![]() |
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 ![]() |
Hello,
I have been completely wrong about release date. It will probably be out in april-may. Today, I have finished my first kit : invoker. He has a spellbook with mainly invocation/evocation spells, same thing for contingency/sequencer. I have tested it at many levels and I was very satisfied with results. I have done spellbooks for other mages kits (except sorcerer), but I didn't build their contingency/sequencer, nor I tested them. I know that most of the BG1 mages are under level 11, and thus, won't use my cont/seq. I just want to do complete scripts. By doing all this, I have found and corrected many bugs or problems in mage script ![]() Kits are now a full part of the mod and won't be optional. Divine remix will also be a required mod. Anyway, with my installation system, it's easy to get rid of kits. I use excel sheets for many things: - detectable spells - npc modification - spellbook creation - experience value for npc - monster modification Those sheets are just copy and paste in a 2da file. This way, it is easy to delete the kit column or whatever thing you don't like. I strongly advice to let kits in game, they add many great things and variety. For example, mage's spellbook are created according to kit and level. So, if all mages are kitless, they will all have same spells. Kinda boring, no? The only drawback of kits is an increase difficulty (which can be quite visible in some cases). But for me, it's better ![]() This month, I will try to finish to code the kits. It's a lot of work, especially for divine remix kits. About new mages scrolls (BG2 spells for level 1 to 5), it won't be optional anymore. But I won't simply add them to stores. I think it's a cheap way... Instead, I will add them to many mages. So you will have to go nearly everywhere to get all the spells you want. Of course, the highest level spells will be put on tough mages ![]() I will even put level 6+ spells on some mages you are not supposed to kill (and against whom you are supposed to die anyway). To be continued later... |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 2nd August 2025 - 09:21 AM |