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Caedwyr

Gibberlings
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Posts posted by Caedwyr

  1. In the end I just packaged the .bcs with the mod. If you get the chance I'd appreciate a copy of your .baf file. It'd be nice for me to have a copy that wasn't all funky when decompiled.

     

    About the scripts. I noticed that many of the spells are cast by an invisible creature and not the devas/planetars. For example you will frequently see the message "casts Aid", "casts x" instead of "Planetar casts Aid" or "Planetar casts x". Is this just a cosmetic issue or will it prevent the deva/planetar from being interrupted? If its just cosmetic then that isn't game breaking, but if it affects the spell casting process then it is a bit more serious. I hate it when the computer cheats against me and having it do so for my party isn't much better. Either way, if/when you can spare the time I'd appreciate a look at it.

     

    Thanks for the nice additions though and I hope people enjoy this small upgrade.

  2. The version 2 for Macs can be downloaded from this thread until Camdawg updates the main site, etc. You can find the PC version 2 and the new readme in the first post in this thread.

     

     

    Edit: Since I cannot upload .rar files as attachements on this board I've uploaded the file as a .zip. Hopefully this won't cause too great problems for anyone.

     

    Edit: Fixed a path separator in the tp2. - Idobek

     

    Cam edit - Removed file from thread as it is now on the main site

  3. Nope, only the non-fallen Celestials. The evil version of the celestials being fallen, doesn't really make sense lore-wise. A Celestial falls when their alignment/actions varies from the the alignment set by their deity. This can mean that a Lawful Good Planetar can fall if he/she becomes Neutral Good. Also, with the fall comes a loss of powers, resistances, immunities. If the fallen Celestial becomes evil enough, then they turn into one of the lower-planar fiends/creatures.

     

    Sorry, no new nasty enemies for you to fight. Also, they don't have new scripts, so it wouldn't be much of a challenge to fight these guys. If someone feels like making a script for them, then please do, otherwise it'll be a while before I start developing my IE skills in that direction.

  4. Thanks for the kind words. Please feel free to tear this apart from a modding perspective. I'm sure there are many things I could have done better, espeically with my Weidu packaging. I am already aware that the new deva summon bypasses the limit on celestials, but the Planetar summon does not. I'll be changing the Planetar so it will also bypass the limit, since I never liked summoning caps and the player can summon as many demons as they desire with the Gate Spell, and other more evil spells.

  5. P&P Celestials

    Version 2

    Author: Caedwyr

     

    Something that bothered me from the first time I played Baldur's Gate II, was the weakness of many of the creatures. Among these were the elemental princes, the devas and planetars, and the various demons and devils. In Pen and Paper AD&D these are powerful and scary enemies if you get on their wrong sides. In Baldur's Gate II, they were minor obstacles to be plowed over by the Bhaalspawn and his/her party.

     

    What I have done in this mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. I have taken some small liberties in how I adapted some of these abilities. Since the devas and planetars that are summoned are level 25 creatures and the monster manual lists them as much lower level creatures, I have chosen a class for each of the creatures and increased their statistics according to their class.

     

    1.0 - Major Changes

    One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now two different types of devas that can be summoned depending on which area the player is in.

     

    1.1 The Astral Deva

     

    1.1.1 A General Overview

    Whenever matters in the lower planes require the attention of the powers of good, Astral Devas are employed. These powerful warriors have both the strength and purity for just such missions They can pass into any of the lower planes at will bringing the force of their justice to the heart of evil. Astral Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, an Astral Deva can pass into any layer of the lower planes without passing through the higher layers. Astral Devas also commonly travel through the Astral plane, performing any needed tasks there. They are commonly sent to rescue good aligned mortals that have become stranded or lost in the Astral plane. (Shamelessly taken from the Monster Compendium 8)

     

    1.1.2 Combat

    Although they are sevants of goodness, Astral Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or maces in the Astral Deva's case), figuratively speaking.

     

    Astral Devas have the following innate powers:

     

    Aid, at will 1/round.

    Cure Serious Wound, 3/day.

    Detect Evil, at will 1/round.

    Know Alignment, at will 1/round.

    Teleport Without Error, at will 1/round.

    Cure Disease, 3/day.

    Cure Light Wounds, 7/day.

    Detect Snares and Pits, 7/day.

    Heal, 1/day.

    Infravision, at will 1/round.

    Invisibility 10' Radius, at will 1/round.

    Polymorph Self, at will 1/round.

    Protection from Evil, at will 1/round.

    Remove Curse, at will 1/round.

    Remove Fear, at will 1/round.

    Blade Barrier, 1/day.

    Detect Invisibility, at will 1/round.

     

    In addition Astral Devas are immune to Cold, Electricity, Magic Missle, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never suprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment.

     

    Astral Devas weild a mace like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds.

