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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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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Before finishing Hobgobelin and Kobold, I'm doing monsters' documentation.
I have almost finished but during the process, I have found some bugs and took time to correct them. In that regard, documentation was a good way to control many things. Additionally, I am implementing D&D 3rd edition monster's types because I think it makes more sense. For example, constructs (mainly helmed horror, battle horror, flesh golem) have the same immunities as undead, plus : - immunity to any necromancy effect (ie: spells) - bonus hit points based on their size (battle horror gets 20 hp bonus) - 10 hit dice size - no good saving throws (translated by 20 in all saves) One item for one type's traits, as undead in vanilla. I will check again, but I think undead should get more immunities. For example, any life drain like vampiric touch or larloch should not work with undead. I will check and update if necessary. I will not use RING95 but a new ring instead of. Undead will have 12 hit dice size now (probably to balance their lack of constitution ?). It is 50% more than in vanilla ! I have already updated most of monsters but I need to test everything to make sure it works as intended. Then, I'm not sure to be able to release something this week, but I will try anyway ![]() Lastly, I'm quite interested by Hard Times mod because Mac Ready got a good point on iron crisis not reflected in game. BG1 is full of magical items... I'll probably go in the same way when changing items on an adventurer. I will check exactly how it is done, I agree to stricly limit magical weapons but I don't want to give a normal weapon (that can be broken) on an important adventurer either. I remember reading a note where fine weapons would replace +1 weapons. If I validate this point, I will have to check again my 30 adventurers. Some of them have magical weapons or arrows. |
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