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Andyr

Retired Gibberlings
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Posts posted by Andyr

  1. Well, I like aVENGER's HLA ideas and the ones in the unmodded game suck. So I was going to ask him if I could use his stuff as a base, like Refinements have done. But as yet I have received no reply from him.

     

    Sim and NiGHTMARE have got a good few other ideas between them too, so don't worry though if I can't get in touch! :)

     

    There is an opcode to change bard song which the Jester and Skald use, yes. You put that in a spell referencing another spell file (which is the song you want to use). I think the true class one is probably hardcoded but it can be changed by using this opcode. One idea Sim had was giving the bard a choice of songs as he/she advances in levels (as in IWD2) so we might make a change like that for truclass bards.

     

    The opcode can also be used to give different songs as HLAs, which I think aVENGER does.

  2. You think Acrobats should get a save vs. death/breath bonus or something too?

     

    The Dirgesinger is adapted from the 3.5E book Libris Mortis, which deals with undead.

     

    And Jes, if you were on IRC I could send you a working copy now. :)

  3. What's this mod about?

     

    It expands the options for bards and thieves. New kits, changes to existing stuff, new items...

     

    Is it WeiDU?

     

    Yes.

     

    Are the components optional?

     

    The first, general 'remix' component is required, but the rest are all optional.

     

    What game is it for?

     

    BG2 with or without ToB, or BG1 Tutu.

     

    What stuff from the unmodded game is changed?

     

    Look in this thread: http://forums.gibberlings3.net/index.php?showtopic=2453

     

    Original-game bugfixes are detailed in this thread: http://forums.gibberlings3.net/index.php?showtopic=2574

     

    What new Bard kits are there?

     

    Look in this thread: http://forums.gibberlings3.net/index.php?showtopic=2451

     

    What new Thief kits are there?

     

    Look in this thread: http://forums.gibberlings3.net/index.php?showtopic=2452

     

    Have you changed the strongholds?

     

    Not at present, though if there was a good idea there's no reason not to do something in the future. :)

     

    Can we give the BioWare NPCs some of the new kits?

     

    Idobek's NPC Kit pack (also available from G3) gives some NPCs new kits. The Adventurer from this mod was his creation, for example. If there is a kit from this mod that people think fits an NPC then yes, I will consider adding a component to kit him or her.

     

    What new items are in the mod?

     

    Look in this thread: http://forums.gibberlings3.net/index.php?showtopic=2575

     

    Anything else, please ask! :)

  4. The following is just a summary of how stuff from the unmodded game has changed:

     

    - Bards and Blades can now be any alignment. Jesters and Skalds can be any non-Lawful alignment. Previously, all had to be partially Neutral.

     

    - Blades in the unmodded game did not receive the Pick Pockets penalty they were supposed to. This has been fixed.

     

    - Thieves and kits can now be of any alignment. Previously, they could not be Lawful Good.

     

    - Thieves and kits can now place 3 points in two weapon fighting style. Previously they were limited to 1. The Swashbuckler (who previously could have 3) has had its description altered to reflect the fact they are no longer special.

     

    There are plans to alter HLAs too but nothing has been done as of yet; I am tempted to release a first version without them changed since for Tutu and most of SoA they are irrelevant anyhow. :) At the moment if you have Rogue Rebalancing or Refinements installed you will get their tables... I am trying to contact aVENGER to build upon his work so please, if you see him let him know!

  5. Along with the four new Bard kits there are four Thief kits to choose from; each should hopefully offer a new gaming experience. Details are:

     

    ADVENTURER: The adventurer is a jack-of-all-trades, not so much a thief as a character who takes advantage of the general thiefly skills on adventures. An Adventurer is preferred by many adventuring parties, because he is much less likely than other thieves to betray or steal from his own companions. The successful Adventurer knows the value of trust and cooperation, while many a "street thief" has been raised on duplicity and (sometimes literal) backstabbing.

     

    Advantages:

    -  +5% to Open Locks and Find/Remove Traps every other level

     

    Disadvantages:

    -  No backstab multiplier

     

    BURGLAR: This sort of thief is the consummate Burglar. He is an expert at breaking and entering the most difficult buildings, bypassing walls, locks, traps and guardians, grabbing the best loot, and escaping unnoticed as stealthily as he arrived.

     

    Advantages:

    -  +10% to Find Traps, Hide In Shadows, Move Silently and Open Locks

    -  Can Specialise in Daggers, Darts, and Slings

     

    Disadvantages:

    -  -20% to Pick Pockets and Set Traps

    -  Gains trap useage at half the rate of a normal thief

     

    SOULKNIFE:This sort of thief, a being possessed of potent psionic power, recognises his or her own mind as the most beautiful and deadly thing in all creation. With practice, they have learned to forge their mental strength into a semisolid blade of pure psychic energy. This weapon, known as a mind blade, means that even when unarmed the soulknife is but a thought away from a deadly strike.

     

    Advantages:

    -  Can achieve Mastery in short swords

    -  Can manifest a Mind Blade once per day per 10 levels. This short sword is a psionic weapon that lasts for 1 round/level, and counts as being of enchantment 1 higher than it is when determining what it can hit, to a maximum of +5. Each hit heals the Soulknife 1HP. Thac0 bonus and damage improve by 1 per 5 levels, to a maximum of +5 at level 25. Range improves by 5 every 5 levels to a maximum of 25 at level 25.

     

    Disadvantages:

    -  Cannot set traps

    -  Only gets 15 skill points per level

     

    You may recognise this one as having being packaged separately before:

     

    SHARPSHOOTER: This sort of thief tends to be a stealthy character, preferring to engage their target from afar with bolt or arrow rather than face them in dangerous melee combat. Unlike the ranger, they use their skills to aid their dubious activities involving the property and lives of others rather than the protection of the great outdoors.

