DiesIrae Posted October 10 Posted October 10 If you are going to use one of my suggestions use 3 minutes ago, DiesIrae said: Belt of Urdunnir I may redo some of the other suggests with better descriptions if anyone is interested Quote
suy Posted October 11 Posted October 11 On 10/9/2024 at 8:59 AM, jmerry said: Solid flavor. To hit all lycanthropes in BGEE and BG2EE, you need the magical, silver, and cold iron flags, but not any elevated enchantment level; these can stay at +1 safely. Recovering these from the target ... that's problematic, because on-hit effects come after the basic damage and "drop item into target's inventory" doesn't work if the target is already dead. So unless you can come up with a clever workaround, these will inevitably dwindle in number as you kill enemies with them. Thanks. You and CamDawg mentioned it, but I was aware of it (I somewhat mentioned on the post), and it is semi-desired. You can treat them as a special item that can be recovered... sometimes. Then you can go a bit crazy in making it powerful, knowing that it's not going to be abused much, due to the risk. Like the charges of the Staff of Striking. Only seven is way less than what I initially considered (the staff has 25 charges), but seven made sense as per the lore of Selune. I guess it could be bumped to a higher number and handwave the lore aspect. It also seemed a good excuse to show this trick that Tweaks has to make the recoverable ammunition, give that the stream is intended to be helpful to new modders. Quote
jmerry Posted October 11 Posted October 11 So, maybe some multiple of seven? 28 or 35? You probably don't want to go over 40, because that's the standard stack limit for thowing daggers. Quote
zenblack Posted October 12 Posted October 12 On 10/4/2024 at 5:05 AM, Grand Inquisitor said: Morcalad’s Shard Item Type Ioun Stone I have sent the BAMs for this to Camdawg as they won't fit with the file size here. Quote
CamDawg Posted October 13 Author Posted October 13 Right, so the first live stream is going to be next Sunday, October 20 at 9 AM California time. If I'm converting correctly, that's 1600 GMT, noon in the eastern US, 5 PM in London, 6 PM in Berlin, or 1 AM in Tokyo. The tentative plan is to stream at the same time every day starting on Sunday until the project is done, and each stream being two hours or so. The second bit of news is that @jmerry has agreed to be my screener on the items. I'd like to go into this somewhat blind since I think it'll be more fun for me and maybe provide some insight into how I approach new or unusual ideas. As such, jmerry's going to be running herd on the thread and providing a list of items to me for the stream, so listen to his suggestions! Quote
CamDawg Posted October 13 Author Posted October 13 Definitely YouTube. I'll post a link when the channel's set up. Quote
Jarno Mikkola Posted October 13 Posted October 13 (edited) On 10/9/2024 at 9:59 AM, jmerry said: Post #9: Golden Hammer +5 by @Jarno Mikkola Hammers deal 1d4+1 base damage. That should be 1d4+6 damage in the description. As for "But also it is technically not a magical weapon, but also can hit opponents that are immune to magical and non magical weapons." - no, this doesn't work. Either it has the "magical" flag and can hit opponents immune to nonmagical weapons (assuming the enchantment level is sufficient), or it doesn't have the flag and can hit opponents immune to magical weapons. You can't have both. This is where the excersise of CamDawg's problem solution comes to mind, and yours which you failed. Cause I very much can make such an item. Solution; Spoiler remove the level cap from the PfMW spell, and make it a top up at +5 weapons, while setting this* one a +7... without the thac0 or damage bonuses, it being a cursed, and potential weapon, after the weapon change via equipping effect. So technically, it's two items. The later one being a cursed item*. Edited October 15 by Jarno Mikkola Quote
lynx Posted October 13 Posted October 13 @jmerry you missed that it outright gives a luck bonus, the hidden stuff is just for laughs and balance. It's meant to be a Pale justice sort of missable item, that's why it reuses the worn boots images and has a bland description. Quote
jmerry Posted October 13 Posted October 13 @lynx Then it might be helpful to put more detail into the post, even (especially) if it's not going into the item's description. There's a name, there's an ability, there's a description, there's an undocumented effect, and I can't tell how any of these are related to each other except that both mechanical effects involve luck. There's no clear theme tying things together, just a bunch of disparate pieces that leave you scratching your head. @Jarno Mikkola What do you need a second weapon for? You're allowed to lie in the description. If there is a second weapon - with a true description - then you should include that second description. Also, no. That's not going to work. There are only three modes that work on the magical flag/enchantment level axis. Immunity to all magical weapons (rare, used only in the spell and one monster type). Immunity to all nonmagical weapons (common). Immunity to weapons at or below a certain enchantment level (common, and virtually always accompanied by immunity to all nonmagical weapons). You can give a nonmagical weapon a high enchantment level, and hit enemies protected against either enchantment level or magical weapons. But you can't hit enemies protected specifically against nonmagical weapons - and nearly everything in the game that protects against specific enchantment levels also protects against nonmagical weapons. You will literally never find an enemy that's protected against nonmagical weapons with enchantment level 0 but not against nonmagical weapons with enchantment level 6; the only exceptions in that "nearly everything" are the transformation items associated with Shapechange elemental forms. As for your proposed "solution", it's entirely counterproductive. You could make something work with systematic edits to a whole bunch of items and spells, but PFMW is one thing that wouldn't change. And systematic edits to whole classes of existing stuff are out of scope for a simple item pack. Quote
lynx Posted October 13 Posted October 13 I don't know why it would need an out of game description, it's just a (slightly cursed) lucky pair of shoes. The counterbalance is there, so it's not too powerful for a fresh level 1 character and to demonstrate the repeating effect opcodes. Quote
Thacobell Posted October 14 Posted October 14 20 hours ago, CamDawg said: Definitely YouTube. I'll post a link when the channel's set up. Quote
StummvonBordwehr Posted October 15 Posted October 15 (edited) The lucky sweater Gives +1 to luck. Flavor text. The Lucky Sweater is knitted by distinguished gnomes.. Even though the Sweater seems uncomfortable to wear, it actually fits everybody nicely. Wearing the sweater gives you a warm and fuzzy feeling - and a strange longing for turnips. Upgraded by Cespenar + 1 Luck + 5% Crit chance Text: Washing the lucky sweater in nuts from the tree i life and elven holy water seems to have imbued the lucky sweater even further. The sweater does seem to smell oddly of turnips. Can be worn by anybody - including monks, kensais and druids… (edited pr. jmerrys request) Edited October 19 by StummvonBordwehr Quote
moggadeet Posted October 15 Posted October 15 Just adding onto the lucky sweater, since I thought it was a fun concept: Flavor text: Bards tell that this sweater was knitted long ago from blessed hollyphant wool, the work of an artisan who sought to fashion a sweater worthy of pairing with the fabled golden pantaloons. While much ink has been spilled in the quest for its origins, wearers do find that they are ever so slightly lucky, as though some kindly being is watching over them. Quote
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