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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
After all this years, it's good to start a new thread
![]() Side work: - Monsters : preparation task (sort, group, and find stats) : 100% - AI script (complete rework in progress) : 50% Main component: - BG1 Monsters : 10% - BG2 Monsters : 0% - BG1 Adventurers: 0% - BG2 Adventurers: 0% At this moment, it seems that I undo some of my previous work (compared to old progress report). This is true, but it isn't the same quality, it is a lot higher now. With my new own tools and material, I'll be able to work 5 times faster on main components later on and still get an overall better result. This post has been edited by aigleborgne: Jun 22 2011, 06:41 AM |
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Post
#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Now finished:
- Bear - Crawler - Cat - Dog - Construct Currently working on Death Knight ![]() Note that Helmed and Battle Horror are very powerful now, maybe too much! Construct type give the same immunities as undead, plus immunity to 3 spells AND magic missiles. All in all, it is now very hard for a mage to kill a battle horror. Summon is now the key and he will need strong summons. With 21 str and 2D6 great sword, one battle horror was able to destroy my whole party (a party with no items and only cleric/druid). One thing that adds up to the power is the use of proficiency for monsters that use classic weapons. 2 solutions here: - no proficiency - one star max - two star max As a level 9 monster, battle horror currently have 5 in 2 handed sword and 2 in 2 handed weapons. I will look into that potential problem. Eventually, make this system optional during installation. |
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Lo-Fi Version | Time is now: 2nd August 2025 - 09:13 AM |