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May 27 2011, 06:39 AM
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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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Mar 26 2012, 12:05 PM
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#2
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
I have almost finished all ogres (will be finished in a few days), this is about 100 creatures (BG1 and BG2).
I have implemented a few things for ogres, that I might extend to some monsters like gnolls. For normal monsters, no change. It is only for chiefs and leaders. To be clear, I will take an example: - a classic ogre is 4 hit dice - a leader can be 6+ hit dice. vanilla game gave them very high thaco and increase attack per round. This makes them more powerful than in Enhanced Creatures. I wanted an intelligent solution and 3rd edition gave me some directions with barbarian ogres. So... when a monster have more hit dice than he should have, he becomes a fighter and starts gaining proficiencies like a fighter. Becoming a fighter also means he will recieve an extra half attack at level 7 and 13. Basically, in P&P, a monster is supposed to be able to use his weapon (one star in this weapon). But a level 13 ogre should still attack as level 4 ogre? Only a better thac0 would make them different ? If answer is yes, it kills most challenges in BG as it is a common fact. A concrete example with Berserker Ogre. I used barbarian ogre found in 3rd edition : they have 5hd and only have 1 apr (compared to 2 in vanilla). But they follow barbarian kit and gains its advantages : immune to backstab, +2 movement speed, rolls 10 size-dice instead of 8, ... and their rage is mix of vanilla and 3rd edition. They get 2 rages per day, and it lasts 1 turn followed by 3 turns of fatigue. I tried to make a duel between vanilla berserker ogre and mine. It is very close each time but vanilla usually win Now, rage and speed will bring more challenge versus a party. Berserker ogre leaders (8+ hd) will start to gain proficiencies: - level 8 : 2 stars in morning stars - level 11 : 2 stars in morning stars, 1 in single weapon - level 14 : 2 stars in morning stars, 2 in single weapon As barbarian kit, they can't go further 2 stars, but a classic ogre leader could go up to 5. Larz, level 14-15 ogre in vanilla (his hd might be incorrect, but looking at thac0 and hit points, it is in this range). He has a very low thac0 and 3 APR. Mine will have 2.5 apr but better critical and damage, plus a rage ability. He will also 10 or 15% resistance to physical damage, immunity to backstab, better movement speed. Overall, he will be stronger than vanilla, at least in the first turn. After, he is less dangerous when fatigued. Another example: Kahrk, leader of ogre-mages. It is said in P&P that they can learn martial arts. As a result, I decided that Kahrk would be a monk, with all ogre mage powers (plus additionnal use for some spells as a leader). I noticed that Kahrk had a bonus AC vs missiles, which is a bonus given to monks. Kahrk is now level 14 monk ogre-mage with many abilities Is he stronger than in vanilla? Not so sure, in vanilla he has minor globe and many offensive spells but he was exactly a mage with more powerful melee abilities. Mine is a stronger ogre mage. All ogre-mages abilities that can be cast once per day have been trippled: 3 cone of cold, 3 dire charm, 3 gaseous form basically. On top of that, he gains all abilities of a level 14 monk, which make him more resilient and far better in melee. About 2.5 apr with 1-12 fists, add other abilities like stunning blow and you obtain a quite unique monster. On a final note, I am also writting a new script generator from scratch. This new version is very well written and should be a lot better than my current one. I still have problems with scripts in general. I can't do what I want and it is really a mess. But I have doing this task separatly because I want to finish monster component as possible. I will just have to do a refactoring to scripts on a later stage. |
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aigleborgne Progress report (2011+) May 27 2011, 06:39 AM
aigleborgne Currently on Death Knight (aka Demon Knight).
It i... Jun 22 2011, 06:46 AM
aigleborgne Haven't finished Death Knight tonight finally ... Jun 22 2011, 09:17 PM
aigleborgne Not many updates these days, I'm pretty tired ... Jul 5 2011, 06:36 PM
aigleborgne I'm back in modding!
Finally, I didn't... Sep 5 2011, 11:57 AM
Salk Nice to see you back in action! :thumb: Sep 9 2011, 12:31 PM
aigleborgne Hello,
Already late, but I have 3 weeks at home r... Sep 20 2011, 08:09 AM
aigleborgne I have definitly finished and tested 2 monsters:
-... Sep 30 2011, 10:09 AM
aigleborgne Now finished:
- Bear
- Crawler
- Cat
- Dog
- Const... Oct 2 2011, 11:53 AM
aigleborgne I have finished to test and package all monsters u... Oct 4 2011, 02:16 PM
aigleborgne Back to work, so less time to mod.
Right now, I en... Oct 12 2011, 06:53 PM
aigleborgne aTweaks is gonna make enhanced monsters obsolete, ... Oct 25 2011, 10:05 PM
aigleborgne After long considerations, I confirm that my mod w... Oct 26 2011, 06:06 PM
aigleborgne I am currently rebuilding my mage scripts with Spe... Oct 30 2011, 10:17 AM
aigleborgne I have finished all cleric and druid scripts.
For ... Nov 1 2011, 12:58 PM
aigleborgne I have finished mage spellbooks up to spell level ... Nov 5 2011, 08:58 AM
aigleborgne I was busy on my real life last month but I found ... Dec 27 2011, 06:36 PM
aigleborgne I am highly motivated these days and I even work o... Dec 29 2011, 07:43 AM
Salk These are great news, aigleborgne!
Thanks for... Dec 29 2011, 09:18 AM
aigleborgne Yeah, I gave up Divine Remix too.
Regarding SR, I ... Dec 29 2011, 06:10 PM
aigleborgne I still plan to release something this week-end.
I... Jan 5 2012, 09:08 PM
aigleborgne This is it, first release is done :)
Next release... Jan 7 2012, 06:51 PM
aigleborgne I have migrated all monster scripts and while it i... Jan 11 2012, 06:10 PM
Salk The script looks really neat!
And great news ... Jan 12 2012, 11:28 AM
aigleborgne I've finished my refactoring.
I've started... Jan 17 2012, 07:20 AM
aigleborgne Things are doing well :)
I've finished several... Jan 23 2012, 12:59 PM
aigleborgne I'm glad to have time to work on my project th... Feb 3 2012, 12:27 PM
aigleborgne I'm closed to release alpha v0.2.
Only 2 monst... Feb 10 2012, 07:23 AM
aigleborgne Before finishing Hobgobelin and Kobold, I'm do... Feb 15 2012, 12:29 PM
aigleborgne Hard Times is now part of my install.
I have spent... Feb 20 2012, 12:08 PM
aigleborgne I have worked a bit these last weeks and I have do... Mar 12 2012, 01:10 PM
Salk Sounds good. In BG1 Ogra Mages were rather scary a... Mar 14 2012, 03:53 PM
Salk This update is really interesting.
Ogres are some... Apr 5 2012, 03:18 PM
aigleborgne This update is really interesting.
Ogres are some... Apr 7 2012, 07:28 AM![]() ![]() |
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