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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 ![]() |
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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