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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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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
After some testing, I have found the following results:
1.) Spells of levels 1-3 that usually have a maximum duration of 10 rounds became quite annoyingly short, so I decided to drop that. 2.) Spells of levels 4-6 worked out nicely. 3.) Spells of levels 7-9 also worked out nicely. 4.) There is practically no difference if level 10 spells are capped at level 30 or 40; combat rarely lasts for more than 4 turns, and most parties are bound to rest after almost every fight. So I decided to create the following modifications: 1.) Wizard spells of levels 1-6 will have their cap at level 20 unless stated otherwise. 2.) Wizard spells of levels 7-10 will have their cap at level 30 unless stated otherwise. 3.) Priest spells of levels 1-5 will have a cap at level 20 unless stated otherwise. 4.) Priest spells of levels 6-8 will have a cap at level 30 unless stated otherwise. If the above duration caps work out well in the game, they will become final. -Galactygon -------------------- |
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