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#1
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
As far as I know, I am undecided whether or not to cap the non-damage spells. In AD&D, damage effects are capped, but non-damage effects (such as range, duration, etc.) aren't. However, there is a chance in BG2, there will be balance issues if I implement the no-cap part.
Unlike the cheese-50 mod (err... the spell-50 mod), there will be no serious balance issues, where skulltrap does five times as much damage as delayed-blast fireball. -Galactygon EDIT: The question isn't clear enough. Answering a 'yes' means durations, ranges, etc. (except for damage) will be capped at level 40 rather than a lower level (ie. level 20). Answering a 'no' will indicate the cap remains at level 20 for everything. If you feel you chose the wrong poll choice, please indicate. This post has been edited by Galactygon: Aug 11 2004, 08:37 PM -------------------- |
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#2
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![]() Forum Member Posts: 32 Joined: 21-August 04 ![]() |
QUOTE(Galactygon @ May 20 2005, 01:28 AM) Duration caps, however, will change. Here is a summary of those changes. 1.) Spells of levels 1-3 will have a cap of level 10 unless stated otherwise. 2.) Spells of levels 4-6 will have a cap of level 20 unless stated otherwise. 3.) Spells of levels 7-9 will have a cap of level 30 unless stated otherwise. 4.) Spells of level 10 will have a cap of level 40 unless stated otherwise. If this is going to be the case, I suggest making a note of the maximum capped spell effects in the spell descriptions for easy comparison. I know you have much else to do for the mod, but I feel that this would alleviate some confusion as to a spell's maximum potential in-game. This post has been edited by Kalindor: May 29 2005, 07:51 PM |
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