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My new "Made in Heaven" mods


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1 minute ago, subtledoctor said:

Weird - SR/IR are very balance-focused... some of the spells introduced here seem far more OP than the stuff added by SR.  But, to each his own!

On the EE engine, there is a way to have someone evade the first missile attack in each round.  It's what I use for the Gloves of Missile Snaring.  (But if this mod is intent on pre-EE compatibility then it wouldn't work.)

My main focus for modding is EE, but I try to keep BGT compatibility where possible.  So far I have used EE-specific coding in only a very few places, most of them being in content that is only for SoD anyway.

As for balance issues, I think everyone has their own definitions.  My design rule so far has been that I do not make anything significantly stronger than what is already there in the game.  I don't recall exactly what it was that ticked me off IR/SR and I haven't looked at them in a very long time so admittedly things may have changed, I would have to check again sometime.

Like I said before,my mods are still a work in progress.  If I do find a balance issue, I fix it or remove it.  For example, my next version of the spell pack will no longer have Destroy Undead as I found it significantly more powerful than Control Undead which is several levels higher (I also had some conceptual problems with it after reading Van Richten's Guide to the Lich which first introduced it.)  If you have specific concerns about some of my items or spells, please do share them, I am very curious to hear.

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On 1/8/2020 at 5:44 PM, Chitown Willie said:

Hi Angel,

Just a heads-up that the Item Pack readme doesn't include any explanation for this option:

Install Component [BG1-style Wands of Frost & -Lightning]?

In short, the way the Wands of Frost and -Lightning worked changed between BG1(EE) and BG2(EE).  This modification for BG2(EE)/BGT reverts these changes.

In BG1 the Wand of Frost is a single-target 8d6 cold attack.  There is no 2e equivalent that I know of, but you could compare it to the Polar Ray spell of 3.5e.  In BG2 this was changed to a conical area, like Cone of Cold.

In BG1 the Wand of Lightning unleashes a single 6d6 Lightning Bolt.  In BG2 this was changed to five weak 3d6 bolts.

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For those curious about what I am up to, I am currently working on new versions of MiH Item Pack, MiH Spell Pack and MiH Encounters & Quests.  This will be a massive rewrite that uses @DavidW's SFO (and in a few places SSL) library, like SCS, Wheels and aTweaks do.  Item Pack and Spell Pack are almost finished, and I'm about halfway with Encounters & Quests, the mod that will profit the most from using SFO and SSL.

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On 1/15/2020 at 11:42 AM, Arthas said:

Happy to hear about it! :)

Have you thought about tweaks of the zombie farm ?

Indeed I have, but I haven't gotten around to testing it yet.  In short, there will be 40 zombies, and they are all juju-zombies with 8 HD (immune to normal weapons, half damage from most spells).  They should be roughly as tough as ankhegs.  I'm still pondering on some sort of follow-up encounter that goes into where the zombies came from.

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On 1/7/2020 at 3:26 PM, Angel said:

 If you have specific concerns about some of my items or spells, please do share them, I am very curious to hear.

I don't think it's bad, balance-wise.  (And I'm only going off the docs, so I might not have an accurate read on what the spells are like in-game.)  There are just a few things that sort of jump out at me

  • Lots of better versions of Magic Missile, improving on the part of MM that was already its most OP aspect (lots and lots of projectiles)
  • Improved Magic Missile being identical up to 9th level seems weird, a 3rd-level spell being exactly the same as a 1st-level spell for all of BG1?  Maybe just have it make ~3 more missiles at the same level, or something.  (So 6 vs. 3 at 5th level, and 8 vs. 5 at 9th level.)
  • Otiluke's Acid Cloud seems superior to Cloudkill, at a lower level
  • Spell Matrix seems identical to Minor Spell Sequencer, doing the same thing but better, at the same level?
  • The damage for Ball Lightning seems kind of high - 4d12 at 5th level, 8d12 at 10th level, 12d12 at 15th level, when Lightning Bolt does 5d6/10d6/10d6.  At 20th level this 3rd-level spell can do over 200 electrical damage, which could be a fair amount stronger than 8th-level Deathbolt.
  • Deathbolt seems juts like Finger of Death, but it is a necromancy spell that does electrical damage, for what reason I don't know except that metagaming, I suppose few enemies are resistant to that damage type?
  • Faerie Sword is cool, but actually seems kind of better than Black Blade of Destruction which is 9th-level magic

In general though I like the spells - aside from the... focus... on magic missiles, they seem pretty cool.  I like that you added Evard's Black Tentacles, it seems like a classic spell to me (was it in the PHB?) and is a nice wizard's answer to priests' Spike Growth and Spike Stones.

Edited by subtledoctor
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  • Lots of better versions of Magic Missile, improving on the part of MM that was already its most OP aspect (lots and lots of projectiles)

I'm considering dropping the Lesser/Greater Missile Storm, I have trouble getting them right anyway.  They are from Neverwinter Nights, by the way.

  • Improved Magic Missile being identical up to 9th level seems weird, a 3rd-level spell being exactly the same as a 1st-level spell for all of BG1?  Maybe just have it make ~3 more missiles at the same level, or something.  (So 6 vs. 3 at 5th level, and 8 vs. 5 at 9th level.)

This one is actual P&P Forgotten Realms material.  That really is how it works.  The Wizard's Compendium even states this fact.  And you can't get it in BG1, it's a rare spell and is only available in a few somewhat hidden places, the first being late in Siege of Dragonspear when your wizard is likely 10th or 11th.

