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Galactygon
post Mar 27 2005, 08:43 PM
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3-27-05

I didn't mention any updates for quite a while now, but that didn't mean there wasn't work going on with the mod. smile.gif

Countless spells have been done recently. This includes Chaos, Confusion, Firestaff, Decastave, and many other low-level wizard spells.

Implosion has been done also, and I will have a screenshot up by the next time I have a screenshot update. I have been able to implement the constitution check with some scripting, so it works exectly the way it does in PnP.

Dimension Door is also fully done and working (except I have to wait for Mindflayer to finish the animation). Although you can travel to places outside the line of sight, it will not work through solid objects such as walls and statues (for balancing reasons). So, in a dungeon, you have more limitations than using it outdoors. Works wonderfully and perfectly (without compiling any BAF files).

Translocation Trick also works nicely; you simply switch places with the target creature. It's an interesting spell you can use in odd situations (such as your wounded fighter being swapped by a wizard with magical protections). This one works through barriers.

If you have any balancing thoughts, don't hesitate to provide them. There is a relatively high chance of your idea influencing several aspects of the mod. smile.gif

-Galactygon


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Sir-Kill
post Mar 27 2005, 09:54 PM
Post #82


consiglieri
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QUOTE
Implosion has been done also, and I will have a screenshot up by the next time I have a screenshot update

yay I can't wait to see it


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Galactygon
post Apr 8 2005, 11:44 PM
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4-8-05

PnP Fire Aura, Otiluke's Dispelling Screen, Friends, and Enervation is done. The way the creatures are ignited by the Fire Aura with green fire looks quite nice, really.

-Galactygon


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Caedwyr
post Apr 11 2005, 06:05 AM
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Screenshots PLZ!
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Galactygon
post Apr 21 2005, 05:01 PM
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4-21-05

I have worked on rewriting the IDS files (GENERAL, RACE, SPECIFIC) for Bestial Animations, as well as starting to code a "commoner sense" mod by reworking some of the guard system in Athkatla (they are level 2 rather than level 8, etc).

I have also re-worked some of the polymorph spells so you can use them via disguises (e.g. polymorph into a gnoll and walk unnoticed into a pack of them), as well as I have finished all the Monster Summoning (1-7) spells. I decided to go back to second edition rather than third edition (where you have Summon Monster 1-9) since it was so much harder to code the latter. Some of the Summoned Monsters include Chimerae, Hook Horrors, Basilisks, Wyverns, Will 'o Wisps, and even Giants.

And yes, they use animations from "Bestial Animations", so in case I release those spells, they would require the newest release of "Bestial Animations".

I will have some screenshots by this weekend, as well as the "Bestial Animation" patch released in a day or two (I have found a new way to upload my files via FTP).

-Galactygon


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Nerik
post Apr 21 2005, 09:42 PM
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QUOTE
I have also re-worked some of the polymorph spells so you can use them via disguises (e.g. polymorph into a gnoll and walk unnoticed into a pack of them),
Have you considered the possibility of adding the disguise spells into the game using the same method? For instance Change self (a 1st level illusionary disquise), Alter Self (a 2nd level weak polymorph self), and Seeming (a 5th level illusionary disguise , like change self but lasts 12 hours and affects 1 person per 2 levels of caster - Adalon probably used a version with some refinements of this to disquise the party as Drow).

QUOTE
as well as I have finished all the Monster Summoning (1-7) spells. I decided to go back to second edition rather than third edition (where you have Summon Monster 1-9) since it was so much harder to code the latter. Some of the Summoned Monsters include Chimerae, Hook Horrors, Basilisks, Wyverns, Will 'o Wisps, and even Giants.


That's good smile.gif on a somewhat related note, what is the feasability of adding the Shadow Monsters/Demi-Shadow Monsters/Shades quasi-real illusion spells? I know that these are in Icewind Dale, but IWD uses a special IWD-only (AFAIK) opcode for them.

