg2/tob install with only official patches. those spells will overwrite bg1's ones. then, they will be patched to correct most of the known bugs and to add detectable spells. news about npc: (optional component) most of them will have a kit, based on what they should be if possible. otherwise, according to their many factors. note that all mages will be mod by a kit (or not), but it won't be optional. it is needed for a variety of spellbooks (since everything is patched) because bg1 is very limited in class, I will maybe make some changes. some clerics will become druids, fighters -> barbarian, thief -> fightning bards ... the purpose is to encounter a large variety of class & kits. remember than besides mages, it will be optional. although this component will make the game a lot harder, because kits are powerful, generally. I am thinking of using other mods kits to have a wide variety of kits but it can do it alone (except if I say "xxx mods are require to play this one") So I will start with bg2's kits. then, some features weren't implemented but I have found some things. one thing actually : 3 spells for Dradeel, not really spells, but powerful innates. he can use only once in game (I have lost all my evil party because I didn't want to help him lol). He will recover all them and use them if you dare to fight him (Dradeel is a level 20 mage, with no spellbook, but still a level 20!) There will be future thing like that : Drizzt using gwenvywar and drow powers (I will see the Ryu Drow innate powers), .... News on scripts: I have made many small files, as a programming projects. Each files (or segment) do something precise (combat, offensive spells, buff, ...). I have made some batchs that will rebuild the segments into one "normal" script. This thing is made for future scripts improvements. Easier to debug, improve, and more readable by other people. With all the new features, I have to work again on scripts to add kits abilities and on spells (all the patching/fixing stuff) After, I will resume npc & monsters patching, as well as other components. As you see, I'm going to make far more changes than a classic enhanced creature. This will delay a bit the release date, but the changes definitly worth it. After that, I will be able to freely use tutu kit for joinable npc without having overpowered npc. (previously, my berserker shar-teel was a super-killing machine. now, some enemies will be berserker too, not to mention kensai, wizard slayer, barbarian ......) |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 2nd August 2025 - 09:09 AM |