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Salk

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Posts posted by Salk

  1. Well, it's untested but I attempted to re-introduce the Kneecapper into the game as part of my custom post-IRR minor tweaks.

    Preliminarily, this is how the Hammer of Corrosion description changed (I just cut those parts that returned to be part of the Kneecapper's original description and made a few minor changes, including correcting a typo):

    The Defiler is a fearsome weapon capable of making even the most powerful armors in the Realms useless. Its deadly acid corrodes practically everything it touches and consecutive blows can quickly rend plate mails and natural armors apart, leaving the victim defenseless.

    The new description has lost some fluff so it'd be nice maybe to flesh it out slightly.

    The Kneecapper on the other hand maintained its original description almost in its entirety:

    The Kneecapper—or the "'Capper" as it is affectionately known in dwarven circles—is rumored to have been forged by Clangeddin himself. He gave it to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands.

    Combat abilities:
    – Giant Bane: +3 to THAC0 and damage against giant humanoids
    – Impactful: 15% chance to score critical hits

    The first combat ability follows IRR's "(Race Name) Bane" format while the second re-use "Impactful" (which, I agree, doesn't sound great) although I found the original bonus description (+10% chance to score critical hits) somewhat misleading because that would imply the base chance (5%) to improve 10% and become 5.5 when instead the bonus makes the new critical hit chance 15%. So the description should either be written as above, not implying a bonus but rather a new set chance or be expressed in a bonus term: +200% bonus to critical hits chance. I think the latter sounds worse.

    One more thing to do was to find a new inventory bam for the Hammer of Corrosion, since it was using the Kneecapper's so I opted for Lava's icon used in IWD for Corrosive Hammer +2.

  2. Well, what I meant with two copies of a unique item was that the BGT/EET player would end up finding a unique item twice throughout the adventure.

    Admittedly it's not nearly as bad as having two of them at the same time.

    You're right about the factual analysis about how its usefulness is extremely limited. I thought there'd be a few more enemies left. It's that list from oBG1?

  3. Of course!

    It would require some thinking, but something that we would anyway want to avoid is for the player to have two copies of a unique item. I sympathize with the properties of the Kneecapper being far from ideal when the player gets it, but it still is an impressive weapon against the right enemies.

    The Baldur's Gate Wiki here mentions a few interesting things:

    1) The enchantment level of the weapon is different in oBG, BG2 and BG:EE.

    2) In the original game, it's the second best war hammer after Ashideena

    Within IRR I think we'd need to make it a little more appealing so that players may think it's good enough to use as main weapon. My suggestion is to go for Massive as property. That could be giving a wider critical range or a critical hit bonus which would apply all the time.

    About the new description for the Hammer of Corrosion, I think we could brainstorm something. Most of its current description can be left untouched. Only the final bit needs to be removed while we can rearrange the introduction of the moniker. 🙂

    Cheers!

     

  4. Well, the two new slimes shouldn't obviously spawn on top of each other so the suggested workaround needs some work there. 🙂

    But since BG:EE has gone through the trouble of rewriting this process I guess the best bet would be to mimic their solution.

  5. skellytz asked to please refrain from writing things like that because it's disheartening for people that still put time and effort into keeping projects like this going. They are unfortunately very few and do what they can in the little free time they have. Gwendolyne has not been active for a long time and I'm concerned about Insomniator's absence as well, but I'm asking to not upset those few ones left that are still active. In particular, skellytz himself. Thanks.

  6. I can report that in the original BG1 game the dialogue implies that the white wolf should be a very rare sight because the shopkeeper says:

    I've a man who swears by his grandmother he glimpsed a white wolf up in the Cloud Peaks ice fields.

    This means that ideally this should be a unique animal whose pelt becomes available to the player only once in the game, but since that is not the case I think some editing of the shopkeeper's dialogue is needed in order to make it consistent.

  7. Hi, CrevsDaak.

    Thank you for providing (temporary) fixes for those using SCS on classic BG. About this:

    33 minutes ago, CrevsDaak said:

    Okay, this is caused by fiend_shared.tph, on line 406, it assigns Cornugons "IC_CORNUGON" while, at least in my game and I assume in this other fella's, their animate.ids entry is IC_CORNUGONSKI.

    I checked ANIMATE.IDS in both BG2 and BG2EE and it seems that in the original game the entry is IC_CORNUGONSKI as you reported while BG2:EE shows CORNUGON. I have a simple question though: both entries are preceded by an address (correct me if I'm mistaken) which is the same for both: 0xE0E0. Wouldn't it be possible to reference the address rather than the text in order to avoid compatibility issues?

    Cheers!

  8. Oh okay, thank you.

    In my specific case the opcodes whose timing I'd like to change from 9 to 1 are 101 (Protection: from Opcode), 208 (HP: Minimum Limit), and 295 (Graphics: Disable Permanent Death) and only apply to the protagonist. Do you see any possible problem with the change in this case?

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