Charles
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Galactygon
post Apr 22 2005, 03:44 PM
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QUOTE

Have you considered the possibility of adding the disguise spells into the game using the same method? For instance Change self (a 1st level illusionary disquise), Alter Self (a 2nd level weak polymorph self), and Seeming (a 5th level illusionary disguise , like change self but lasts 12 hours and affects 1 person per 2 levels of caster - Adalon probably used a version with some refinements of this to disquise the party as Drow).
See the Dopplegangers; they will trick you by coming up with a wide-variety of disguises rather than attack head-first. They will be a bit more common in civilized areas, where they can employ their disguise with success. This means you will not see a lone nobleman (or, even Elminster) in the middle of the dungeon as you did in BG1, since it is a huge give-away. Rather, you will see their natural forms.

I will not add them to the player as a spell, since given the limited amount of roleplayability, I will have to rewrite half of the plot to make the spell realistic and useful rather than tweaking a few AI scripts.

QUOTE

That's good smile.gif on a somewhat related note, what is the feasability of adding the Shadow Monsters/Demi-Shadow Monsters/Shades quasi-real illusion spells? I know that these are in Icewind Dale, but IWD uses a special IWD-only (AFAIK) opcode for them.


It's quite easily done, and is planned already (there is a giant list of spells in the workroom with what I have planned). All I have to do is adjust the hitpoints, transulency, and the colouring of the summoned creatures.

-Galactygon


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Nerik
post Apr 22 2005, 05:47 PM
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QUOTE(Galactygon @ Apr 22 2005, 03:44 PM)
I will not add them to the player as a spell, since given the limited amount of roleplayability, I will have to rewrite half of the plot to make the spell realistic and useful rather than tweaking a few AI scripts.


Thats a shame but I see your point, I had considered doing these spells as a cosmetic avatar change combined with a normal invisibility effect without the normal armour-class bonus to represent the disquised characters being ignored by other characters until they either did something aggressive (ending the invisibility) or the spell wore off, but this runs into all kinds of problems with special cases, and the fact that disquised characters cannot speak. ph34r.gif

QUOTE(Galactygon @ Apr 22 2005, 03:44 PM)
QUOTE

That's good smile.gif on a somewhat related note, what is the feasability of adding the Shadow Monsters/Demi-Shadow Monsters/Shades quasi-real illusion spells? I know that these are in Icewind Dale, but IWD uses a special IWD-only (AFAIK) opcode for them.


It's quite easily done, and is planned already (there is a giant list of spells in the workroom with what I have planned). All I have to do is adjust the hitpoints, transulency, and the colouring of the summoned creatures.

-Galactygon

Just to check, are you allowing for the fact that if the illusionart part (of shadow monsters, demi-shadow monsters & shades) is not disbelieved/dispelled (pretty much the same for Infinity Engine games), then the creatures have their full stats?

-that's the bit I'm not sure how to implement. unsure.gif

On a related note, any plans to do the classic low-level illusion spells (phantasmal force, improved phantasmal force & spectral force)?

Charles

This post has been edited by Nerik: Apr 22 2005, 05:48 PM
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Galactygon
post Apr 22 2005, 08:21 PM
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QUOTE

Just to check, are you allowing for the fact that if the illusionart part (of shadow monsters, demi-shadow monsters & shades) is not disbelieved/dispelled (pretty much the same for Infinity Engine games), then the creatures have their full stats?
In a way, yes. I plan on having those monsters ignore creatures that successfully disbelieve them (you have to make a check each round rather than once due to engine limitations), which require a saving throw. Creatures that disbelieve the shades will also ignore them.

QUOTE

On a related note, any plans to do the classic low-level illusion spells (phantasmal force, improved phantasmal force & spectral force)?


Yes, but within engine limitations (creatures only).

-Galactygon

This post has been edited by Galactygon: Apr 22 2005, 08:22 PM


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Nerik
post Apr 23 2005, 07:51 PM
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QUOTE(Galactygon @ Apr 22 2005, 08:21 PM)
QUOTE

Just to check, are you allowing for the fact that if the illusionart part (of shadow monsters, demi-shadow monsters & shades) is not disbelieved/dispelled (pretty much the same for Infinity Engine games), then the creatures have their full stats?


In a way, yes. I plan on having those monsters ignore creatures that successfully disbelieve them (you have to make a check each round rather than once due to engine limitations), which require a saving throw. Creatures that disbelieve the shades will also ignore them.


