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The Black Wyrm's Lair Terms of Use |
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Post
#1
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![]() ![]() 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 |
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Post
#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Here the news:
Kits are nearly completed. Although innates are coded in scripts, it's not that great, since it's very difficult to code a proper use of some innates. This could be improve later through ![]() Despite this drawback, it adds a lot of power to npc (even for a badly timed innate). For example, a blade will use his defensive spin if he is attacked in melee, but sometimes it's better to use offensive spin instead. Unfortunaly, due to the limitations of IE scripting, I can't do what I want. I would need functions and many others things. Actually, it is possible to do a lot of things but it requires a lot of lines to do a simple thing. Now that all preparations are done, I can build my npc and monsters tables. I know that I didn't make any progress in the mod itself for a long time. But now, things will get easier and quicker to do (due to patching instead of overwritting) I can already say that many things are far better than before: - a small separate mod that restore bg2 spells including, in option, many fixes apply by a patch system - more consistent detectable spells, fixes to many files (items, spells, creatures) - file format, with my own prefix (ja#) - vastly improved scripts (improvements and many fixes) - user friendly, now easy to remove some of mod you don't like using excel sheets - portability, compatibility: full patching mod - many new features or now final ones. I must confess that I did like my previous version, because it was on an advanced state and many things were working. I make a big step back, but the bases are now very good and the mod will make great progress in short time. Soon, an alpha version will be out for testing purposes. |
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