Miloch Posted February 6, 2007 Share Posted February 6, 2007 So how would that be different from the SCS component? Link to comment
Guest Freedan Posted February 6, 2007 Share Posted February 6, 2007 I mean that I want such an option for BG2, unless you're saying the SCS component works with BG2. Link to comment
CamDawg Posted February 7, 2007 Author Share Posted February 7, 2007 I think it's a good idea, but I think the revamped Blucher alternate NPCs will probably make it redundant pretty quickly. A couple more notes for v4: I'll be adding a variant to Multiple Strongholds. Currently, you can gain as many strongholds as you like regardless of class; the new variant will allow you to obtain multiple strongholds but only for your class--i.e. a fighter-mage could get the Keep and the Planar Sphere, but would not be offered the ranger cabin or the FF Playhouse. Sellable Staffs, Clubs, and Slings is going to be expanded to cover a mess of new items and will probably be renamed. It's also going to alter stores so that you can now sell bolts to any store that currently takes arrows, because this annoys the crap out of me. Otherwise, back to bugfixing. Link to comment
Kulyok Posted February 7, 2007 Share Posted February 7, 2007 By the way, I've been playing Multiple Strongholds recently, and I noticed that a ranger's cabin, a bard's theatre and a druid's grove were given to my character, and nobody asked him about that. I know it's like this in the original game; still, it is the Tweakpack. I'd like this component tweaked, so each time PC has a choice. Link to comment
cmorgan Posted February 7, 2007 Share Posted February 7, 2007 I applaud and happily await the ability to have my F/M be able to have both strongholds, without resorting to all sorts of SK work! We now need to cast a Summon Kish spell, followed by a Banish Real Life spell, to trap him in a room untill the Strongholds mod can be finished... Link to comment
Guest Retief Posted February 14, 2007 Share Posted February 14, 2007 What about an "Archer gets grandmastery with slings" tweak. It seems pretty easy to do, though as I know nothing about modding, I don't know, and it makes sense, as an Archer is a ranged weapons master, and the Archer bonuses work with slings. It would make the Archer -> Cleric dual (with the component from BG2 Fixpack) much better. Link to comment
CamDawg Posted February 14, 2007 Author Share Posted February 14, 2007 Just wanted to drop two more ideas here, lest they be lost: Daulmakan's idea that save chances are worse vs. spells from higher level mages Domi's idea of opening Cloakwood partially from the beginning of Tutu/BGT (option of making CW1 only or all of CW except the mines open) The Cloakwood bit is already coded and will probably make an appearance in BG1 NPC before it makes it to Tweaks, but it'll be available in both. And yeah, we can do an archer-sling tweak. Should probably add darts in there, too. Link to comment
Shaitan Posted February 14, 2007 Share Posted February 14, 2007 I would wish a the choice to get either Stoneskin or Ironskin or both nerfed. Just an idea anyway. Great idea with the CW stuff Link to comment
Meddle. Posted February 14, 2007 Share Posted February 14, 2007 hmm, maybe i'm missing smth, maybe i'm not. the idea is to let minsc start bg2 as with bg1-styled proficiencies. i mean, his 'original' axes/maces/swords pips - from at lvl 1, then put pips from lvls 3 and 6 to any of available profs, maybe dual-wielding. that would utilize his ability to dual-wield things, and even make some berserker-ish sence to use melee weapons and not to specialize in bows. and, investing specifically into d-w is somewhat consistent with pnp idea of rangers wielding weapon of size M or more in the off-hand, when 'specializing' in two-weapon style. ahh, but wouldn't it conflict with minsc's 'sword - meet evil!' cries when crushing skulls with morningstars all the way? heh. Link to comment
CamDawg Posted February 14, 2007 Author Share Posted February 14, 2007 As I said, keep an eye out for the rebuilt Level 1 NPCs. Link to comment