     

    For a complete list of the changes made to the Astral Deva see the file Celestials/Docs/Astral Deva Changes.txt

     

    1.2 The Movanic Deva

     

    1.2.1 A General Overview

    Movanic Devas are perhaps the most privileged of all the devas, for they are sent to the Prime Material Plane where they often directly aid the mortal followers of the good deities. They will normally only do this in moments of dire need and usually only for the more prominent or powerful mortals. Of course, Movanic Devas are able to pass directly into the Prime Material Plane at will. (Shamelessly taken from the Monster Compendium 8)

     

    1.2.2 Combat

    Although they are sevants of goodness, Movanic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords, figuratively speaking.

     

    Movanic Devas have the following innate powers:

     

    Aid, at will 1/round.

    Cure Serious Wound, 3/day.

    Detect Evil, at will 1/round.

    Know Alignment, at will 1/round.

    Teleport Without Error, at will 1/round.

    Cure Disease, 3/day.

    Cure Light Wounds, 7/day.

    Detect Snares and Pits, 7/day.

    Heal, 1/day.

    Infravision, at will 1/round.

    Invisibility 10' Radius, at will 1/round.

    Polymorph Self, at will 1/round.

    Protection from Evil, at will 1/round.

    Remove Curse, at will 1/round.

    Remove Fear, at will 1/round.

    Cast any Evocation/Invocation Spell, 1/day.

    Anti-Magic Shell, at will 1/round.

    Protection from Normal Missles, at will 1/round.

    Spell Turning, at will 1/round.

    Call Planetar, 1/day with 30% chance of success.

     

    In addition Movanic Devas are immune to Cold, Electricity, Magic Missle, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never suprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil.

     

    Movanic Devas weild an two-handed sword that deals 1D10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1.

     

    For a complete list of the changes made to the Movanic Deva see the file Celestials/Docs/Movanic Deva Changes.txt

     

    1.3 Planetar

     

    1.3.1 A General Overview

    Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good.

     

    1.3.2 Combat

    Planetars have the spell ability of a priest half the level of the planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers:

     

    Aid, at will 1/round.

    Cure Serious Wound, 3/day.

    Detect Evil, at will 1/round.

    Know Alignment, at will 1/round.

    Teleport Without Error, at will 1/round.

    Blade Barrier, 3/day.

    Cure Disease, at will 1/round.

    Detect Invisibility, at will 1/round.

    Detect Snares and Pits, at will 1/round.

    Dispel Magic, at will 1/round.

    Earthquake, 1/day.

    Feeblemind, 1/day.

    Fire Storm, 1/day.

    Flame Strike, 3/day.

    Heal, at will 1/round.

    Holy Word, 1/day.

    Improved Invisibility 10' Radius, at will 1/round.

    Insect Plague, 1/day.

    Limited Wish, 1/day.

    Polymorph Any Object, at will 1/round.

    Protection From Evil 40' Radius, at will 1/round.

    Raise Dead, 3/day.

    Remove Curse, at will 1/round.

    Remove Fear, at will 1/round.

    Resist Cold, at will 1/round.

    Greater Restoration, 1/day.

    Shapechange, 1/day.

    Symbol- any, 1/day.

    True Seeing, at will 1/round.

     

    In addition Planetars are immune to Cold, Electricity, Magic Missle, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never suprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.

     

    Planetars weild a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.

     

    For a complete list of the changes made to the Planetar see Celestials/Docs/Planetar Changes.txt

     

    2.0 Bugs

    None known at this time, but I'm sure I'll hear lots of reports. Send bug reports to Caedwyr@hotmail.com, or post them at the Gibberlings Three forum.

     

    3.0 Thank yous

    Since this is my first major project using Weidu, and some of the more advanced spell creation techniques by myself, I had lots of questions. Without the assistence of the following people this mod would never have been finished.

     

    Help with spell creation and scripts

    hlidskialf ---- Everywhere

    Stone Wolf ---- TeamBG

    galactygon --- TeamBG

     

    Tools and spell creation

    Avenger --- TeamBG, DLTCEP

     

    Spell Creation

    SimDing0 --- Pocketplane Mods

    Ghreyfain --- Pocketplane Mods

    igi--- TeamBG

    Idobek --- Gibberling Three Mods

     

    Weidu Debugging Help

    jcompton --- Pocketplane Mods.

     

    Mac version compatibility

    Idobek --- Gibberling Three Mods

     

    French Translation

    Mathrim Cauthon

     

    I would also like to extend special thanks and credit to Galctygon who has provided the new AI scripts for the summoned Devas and the new graphics and effects for Anti-Magic Shell and Dimensional Door.

     

    If there is anyone who helped and I have left you out, contact me and I'll make sure to add your name to the list.

     

    4.0 Version History

    v1.01 -Removed some leftover files in the backup directory

    -Changed the Planetar summoning spell and creature file to bypass the celestial summoning cap.