     

    Although well - versed in the use of many missile weapons, the sharpshooter is not as resilient as a true warrior and the propensity for missile attacks over melee means that they lack the opportunism of other thieves when it comes to backstabbing. They tend not to see this as a disadvantage, instead striking from the shadows with a well - aimed projectile, or setting a deadly trap for those who would follow, when necessary.

     

    Advantages:

    -  Can attain Mastery in any missile weapon a Thief can use

    -  May coat his missile weapon in poison once per day per 4 levels. Attacks made with the weapon in the next round will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds).  A saving throw vs. poison limits damage to 12 total.

     

    Disadvantages:

    -  No backstab multiplier

  6. At present, there are four new bard kits available in this mod. These are as follows:

     

    Quote

    ACROBAT: As entertainers, most Acrobats are typically found accompanying carnivals or circuses, although a troupe of Acrobats can put on a remark­able show all by themselves. The often perform in large taverns or in clubs, using their arts to draw in the crowd and captivate them long enough for the proprietor to drain their purses. Acrobats are flashy and love to show off their skills; whatever they do, they like to do with a sense of style and a flair for the dramatic. Acrobats sometimes become cat burglars extraordinaire, and they are also useful adventuring allies, as they can squeeze into places where others cannot go without the aid of magic. Their skill at avoiding traps and other dangers also makes them excellent scouts.

    Advantages:
    - +1 bonus to Armor Class
    - +1 bonus to Armor Class vs. missiles every 8 levels
    - May place up to 2 proficiency points in slings, darts and daggers

    Disadvantages:
    - May only place proficiency points in weapons a thief can use
    - May not wear armor heavier than Studded Leather
    - Only has one-half normal lore value

     

    Quote

    CHORISTER: Music, whether hymn, symphony or dark chanting intonation, plays an important part in the services of most deities. For aiding in performing rituals or just leading the faithful in worship, most holy places have at least one bard, known as a Chorister.

    Choristers are not only to be found within temple walls, however; many faiths use them as missionaries, helping to bring new worshippers into the fold. Many an adventuring bard with a religious bent can also end up as a Chorister, finding their prayers answered by the deity they venerate.

    Advantages:
    - Knows a small selection of divine spells. These are accessed and memorized as Mage spells:
    Level 1: Armor of Faith, Cure Light Wounds, Doom
    Level 2: Chant, Draw Upon Holy Might, Slow Poison
    Level 3: Cure Medium Wounds, Glyph of Warding
    Level 4: Defensive Harmony, Holy Power
    Level 5: Mass Cure
    Level 6: Bolt of Glory

    Disadvantages:
    - Only has one-half normal Lore value
    - Only has one-half Pick Pockets percentage

     

    Quote

    DIRGESINGER: Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world.

    These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach the folly of love, the futility of hope, and the finality of the grave. Dirgesingers of this last sort often associate themselves with powerful undead; serving in the courts of vampire lords or lich-kings.

    Dirgesingers are limited to non-good alignments.

    Advantages:
    - Song Curses enemies, giving them a -1 penalty to saves and THAC0
    - From level 5 may use a Song of Horror 1/day. This has the same effects as the level 2 Wizard spell, Horror
    - From level 7 may use a Song of Grief 1/day. This has the same effects as the level 4 Wizard spell, Confusion
    - From level 9 may use a Song of Awakening 1/day. This has the same effects as the level 5 Wizard spell, Animate Dead

    Disadvantages:
    - Song does not improve with level
    - Only has one-half normal Lore value

     

    Quote

    LURING PIPER: Luring Pipers are often employed as rat-catchers or similar vermin control specialists by townsfolk or farmers. By using their enchanting song they are able to charm their foes into traps or away from the town or farmland. However it unwise to cross a luring piper as their song can affect more than just vermin.

    Advantages:
    - Song charms enemies unless they save vs. spells at +2, with a -1 penalty per 5 levels of the bard
    - Has a +1 bonus to saves vs. spells per 8 levels
    - Can cast Curse once per day. The opposite of a Bless spell, this gives foes a -1 penalty to THAC0 and saves

    Disadvantages:
    - Cannot learn mage spells from the schools of Conjuration, Invocation or Transmutation

  7. It seems good practice to post screenshots to prove some work has actually been done and dispel allegations of laziness... Well, it's worked for Return to Windspear anyhow. :) So, while not too interesting, here's a few.

     

    Firstly, look! More Thief kits to choose!

    post-72-1103668908_thumb.jpg

  8. Ghrey reported that and I fixed it locally. :)

     

    When I coded this mod BG1 NPC was using BIMOEN while Indira was using _BIMOEN, it's only recently _BIMOEN was adopted as a standard and I've not released a new version since then.

  9. It should be from level 1... I'll look at the files when I get home and check. In the meantime I guess you'll have to CLUA in antidotes and pretend he's thirsty or something. :thumbsup:

  10. Oh. Weird...

     

    Yeh, I mentioned the Imoen thing at PPG and will incorporate into the next version. I do do the following check, though:

     

    ACTION_IF NOT FILE_EXISTS ~override/BIMOEN.DLG~ THEN BEGIN

    COMPILE ~Mur'Neth/dialogues/IMOEN.d~

    END

     

    IMOEN.D is a file saying BEGIN BImoen, though yeh, I need to change that to _BImoen.

     

    As for the .tra, Cam fixed that up for me, so blame him. :cry:

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