Andrea C. Posted February 19, 2007 Share Posted February 19, 2007 What about adding the pnp bonuses for high INT and WIS scores? It came to my mind while reading the official BG2 forum: a user stated that those bonuses were never implemented in BG2, thus making WIS a fairly useless stat for those who don't play a cleric or a druid. High INT and WIS scores should grant bonuses to saving throws and, from a given point on, immunity to certain spells as per the AD&D Player's Handbook (I can post the full tables, if needbe). Obviously, this should affect every character and critter in the game (PC, NPCs, monsters). Maybe not many players will benefit from the spell immunities (which is good, since the game was balanced without) but what if I wanted to shadowkeep my fighter to give him 25 WIS? He should be getting those bonuses, imho Link to comment
yarpen Posted February 19, 2007 Share Posted February 19, 2007 1. Experience bonus for high class atributtes In PnP every class have +10% bonus to experience if got some attributes higher than 16+. For example, fighters need strenght and constitution. Paladins need 16+ strenght, wisdom and charisma. Etc. I think it can be useful. If there's no possibility to give them always +10% xp, you can give them +200 xp at start In BGTuTu/BGT it is usefull. 2. PnP Aimed Shoot In pen and paper this ability is standard for any character, as I remember. It allows you to select a part of body which you want to hit. I think it's quite easy and possible to make. Select spell list, and... Eyes: -6 ThaC0, blindness for 10 rounds (save -4 vs. wands) Heart: -4 ThaC0, 4K6 lethal damages (save vs. death) Hands: -2 ThaC0, -4 to ThaC0 for 10 rounds Legs: -2 ThaC0, slow for 10 rounds (save -2 vs. wands) 3. 3rd edition Assasin This component can simply add +1 to saving throw vs. death/poisons every 4 levels of Assasin, and change Coat poison into Death attack. It can work as Slay living 4. Change amount of money required to rescue Imoen At G3 forum there was a code - but there should be some options for that, for example: 8000, 10 000, 20 000, 30 000, 50 000, 100 000 and etc. 5. Give a time limit for rescue Imoen It can be very interesting thing Now you must select missions which you can create, because there's not too much time for that... Link to comment
Andrea C. Posted February 19, 2007 Share Posted February 19, 2007 1. Experience bonus for high class atributtes In PnP every class have +10% bonus to experience if got some attributes higher than 16+. For example, fighters need strenght and constitution. Paladins need 16+ strenght, wisdom and charisma. Etc. I think it can be useful. If there's no possibility to give them always +10% xp, you can give them +200 xp at start. I totally second that: it's a feature that should definitely be implemented. Nevertheless, a mere 200XP at the start seems to be a little inadequate when compared to 10% more XP everytime you win a battle. I'd say +15000XP at the start sounds more like it (though the 10% thing would obviously be the best). Link to comment
ronin69hof Posted February 19, 2007 Share Posted February 19, 2007 Reminder for Cam to fix the barbarian and HP NWN style. Link to comment
Gorilym Posted February 20, 2007 Share Posted February 20, 2007 High INT and WIS scores should grant bonuses to saving throws and, from a given point on, immunity to certain spells as per the AD&D Player's Handbook (I can post the full tables, if needbe). Obviously, this should affect every character and critter in the game (PC, NPCs, monsters). I've had the same thought myself. Specifically, it occured when I had a PC reach 24 WIS (legitimately, of course - start Tutu at 18 WIS, add three tomes, add one point at Watcher's Keep and two in the hell trials) with only bonus spells and lore to show for it. Implementing this shouldn't be particularly unbalancing since there are rather few creatures that are eligible to benefit from it, and in any case the bonuses / immunities are not terrifyingly powerful or anything. I totally second that: it's a feature that should definitely be implemented. Nevertheless, a mere 200XP at the start seems to be a little inadequate when compared to 10% more XP everytime you win a battle. I'd say +15000XP at the start sounds more like it (though the 10% thing would obviously be the best). Like yarpen indicated, even such a small amount would be of some use at the beginning of Tutu / BGT. Perhaps it could be done like this: If one of the BG1 conversions is detected, add 200; if not, add 20000 xp (if recurring additional % is not reliably workable, that is.) Interesting idea in any case. Link to comment
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