     

    v2 -Added new scripts for the celestials courtesy of Galctygon

    -Added new spell graphics for Dimensional Door and Anti-Magic Shell courtesy of Galctygon.

    -Made some small modifications to the functional properties of Anti-Magic Shell. It now protects from more and disables all of the correct buttons.

    -Added a french translation by Mathrim Cauthon

     

    5.0 References:

    Aasimon, Devas-- Monster Compendium 8.

     

    6.0 Note to Developers:

    I have no objections to the material contained within this mod being used in other mods or modified for personal use. All I ask is that I be asked for permission to use the material prior to the release of a mod using the material and for the appropriate credit to be given for my work. The scripts, Anti-Magic Shell graphics and sounds, and the Dimensional Door graphics and sounds are by Galctygon and he should be contacted for permission before using either in your mod.

     

     

     

    Edit: Updated to Version 2. Mac version can be found at post at bottom of thread.

     

    Edit: Fixed a path separator in the tp2. - Idobek

     

    Cam edit - Removed file from thread as it is now on the main site

  6. According to the complete book of necromancers, Humans are typically the only race allowed to be necros, but that is for balance reasons (the same reason why demi-humans have level limits). It does mention that non-humans can be necros, but recommends keeping them as baddies and NPCs for the party to encounter.

  7. Half Ogres recieve +1 str, +1 con, -1 int, -1 cha. They have the following stat ranges after bonus point modifications:

     

    STR: 14-18 DEX: 3-12 CON: 14-19 INT: 3-12 WIS: 2-12 CHA: 2-8

     

    I can send you more info on Half-Ogres as a playable race. The file is ~84kb in .pdf format.

  8. Actually, having looked at the sisters bios in a bit more detail, it seems like they aren't quite the transplanted natives of Sigil that I thought they were at first glance. As such you can definately get away with more of the

    She's like a prime that comes to Sigil for half a year and then suddenly thinks they're a planewalker.
    :D

     

    Anyways, I hope this little vinegrette got the designers thinking on how to get their characters even more in character.

  9. I got a person I know who has pretty extensive knowledge of the planescape setting to take a look at the proposals for this mod and got some responses that may help you refine these interesting npcs.

     

    QuestionWhat do you think about these two?

     

    Answer: "The older one uses too much slang.", Sieth notes. "She's like a prime that comes to Sigil for half a year and then suddenly thinks they're a planewalker. Her conversation seems forced, and she reminds me of that annoying brat from that computer game."

     

    (Mikka waves around a Planescape: Torment box.)

     

    "The younger's not bad looking, but what's she decended from, with those horns and spots? A fiendish dire giraffee? And how did she get accepted in to a church of Selene, with so many assimar's spoiling for a chance to wipe out a 'tainted' one?"

     

    "You cheer up notably when you are insulting others.", Kara notes. Sieth ignores her, so she just shrugs and smiles, forcing the issues from the previous question out of her mind. "They seem... interesting. It is always good to meet tifelings that have not... ah... 'taken' to the heritage in them. It is extremely hard... I know I have had trouble 'staying' on the path I chose, so I have to commend them for that. Otherwise, though... neither of their personalities clicks to me. I cannot see myself becoming close to either of them."

     

    "As for pointers..." Sieth looks thoughtful. "...all Sigilites are jaded. Even the naivest assimon becomes cynical after spending too much time there."

     

    "Can someone be naive and jaded?".

     

    Sieth glowers at her before continuing. "You have to be; even the rich work hard, and die young. The water contains portals to the plane of ooze, and the air portals to Gehenna. The smog spreads in to all wards, as there's no where else for it to go. There's no place for honesty, as even children have to betray to survive. You haven't lived till you watch a pair of seven year olds beat their mother to unconciousness and then sell her to some convining Baatezu."

     

    Kara winces. "You are overexagerating."

     

    "Not really." Sieth shrugs. "Remember what happened in Sigil when the Lady gave an order for fifteen factions?"

     

    "I have heard about it. All portals were sealed off, and the people effectively wiped more then two thirds of the population of the city out, turning on themselves in a mix of fanaticism and panic." Kara sighs. "That was one time, though. The rest of the time, Sigil has been how it always has been- the city of doors. Perhaps the only place in the multiuniverse where you can find a fiend and a celestial drinking together."

     

    "While ripping up a flier for the 'Glorious Baatezu Army'."

     

     

    Hope this helps.

  10. Littz's first post on Dec. 5 lets everyone know that the fix has been coded up and tested.  You can view the thread here.  I'm sure if you asked Littz, he would be willing to provide the code for you as both him and T.G. Maestro are big on cross mod standardization of kit modifications.

  11. You may have seen T.G. Maestro's post over at FWS, but it looks like the Shapeshifter werewolf form will be implemented in the upcoming refinements mod, using your suggested bugfix for the dispel problems.  You may want to talk to him or Littz about what exactly is being done and obtaining a copy of the implemented code.

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