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Posts posted by NiGHTMARE
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The damage bonuses are on top of the damage unarmed attacks do for any class, which is 1d4. Therefore:
Level 1: 1d6 (1-6)
Level 4: 1d8 (1-8)
Level 8: 1d10 (1-10)
Level 12: 2d6 (2-12)
Level 16: 2d8 (2-16)
Level 20: 2d10 (2-20)
Level 24: 3d8 (3-24)
Level 36: 4d6 (4-24)
(For some reason I forgot to mention the bonus gained at level 36.)
"Considered +1" etc has nothing to do with the amount of damage done; rather, it's the enchantment level of the weapon. What this does is determine whether you can hit enemies who are immune to weapons below a certain enchantment level (for example, they're under the effects of the spell 'Protection from Magical Weapons'.)
(Note: it seems I forgot to give the 22nd level fist the +3 enchantment it's supposed to have, but all the others seem to be fine.)
The monk fists are still blunt weapons.
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designed to bring Monks closer to their 3E pen-and-paper counterparts.
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You'll need to post your request here.
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Any changes or additions to the monk's HLA should be just fine, since this mod doesn't touch the HLAs itself.
Maximum unarmed damage: originally increased by +2 at 3rd, 6th and 9th levels, and + 8 at 15th. This has been changed this to +2 at 4th, 8th, and 12th levels, and +4 at 16th, 20th and 24th levels.Minimum unarmed damage: originally increased by +1 at 9th, 12th, 15th and 25th levels. This has been changed to +1 at 12th, 24th and 36th levels.
THAC0 bonus to unarmed damage: originally increased by +1 at 9th, 12th, 15th and 25th levels. This has been removed.
Enchantment bonus to unarmed damage: originally increased by +1 at 9th, 12th, 15th and 25th levels. This has been changed to +1 at 10th, 16th, 22nd, 28th, 34th and 40th levels.
(Note: if ToB is not installed, none of the above will improve after 18th level.)
Number of unarmed attacks per round: this remains unchanged.
Movement rate bonus: originally increased by +2 at 1st level, and +1 every 5 levels thereafter. This has been changed to +1 at 3rd level and +1 every 3 levels thereafter.
Speed Factor bonus: this has been removed
Armor class bonus: originally increased at 1st level and every 2 levels until 21st, then every 3 levels until 30th, and finally every 5 levels until 40th. This has been reduced to +1 at 5th level and every 5 levels thereafter.
Armor class vs. missiles bonus: this remains unchanged.
Saving throws bonus: originally increased by +1 at 9th level. This remains, but there is now an additional a +1 bonus at 2nd level.
Saves vs. spells bonus: originally increased by +2 at 1st level. This has moved to at 3rd level.
Magic resistance bonus: originally increased by +42% at 14th level and +3% every level thereafter. This has been reduced to +23% at 13th level and +1% every level thereafter.
Immunity to disease: this remains unchanged.
Immunity to slow and haste: this has been been removed.
Immunity to poison: this remains unchanged.
Immunity to charm: originally gained at 9th level. It is now gained at 20th level.
Immunity to non-magical weapons: this remains unchanged.
Flurry of Blows: this is a new ability gained at 1st level, usable-at-will. It grants an additional attack per round for 1 turn but also causes a THAC0 penalty (-4 at 1st level, -3 at 5th, -2 at 9th, and -1 at 13th). The additional attack applies to weapons as well as unarmed strikes.
Stunning Blow: originally usable once per day per 4 levels. This has been increased to once per day per level, and renamed 'Stunning Fist'.
Hide In Shadows: this remains unchanged.
Lay On Hands: this has been renamed 'Wholeness of Body'.
Quivering Palm: this remains unchanged.
Empty Body: this is a new innate ability gained at 19th level, usable once per day per level. It causes the monk to become invisible and completely invulnerable (but unable to attack) for 1 round.
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Whoops, typo: "becoming invisible and immune to immune to all damage". It's in the .tra as well as above.
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There will be at least two series of new quests specifically intended for evil characters, as well as evil options for many of the others. There will even be new evil-orientated possibilities for a couple of existing quests.
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Actually, I have an Ilmater stronghold planned out, I just need to write the dialogue and code it . I also have a few ideas for an Oghma stronghold. Of course, if someone else were willing to do the neccessary writing and/or coding for a new cleric stronghold, we would more than welcome it - though needless to say, it would have to be for one of the existing DR kits.