Ahh.. I was trying to come up with a way in that totally real seeming monsters could be polymorphed into shadowy 20%/40%/60% forms by the illusion detecting spells (and the thief ability).

You might want to consider giving them attacks where 80%/60%/40% (or approximately so, depending on the spell) has a saving throw vs. spells to negate and is of secondary type illusion, while the remainder is real - if this could be done without too much trouble.

QUOTE
QUOTE
On a related note, any plans to do the classic low-level illusion spells (phantasmal force, improved phantasmal force & spectral force)?


Yes, but within engine limitations (creatures only).

-Galactygon

One idea I was considering for the low level illusions (e.g.phantasmal force) was to have the spell bring up a 'spell immunity' like menu with a list of options - either common spells (that could be reasonable mimiced by the illusion - i.e. visable) or monsters.

The spells would be illusionary (do non-lethal damage, save vs. spells negates whole spell, type is illusion), likewise the creatures would be gender: illusion, and would inflict non-lethal damage (maybe with a save to ignore).

There are a couple of problems I could see:

1) I couldn't decide whether to include the PnP restriction of the spells requiring concentration to maintain (I'm not sure if there is a feasable way of doing this anyway) or simply give the spell a short duration. Related to this was how tough to make the illusionary creatures, in PnP they dissapear after a single hit unless the caster produces the illusion of them responding appropriatly - now how do we impliment that? unsure.gif

2) There are issues with using the spell-immunit menu opcode on combat spells - in that, if you're not careful, you can easily waste the spell.

Charles
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Galactygon
post Apr 30 2005, 08:50 PM
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4-30-05

Done Prismatic Eye, Trollish Fortitude, Invisible Stalker, and Dead Man's Eyes.

Trollish Fortitude is an interesting spell gives you the powers of the troll. That includes regeneration and that you fall unconscious if your hit points reach 1. And, like the troll, you can only be killed by fire, acid, death magic, disease, poison, and level drain when unconscious.

Prismatic Eye is simply a better version of wizard eye, where the eye may shoot forth a ray of colour spray once every 4 rounds, or emit a light spell.

Nerik:

1.) It's not too hard to implement a "maintain concentration" spell; I have done that with Summon Swarm and Wizard Eye already (and some others).

2.) If you mean you couldn't cast and select the spells in the menu during the game-pause, then it is already fixed. Think of combining contingency and spell immunity. wink.gif

-Galactygon

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Galactygon
post May 1 2005, 09:13 PM
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5-1-05

Lich Touch, Improved Blink, and Mordenkainen's Sword has been finished.

Mordenkainen's Sword now works exactly like in IWD; you couldn't exploit enemies anymore by sending in a few swords as fodder. Rather, it acts as a normal sword the caster wields, but could hit enemies from afar.

Since I have coded Lich Touch, I decided to alter the Liches' immunities and special attacks themselves along with it. Although they can be affected by level 1 spells as of now, they now emit an aura of fear and their cold touch permanently inflicts paralysis until dispelled or negated by appropriate magic.

-Galactygon


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Galactygon
post May 11 2005, 04:17 PM
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5-11-05

I have now made several differences between stunned and held characters.

1.) Stunned and held characters cannot be hit automatically, but their dexterity is set to 1, incurring severe armour-class penalties.
2.) Held characters are fully aware of the surrounding events, and they can use spells that are cast automatically, and don't require both verbal and somatic components. Held characters may also be talked to (although not vice versa).
3.) Stunned characters aren't held anymore; rather they act as if feebleminded (e.g. they stand there doing nothing), and since they aren't aware of the surrounding events, their line of sight is reduced to near nothingness.

Unconscious characters remain as they were (due to engine limitations).

-Galactygon

This post has been edited by Galactygon: May 11 2005, 04:17 PM


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Galactygon
post May 12 2005, 04:40 PM
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5-12-05

Vocalize may now be cast under the effects of silencing spells, but not under power word: silence. No longer will it be considered unfair to see enemies cast vocalize onto themselves if you silenced them.

Also, sleeping characters will awaken if they get slapped by melee attacks.

-Galactygon

This post has been edited by Galactygon: May 12 2005, 04:43 PM


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Rabain
post May 13 2005, 11:43 PM
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Unconciousness is when you are affected by something like Stinking Cloud right? Are there other, new spells, that cause unconciousness?

