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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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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
aTweaks is gonna make enhanced monsters obsolete, I just can't reach the level of quality of aTweaks in every aspects.
Well, aTweaks don't cover all BG1 monsters so my component still makes sense. I wanted to finish my install tp2 script, so I started to work on adventurers. Some numbers: - 116 very important adventurers - 108 important adventurers (it includes powerful ones like Thalantyr) - 145 secondary adventurers, those should not get attacked so they are just bonus. I will make some of them, but not all ! - about 40 groups of adventurers These numbers count creatures, one adventurer might have several files. I make a new experience table for adventurers. I think it is more accurate and, at least, is consistent. For each adventurer, I check levels and class first. So many class are irelevant, as if it was mass copy and paste to go through all CRE very fast ! I tried to find the most accurate class for each one and for many, it remains identical. Then, I look if a kit can be assigned, I like kits and I think many adventurers should get one. After, I check abilities scores with race/class/kit, it is usually correct, but some were not. Many CRE were just clones : same abilities scores, same class, just different names... In case of a spellcaster, I do a whole new spellbook. Finally, I remove all illegal items and immunities, adjust proficiencies, thac0, hit points, saving throws, add kit abilities and immunities, and assign new scripts. All this only takes a few minutes, my editor helps a lot. A spellcaster takes more time as I need to make a spellbook, and I don't want to make all the same ones. Diversity is more fun. For example, I started with Amarande, level 6 archdruid in cloakwood. An archdruid is level 13, something a lot more powerful ! So I made him level 13 avenger. I chose avenger because of his low constitution and strength scores (9), it fits avenger ones! I removed his illegal items and didn't give him new ones, eventually I'll give him a few potions, but that's all. All is powers now come from his new spellbook and this is something! He should be easily taken out by a low level party, but eh, he is an archdruid ! Now, we all know that druid or cleric, even at high levels, are not very dangerous opponents. Sure they can be dangerous if you let them cast their spells but it is quite easy to stop them before. They don't have all those great protection spells that mage have. A simple level 7 mage with minor globe and stone skin is very well protected in BG1. Even at level 13, a druid can't compare! So, a well prepared party could kill him before he could cast more than 2 spells. It is for that reason that I might give him a few potions, sounds fair to me. On a final note, I am considering Spell Revision as a require mod. It would allow more diversity on spellbooks, and I really can't make 2 spellbooks for each spellcaster. Same for divine remix as there are a lot of enemies cleric in that game and only 2 kits available (as most are evil or neutral) |
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