  • Otiluke's Acid Cloud seems superior to Cloudkill, at a lower level

The cloud is much smaller.  But yeah, not happy with this one.  I'd trade it for Scintillating Sphere if I knew how to make a projectile for that one.

  • Spell Matrix seems identical to Minor Spell Sequencer, doing the same thing but better, at the same level?

Spell Matrix is 5th level, Minor Sequencer is 4th.  And yes, this one is also P&P.  Ironically in P&P all sequencer spells are unique to The Symbul, they should not be as wide spread as BG2 makes them.   Anyway, I just thought it nicely filled the gap, all spell levels from 4th to 9th have one sequencer/contingency spell except 5th. ^^

  • The damage for Ball Lightning seems kind of high - 4d12 at 5th level, 8d12 at 10th level, 12d12 at 15th level, when Lightning Bolt does 5d6/10d6/10d6.  At 20th level this 3rd-level spell can do over 200 electrical damage, which could be a fair amount stronger than 8th-level Deathbolt.

Mm, fair point, although there is a drawback the description doesn't mention, the balls are very slow.  Also, they hit only one target each while Lightning Bolt can hit many in one discharge, especially if it rebounds.   Oh, and the theoretical maximum is "only" 192 (16x12), not over 200. ^^  Still I should perhaps tone it down a notch.  Maybe have the versions with more balls do less damage per ball?  That would be on par with the source material...

  • Deathbolt seems just like Finger of Death, but it is a necromancy spell that does electrical damage, for what reason I don't know except that metagaming, I suppose few enemies are resistant to that damage type?

This one is straight from PST down to the projectile and all.  And they in turn got it straight from P&P, it is an existing spell in the Forgotten Realms (from the Shining South).  To be honest, my main reason for including it is sheer coolness factor, I'm well aware of how similar to Finger of Death it is.  It does deal more damage though. ^^

  • Faerie Sword is cool, but actually seems kind of better than Black Blade of Destruction which is 9th-level magic

I haven't done much testing with this one yet, so I am not too certain of how good or bad it really is.  Anyway, this is a P&P spell, it's elven high magic from Elves of Evermeet.  Maybe I should give it to our favorite fallen high mage. ^^

  • In general though I like the spells - aside from the... focus... on magic missiles, they seem pretty cool.  I like that you added Evard's Black Tentacles, it seems like a classic spell to me (was it in the PHB?) and is a nice wizard's answer to priests' Spike Growth and Spike Stones.

Yes, Black Tentacles was a PHB spell even in 2nd edition (maybe even in 1st?).  The enemies should just be glad I didn't make it Vaarsuvius' Spiked Tentacles of Forced Intrusion. 😉

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11 minutes ago, kjeron said:

Can you elaborate on the projectile?

Scintillating Sphere is basically an electrical version of Fireball, used in the Halruua region of the Forgotten Realms (The Shining South).  This is the description from the Wizard's Compendium: "This spell caused a grape-sized sphere to appear near the caster.  The sphere then travels in a straight line at high speed to a location in the sight of the caster.  Upon reaching this location, the sphere pulses outwards twice and then disappears."  The picture on the same page shows someone getting blasted by multiple arcs of lightning.

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Okay, that's the description I was looking at as well.

Give these a try.

Add the projectiles to PROJECTL.IDS and assign each to it's respective spell (SCINT1.PRO -> SCINT1.SPL, SCINT2.PRO -> SCINT2.SPL).

Cast SCINT1.SPL at a location.

It will explode twice: the first explosion will reach it's apex before imploding back into itself, after which the second (damaging) explosion will occur.

(The animation used is just a recolored ELECTRH.BAM from IWDEE).

SCINT.zip

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17 hours ago, kjeron said:

Okay, that's the description I was looking at as well.

Give these a try.

Oh my, that looks nice!  I'll have to fiddle a bit to fit it in, but that shouldn't be any trouble.  Thank you so much!

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2 hours ago, Angel said:

[stuff]

Cool. As I say, I like most of the spells and a lot of them would actually be right at home in Spell Revisions (which is high praise). 

Just a very minor note, the documentation shows Spell Matrix as 4th level, not 5th - which is the cause of my remarking on it above. At 5th level it makes perfect sense. 

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On 1/15/2020 at 4:35 AM, Angel said:

For those curious about what I am up to, I am currently working on new versions of MiH Item Pack, MiH Spell Pack and MiH Encounters & Quests.  This will be a massive rewrite that uses @DavidW's SFO (and in a few places SSL) library, like SCS, Wheels and aTweaks do.  Item Pack and Spell Pack are almost finished, and I'm about halfway with Encounters & Quests, the mod that will profit the most from using SFO and SSL.

Thanks for the update.

Is the rewrite for behind-the-scenes purposes - or is it something from which the end-user will benefit?

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19 minutes ago, subtledoctor said:

Cool. As I say, I like most of the spells and a lot of them would actually be right at home in Spell Revisions (which is high praise). 

Just a very minor note, the documentation shows Spell Matrix as 4th level, not 5th - which is the cause of my remarking on it above. At 5th level it makes perfect sense. 

Alright, that is indeed a little typo.  I'll correct it in the next release.  I need to revise the documentation sometime anyway.

And thank you for the compliment, it's nice to see that my work is being appreciated.

There are only two spells that I completely made up myself, Ramazith's Slime Summons and Major Globe of Invulnerability.  Everything else is either from other games (PST and Neverwinter Nights) or from official source material.

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