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Kit Revisions (Rangers)


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Hi,

I have another idea for the whole Quarry-Skill:

It's all about observing the target and getting information, so why is there just an abtract effect like negative AC?
Why not giving the player real information about the target? It always bothered my that I have to find the weakness of the enemy by trying all the different damage-types, disable-skills and -spells.

It would be really helpful if the player had a tool to get wisdom about an enemy:
Hitpoints, AC, THAC0, saves, damage resistances, immunities (this is not a complete list...). Informations you normally only can get through external tools.

This would make such a skill very valuable IMHO, especially vs. bosses. When using the skill on a target, there would be a text-message like:
"The enemy is immune to crushing damage."
"The enemy is very vulnerable to fire damage."
"The enemy's saving throw against spells is 8."

or more RP-like:
"The beasts skin is to thick to be pierced with arrows."
"There is not a single weak spot on this monster, so backstabs will prapably fail."

or just plain numbers:
"This human has AC 2."
"This creature strikes with a THAC0 of 7."


Obviously this would also fit the "Know Opponent"-spell or as an innate for thieves. Perhaps every class could gather different informations? It also could getting better with higher levels for balancing purposes: On lower levels, there could be uncertainties or simply be much less information displayed.


I'm curious what you think about that idea. :-)



Perhaps this was mentioned somewhere else, then I'm sorry, but I didn't found it in the forums.

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Engine doesn't allow to read a creature's parameter and use it as an argument in text string.

It does support custom string tokens, but it won't work on a local basis. I.e. using two abilities simultaneously will result in weird things.

Doing everything manually is nearly out of question, I'm afraid.

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........................

While this is neat and could have merit in a "real" PnP game, in BG2 you're better off smacking something with a Flame Arrow to check his resistance to fire than "observing him". In addition, Kit Revisions isn't really made to be played with Improved Anvil and similar mods (if there are such) which grant creatures immunites which surpass human-like standards.

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Engine doesn't allow to read a creature's parameter and use it as an argument in text string.

...

This is bad :-(

 

 

 

........................

While this is neat and could have merit in a "real" PnP game, in BG2 you're better off smacking something with a Flame Arrow to check his resistance to fire than "observing him". In addition, Kit Revisions isn't really made to be played with Improved Anvil and similar mods (if there are such) which grant creatures immunites which surpass human-like standards.

 

I mostly play stealth-like characters and scout the area to have a chance for preparing for the next fight. The mentioned skill would come in handy for preparing for tougher enemies...good examples are the Ghost-Warrior at Ulcaster (BG1) or the Ravager (TOB) - up to now I don't know their weaknesses (if there are any) - I simply pimp my best warrior and try to smack them up, not always with a positive outcome. ;-)

 

I don't know the Improved Anvil mod. Normally I play with SWS, and one round with wasted spells/actions mostly results in necessity to reload, esp. vs. spellcasters.

 

Try to rate the skill from the point of view of someone who didn't defeated Sarevok multiple times and knows every enemy in Amn by heart. :-)

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Engine doesn't allow to read a creature's parameter and use it as an argument in text string.

Ouh, so you can't create a character that checks:

IF

CheckStatLT(NearestEnemyOf(Myself),30,RESISTMAGIC)

THEN

RESPONSE #100

DisplayString(Myself,~Target is vulnerable to magic attacks.~))

END

 

Hows the LSTest doing this all the time. And if we add the detectable stats... while the enemy does it all the time.

Edited by Jarno Mikkola
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@Jarno

That depends on how much information we need, and how accurate we want it to be. That, and how many targets should be affected. Last but not least, I do not remember if it's even possible in the first place for a creature without selection circle to run its scripts (I definitely had issues with such thing in EE).

So the bottom line is - it CAN be done given effort, but it really shouldn't be. Not for the seemingly average at best benefit it could provide.

Edited by Ardanis
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I've just been reading through this page. How about giving the archer kit some bonuses listed here? Enchant (+2 fire or cold damage per hit) seems nice and rather useful, as does Take Aim feat. Both could be easilly implemented.

I'll think about it, maybe the Archer could get one unique spell per level like the other kits sooner or later and your suggestion is pretty much Archer version of Blades of Fire.

 

Not sure how you imagine Take Aim within BG engine though...

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Take Aim

Not sure how you imagine Take Aim within BG engine though...

1 round pause opcode, next 2-3 rounds extra damage/THAC0.