Is there a spell (or will there be) that negates unconciousness? Maybe negates isn't the right word, is there something that aids recovery from unconciousness...like a bucket of water or whatever? smile.gif
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Galactygon
post May 14 2005, 02:33 PM
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QUOTE(Rabain @ May 13 2005, 11:43 PM)
Unconciousness is when you are affected by something like Stinking Cloud right? Are there other, new spells, that cause unconciousness?

Is there a spell (or will there be) that negates unconciousness? Maybe negates isn't the right word, is there something that aids recovery from unconciousness...like a bucket of water or whatever? smile.gif

Well, I haven't been too clear on that matter yet. smile.gif

There are now 2 types of unconsciousness: sleep, and unconsciousness.

I have described Sleep in the above post, but not unconsciousness. Unconsciousness remains the same, except it can only be negated by the level 3 priest spell, Exaltation.

Stinking Cloud will not cause unconsciousness anymore (there will be different effects tied to it), but a wingbuffet of a dragon might (or some other causes that don't come into my mind).

The sleep effect will be caused by sleep spells. The only exception is Phezult's Sleep of the Ages, where you cannot be awakened unless you cast Dispel magic/Exaltation (which negates the effect for 1 round, allowing the character to be safely brought out of the area of effect), or the reverse, Phezult's Awakening (which ends the spell for all of the creatures in the area of effect.

-Galactygon


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Galactygon
post May 15 2005, 04:28 PM
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5-15-05

Bone Blade, and Iron Body have been completed.

I have also finished Symbol, and I merged all of them into a single spell (like Spell Immunity). Another main difference I have made in symbol is that it doesn't last until triggered; it has a permanent duration, unless a number of total hit points are affected.

So for example, a Kobold with 5 HP left approaches a symbol of death that kills 80 total hit points. The kobold has to make a saving throw vs. spells at a -4 penalty (all symbol spells use that penalty) or die. The symbol now has 75 hit points left, and even if the Kobold makes its saving throw with success or is protected by a death ward, or has Magic Resistance (all of them very unlikely), the symbol still has 75 hit points left (so only a creature with 75 or less hit points may be affected by the effects of the symbol). If the Symbol reaches 0 hit points, the faint runes disperse.

Note that many powerful spellcasters will take measures to prevent tresspassing by casting a symbol in doorways, chests, or passages. A thief may not disarm tham, but a (successful) dispel magic will.

There are now 8 types of symbols you may cast: Death, Discord, Fear, Hopelessness, Insanity, Pain, Sleep, Stun

For Priests, I am setting the duration to 1 turn/level and only these three types of symbols may be cast: Hopelessness, Pain, Persuation.

-Galactygon


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Echon
post May 15 2005, 07:16 PM
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I like that you have added Iron Body, it is a great spell.

-Echon


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Galactygon
post May 16 2005, 11:21 PM
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Yes, it does make you quite invulnerable to many forms of attack.

5-16-05

Black Blade of Disaster and Power Word: Blind have both been completed. I decided to go with 3rd edition for Power Word: Blind (so it affects up to one creature with less than 150 hit points rather than 100 hit points worth many creatures).

Black Blade of Disaster could attack enemies at a range and dispel/bypass every single magical protection (including Invulnerability to Magical Weapons and Invulnerability to Weapons, but not Barrier of Toth). It could only be found in the underdark among the drow.

-Galactygon


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Galactygon
post May 19 2005, 04:40 PM
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5-19-05

Malek Keth's Flaming Fist has been completed, and Mordenkainen's Sword is now identical to the AD&D IWD1 version.

Also, I have found a nice way in scripting to prevent intelligent mages from casting area of effect spells, where only 1-2 creatures are affected, unless they are reasonably powerful.

For example, a mage will cast wail of the banshee if he is surrounded by 20 goblins (unless he has death spell memorized), or if he is surrounded by at least 4 party members or 8 chimerae. He will not cast wail of the banshee if he is sourrounded by 8 kobolds; or a single Chimera, or a single party member. Rather, he will finish them off with a Mordenkainen's Sword or a Black Blade of Disaster, or a one-target spell (depending on how powerful the creature is and how badly injured the creature is).

-Galactygon


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