Jump to content

Thor Thunderfist

Modders
  • Posts

    4
  • Joined

  • Last visited

About Thor Thunderfist

  • Birthday May 30

Profile Information

  • Gender
    Male
  • Location
    United States

Contact Methods

  • Discord
    ThorThunderfist

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Thor Thunderfist's Achievements

  1. Unfortunately, there isn't really any other way to accomplish this for 2 big reasons at least. The HLA tables would always have to be modified to grant the HLAs as passive abilities rather than activated, daily special abilities. Just changing the original HLA spells wouldn't be enough. The original HLA spells are used by various creatures in the game. Changing them to have different permanent effects would negatively impact those encounters. I've considered going through and adjusting all those cases to use the new passives, but it's a complicated bit of heavy lifting I haven't felt is necessary yet. So, yes, this mod probably needs to be included rather late in an install order. I'm happy to be shown another way, of course.
  2. I am sure it will be used for cheese. I don't have an interest in trying to balance my tiny corner of a system so decidedly imbalanced in the first place. Mages can become godlike without much effort, I think warriors deserve to have some power fantasy fun of their own. I revel in the chaos of AD&D. Thanks, that's a really intense function. I have achieved some level of WeiDU fluency at this point, but it may take some time to wrap my head around it to be sure it's useful to me.
  3. Thank you! I started digging into the Thief HLAs. As I was attempting to rebalance the traps, I hit a stumbling block (it's difficult/impossible to remove innate abilities 1 "charge" at a time) and haven't gotten back to it for a little while. By the time Warriors are picking up HLAs, spellcasters are summoning planetars, stopping time, and breaking the game wide open. I think Warriors get the short end of the stick for endgame power and don't feel bad giving them a significant bump to try and match. Thanks for the feedback! I started working on a LUABBR parser before just settling for the quick and dumb approach. I may get back around to properly doing that, but for now I can update the regex per your recommendation.
  4. I am excited to be dipping my toes into the G3 waters by finally releasing my first mod. You can find the full repo here and download the latest release here. I am very interested in feedback on this. I have not really tested it, so some abilities may be glaringly under-/over-powered. Notably, Hardiness and Resist Magic I considered scaling at 10% per increment (still capping at 50%). Also of note: this does not impact AI usage of HLAs; warrior enemies still use the original, unchanged HLAs. -------------------------------------------------------------- Passive Warrior HLAs The warrior's role in AD&D combat was much more passive than it is in modern RPGs. For the most part, you would choose a target and attack; unique abilities were left to the spellcasters. The High Level Abilities (HLAs) introduced by Throne of Bhaal add complexity and micromanagement antithetical to the role of warriors, characters who have remained relatively passive participants in combat for the majority of 2 games. This mod aims to reduce this added complexity by reworking the majority of activated warrior HLAs into passive bonuses. Whirlwind Attack Provides a permanent +1 attack per round. Greater Whirlwind Attack Provides an additional permanent +1 attack per round. Requires: Whirlwind Attack Deathblow Critical Hits automatically slay enemies level 12 or below. Greater Deathblow Critical Hits have a 5% chance of automatically slaying any foe. Requires: Deathblow Hardiness Permanently increases all Physical Resistances by 5%. May be taken up to 10 times in total. Resist Magic Permanently increases Magic Resistance by 5%. May be taken up to 10 times in total. Power Attack Permanently increases all attack damage +5. Critical Strike Increases Critical Range by 1 (if you would crit on 20, now crit on 19-20). Also eliminates possibility of Critical Misses on attack rolls of 1. Requires: Power Attack Smite Critical Hits stun foes for 1 round. Requires: Power Attack, Critical Strike War Cry For 1 round per 2 levels of the warrior, all allies in a 15-ft. radius gain increased movement speed and +2 bonuses to hit rolls, damage rolls, and AC. NB: Obviously this is not a passive bonus. This is intended to be used alongside other pre-buffs so the warrior does not have to worry about activating it in the midst of battle.
×
×
  • Create New...