IAv6 for BG2EE, public beta |
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IAv6 for BG2EE, public beta |
Mar 1 2015, 08:34 PM
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#1
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Premium Member Tactical reputation: 2 Posts: 6112 Joined: 23-February 08 |
Hello, everyone.
I've made a few tweaks to the original IAv6 in order to make it compatible with the BG2EE. I haven't tested the game at all yet, so use it at your own risk. The EE version didn't pass an excruciating amount of testing as it'd happened usually in the past. Attached to the topic is a small archive with the files that you need to unpack into your EE directory on top of IA prior to installing. I haven't tested the compatibility with the other mods, but IA doesn't play well with them anyway. I did test the installation of Ease-of-Use (recommended components) and Dungeon-be-Gone, both latest versions. Also, make sure you download the latest WeiDU executable and use it instead of those that might be packaged with the mods. It is required for the installation to work properly. These files would probably cause IA installation to crash on vanilla BG (non-EE), but there is nothing new anyway with the exception of compatibility patches. I haven't made the setup script cross-platform. Perhaps, I'll do this in the future when there is proof that IA plays nice with EE. Once again, I repeat, there was no extensive testing. I have no idea how powerful or not are the new EE kits or new joinable NPCs in the context of IA. I have no idea what happens with the new content that is added by EE. If you do play this and find some sort of a bug, let me know here. I will try to fix it and attach the patches in this post. I would've loved to push out a stable version for you guys but there is not timetable at all for how much it'll take me to do my own run of the game. Enjoy! EDIT: this archive is outdated! Please, download the latest version of the mod from the BWL's download section. Archive.zip ( 69.05k ) Number of downloads: 49 This post has been edited by critto: May 25 2016, 06:34 AM |
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Jun 15 2015, 06:03 AM
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#2
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Premium Member Tactical reputation: 2 Posts: 6112 Joined: 23-February 08 |
QUOTE Wondering whether its possible to provide a description of the new monk class? See the note in the end of my post. It is copied verbatim from the current monk's description. Monk kits that are added by EE function in the same way except for those abilities that they get (we haven't made any changes to those).QUOTE Also any thoughts on pace of future development? I try to keep working on it regularly. We're testing the v6.2 which'll probably be the last "training" release before we get back to v7 full-time. I don't think that v6.2 will be out earlier than the middle of July. As for v7, there's plenty to be done, so the optimistic prognosis is mid-autumn. QUOTE Lastly, are there any issues with installing 6.1 with vanilla vs EE? I havent and dont have immediate plans to purchase BG2:EE. No, there aren't. We are testing the game on vanilla and everything should be ok. In fact, I strongly recommend playing the mod on vanilla if you haven't tried 6.0 before. I love EE mostly for the fact that it gives me opportunity to work on the mod (it installs on my macbook, so I can always steal a few minutes here and there in my erratic schedule; I never had had the time to sit for a good several hours long modding session with a windows laptop) and there has put me back on track with the progress towards long-promised v7. However, EE is very buggy right now, path finding is bad and issues are numerous in the game itself. Which is why, honestly speaking, EE is not the best platform for the first run-through of IA. CODE MONK: Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own: they channel a subtle energy, called ki, which allows them to perform amazing feats. The Monk's best known feat is their ability to stun an opponent with an unarmed blow.
CLASS FEATURES: - May not wear any armor. - May only use weapons available to the Thief class (except two-handed). - May only become Proficient (one slot) in any weapon class. - May only become Proficient (one slot) in Single-Weapon Style and may not put slots into any other style. - Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels. - May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows: Level 1-2: 1d6 Level 3-5: 1d8 Level 6-8: 1d10 Level 9-14: 2d6 Level 15-20: 2d8 Level 21-28: 2d10 Level 29+: 3d8 - At level 6, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves to +2 at level 9, +3 at level 12, +4 at level 18, and +5 at level 25. - Receives a +2 bonus to Saving Throws vs. Spell. - Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels. - Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels. - May use the Stunning Blow ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. - May use the Flurry of Blows ability once per day. Gains one use at level 11, 16 and 21. - May use the Diamond Body ability once per day. Gains one use at levels 17, 22 and 27. STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. FlURRY OF BLOWS: Agility and prowess are key factors that allow a master of hand-to-hand combat survive in a fight against heavily armed bandits and spell-wielding sorcerers. Trained monks are capable of engaging their opponent with extraordinary speed, effectively doubling the amount of attacks they make. For 3 rounds + 1 round / level, a monk's number of attacks per round doubles. DIAMOND BODY: Experienced monk channels his inner energy to induce a restorative state that heals the wounds and protects the self. For 5 rounds, the character receives 25% resistance to physical damage, regenerates 6 Hit Points per round and acquires immunity to Level Drain, Petrification and Imprisonment. - 5th level: Becomes immune to all diseases and cannot be slowed or hasted. - 7th level: May use the Lay On Hands ability on <PRO_HIMHER>self to heal 2 Hit Points per level. - 8th level: Gains a -1 bonus to Speed Factor. - 9th level: Gains a +1 bonus to all Saving Throws and becomes immune to charm. - 11th level: Becomes immune to poison. - 12th level: Gains another -1 bonus to Speed Factor. - 13th level: May use the Quivering Palm ability once per day. QUIVERING PALM: The next successful attack forces the opponent to save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. - 14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level). - 20th level: Becomes immune to non-magical weapons. - Alignment restricted to lawful. - Hit Die: d8 This post has been edited by critto: Jun 15 2015, 06:04 AM |
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