Oh, and regarding LoI, most of new NPC Jaina's quests will have something to do with the church of Milil (of course, that deity is only mentioned once during all of unmodded BG2 )
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Nope, but the plan is to eventually (read: not for a long time) add a few new cleric strongholds in Divine Remix.
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She reminds me of Alyssa Milano.
EDIT: ah, apparently the portrait is based on Alyssa Milano .
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Nope, that's not us.
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Yes, there will be an alternate route to Spellhold. It won't be through any of the organizations present in the unmodded game, howevever (though it will involve an existing character).
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How does one go about altering the spell progression of a ranger, paladin or bard kit? Specifically, adding spell levels greater than 3 for a ranger.
The only way to do what you want is to alter MXSPLRAN.2da. This will obviously alter spell progression for the base class and other ranger kits, but you can then add spell slot removing .spls in all the relevant CLABxx.2da's.
A word of warning: only use spell slot removing .spls in the CLAB if you're going to remove *all* the spell slots of those levels (e.g. all level 4+ spell slots in your case). Only removing some slots in a level can lead to spells getting unmemorized after loading saved games.
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"When It's Done"
However, watch this space for release-related news!
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We haven't finalized the list yet, but it's likely to include hook horrors, driders, bugbears and verbeeg.
We've no plans for a different balor avatar. I know a guy called WoRm was planning to convert NWN's balor (though WoRm since seems to have vanished), but I don't recall hearing anything about a Diablo demon conversion.
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2)At the moment my kit has no spells even in the spellbook. Do I have to assign them, or is it because I have Divine Remix installed?
If the kit is a cleric, druid, paladin or ranger, then yes. If it's a wizard or bard, no .
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Add a spell in the CLAB which has a Attacks Per Round Modifier (stat #1); set the type to 1 (flat value modifier) and the key to 1 (1 attack per round).
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This thread is the place to view and reserve prefixes (yes everyone, BWL seems to be up again!).
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Unfortunately, even scripting doesn't seem to be able to help solve the problem of paladins and rangers falling if they're of a non-good alignment. However, you could create a warrior-priest hybrid style cleric kit, with all the abilities of the fighter (grandmastery, better THAC0, worse saving throws, more hitpoints, etc) other than the ablity to use any weapon.
Having a cleric kit be able to use any weapon *is* possible, but it involves playing around with usability flags and assigning a dummy kit to trueclasse clerics, and thus it has plenty of potential for incompatability with other mods. That said, we haven't really discussed it in regards to DR yet.
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The K_C_D, K_C_E, K_C_G, etc determines which kit selection screens the kit appears in. For example, K_C_D = cleric, dwarf; K_C_E = cleric, elf. If it's a fighter kit, you'll want to replace the C with F.
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You're missing a couple of lines before the SAYS, namely the HLA table and list of ToB starting equipment. I'm pretty sure you need these even if installing to a SoA-only game.
As for a .tra, it's short for translation file. Basically, instead of SAY ~Broken Druid~, you could have SAY #1, then in a file called NewDruid.tra, the first line would read "@1 = ~Broken Druid~" (without the quotes). Some people find it helpful for organizational/efficiency purposes, plus it also helps anyone wanting to translate your mod.
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If you're not using a .tra, is there a ~ before and after the text? If you are using a .tra, did you include a # before the number?
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Sort of. The 12 kits mentioned above aren't all ready and most likely won't be released before anything else, but numerous other kits which were originally planned to be in LoI have been/will be featured in other mods instead (such as Cleric Remix and Song & Silence).
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LoI is about more than just areas, quests and NPCs, so I thought I'd provide some stats for some of the other planned features:
New types of weapon: 24
New types of armour: 7
New creature animations: 18
Improved existing creatures: 15
New kits: 12
Portraits for non-joinable characters: 115
New portraits for PC to join from: 41
The good news is that a sizable portion of the above has already been implemented - though all the above figures are most definitely subject to change .
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You could apply a kit to a mage/thief multi-class, as long as you're willing to live with a couple of minor things (like it not having its own description).
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in Spell Revisions
Posted · Edited by NiGHTMARE
This is the code I wrote for stricter school exclusions. IIRC it's actually modified code from Divine Remix:
Some of that ties in with changes to spell schools made by the main AR component.
There's also some related code for scroll changes, and a whole mass of related code for creature changes.