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#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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![]() Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden ![]() |
So it's time for some updating:
- I was given the honour (thanks Aigleborgne) to give NPCs (non joinable) a Kit and this is going to take quite some time as it is a long job (there are more or less 400 .CRE to take care of) - At my specific request Aigleborgne, once back from the summer holyday, will work on coding the Monk "kit" as well (which is the only one missing at the moment together with the Diviner) - My intention is to make NPCs as legit as possible and tone down the amount of the most common magical items (weapons and armours) that they use (and that the party would obtain upon defeating them) in order to avoid the overrepresentation of magical items in the game and give a meaning to spells/immunities to normal weapons - I will be using a proprietary system in order to create a partially constant and partially randomized NPC environment Thanks for your interest! This post has been edited by Salk: Aug 5 2006, 09:15 AM |
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