Ahhh ok. I was asking because the linked version requires the target to remain stationary, not the archer. The other way around makes sense instead, and it's actually something I already planned (inspired by one of Refinements HLAs). :)

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Called shot is showing up as Deathless Frenzy for Archers. This is with latest SR beta, KR b20, and latest IR beta. Weidu.log at the bottom.

 

RU1hngL.jpg

 

Weidu.log:

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0

~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #104 // Disable Stoneskin Grey Colour [C]: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025

~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025

~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)

~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10

~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)

~SETUP-BGTMUSIC.TP2~ #0 #2 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe)

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20

~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v20

~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v20

~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20

~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20

~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20

~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v20

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20

~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20

~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20

~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20

~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20

~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20

~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20

~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20

~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v20

~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v20

~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20

~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v20

~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20

~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5

~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 3

~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 7

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 7

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 7

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 7

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 7

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 7

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 7

~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20

~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 20

~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 20

~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20

~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 20

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v14

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v14

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4190 // Make Watchers' Keep accessible between SoA and ToB (warning: this will make it inaccessible until the end of SoA): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8042 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9

~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience -> On initial joining only: v1.9

~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2

~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02

 

 

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Also, I wanted to echo that Archers are outlandishly powerful in early BG1, but I'm not quite sure how one would mitigate that. A lone elven archer with a longbow (quickly upgraded to a composite) and regular old arrows can juggernaut through the entire first four chapters of the game without breaking a sweat. You can solo the entire Ankheg map (especially at night when they come out) and cave starting from level 3, and you'll easily end up close to 6 by the time your joyride is over.

 

At level 5 (just a couple of thousand xp away from level 6) with nothing but a composite bow, the archer attacks twice per round with an astonishing 7 THAC0, and I've barely just made it past Nashkel. I haven't even picked up Long bow of marksmanship or any useful bracers/gauntlets. Perhaps things will balance out towards mid to late game, as other classes start to shine.

 

But going by Kreso's feedback from earlier, it would be good to give some boost to the later levels, while balancing out the early ones.

Edited by spanyam
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it would be good to give some boost to the later levels

It's more of a "game" issue than kit issue that archer is so powerful in BG1. An 19 dex halfling fighter with darts high mastery is equaly deadly. And scales to late-game, whilst archer doesn't so much (add fighter's Offensive Stance, he basically mathces up with archer's damage, and THAC0 is still superb since Dex adds to missile THAC0. Sure, Archer has some nice spells with SR, but not enough). In additon, there are numerous fights where archer will get ripped apart - especially those which don't allow for what BG1 does - to take any position you want.

I don't really think an archer can solo Ankheg map, one ranged critical hit from them + a failed save is instakill early on.

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I don't really think an archer can solo Ankheg map, one ranged critical hit from them + a failed save is instakill early on.

The way ankheg behavior/AI works, once you get 2 apr, it's very easy. When they first show up, they pop up at range. If you have auto-pause on enemy sight and attack right away, you will get both attacks off before they even try their ranged attack. As soon as you fire the second arrow, walk out of sight (just a few steps is enough, as the next round will begin soon). They will dive underground without attacking and again pop up at range. Repeat till ankheg dies. This works even inside the cave. After I got to level 4, most ankhegs would die in 3 rounds (exactly 6 hits).

 

In case you linger too long and the ankheg decides to come up to your feet, wait for it to pop up at your feet (and time the rounds correctly). As soon as it pops up, fire an arrow and walk out of melee range. The oddity here is that once an ankheg "decides" to melee, it will almost never fire ranged attacks at you. As soon as you go out of melee range, it again dives underground. Repeat this until the ankheg dies. By level 3, with 19 dex and early THAC0 bonuses, you will almost never miss against an ankheg. That's an easy 20 to 25 thousand xp depending on how often you return to the map at night (to reset the spawns).

 

 

Sure, Archer has some nice spells with SR, but not enough

 

I can also think of a good many BG2 fights that cram you into tiny spaces. If we can make up some excuse to give the archer a spell / ability that shoves an enemy away, would that help balance the positional issues you mentioned? Being a ranger, even an ankle snare type ability would be fitting.

 

The other approach could be to make the archer's glass-cannon-ness even greater, allowing it to be the undisputed champion of bows at high levels (meaning there is no way a fighter should be able to match up with a bow). Increased critical hit rate, adding alternate damage types, bleeding side effects, etc. are all options to consider, IMO.

Edited by spanyam
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give the archer a spell / ability that shoves an enemy away

Not exactly PnP, but.... :D

He does get Trip, so one can use that.

 

. Increased critical hit rate, adding alternate damage types, bleeding side effects, etc. are all options to consider, IMO.

I agree.

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