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Posts posted by yarpen

  1. Well, as of recent I tried to get back to BG1EE for "last" playtrough.

    Didn't wanted too much of challenge so I installed AI improvements while ignoring components that make encounters more difficult.

    Had level 2 party with Fighter, Imoen, Khalid and Jaheira. Tried to do Garrick-Silke questline and got utterly stomped.

    I know she's alone there but following chain:

    • Stoneskin (from start)
    • Mirror Image
    • Haste
    • Minor Sequencer with Invisibility & something else
    • Confusion
    • Magic Missles + Melf's Acid Arrow

    Kinda took me by surprise since I was not installing components related to encounters, just general script improvements (I remembered SCS as a mod that increases variety of spells that mages use by A LOT).


    It's not my point to complain "MAKE SCS EASIER" because it was not designed to be. I finished a playthrough of SoA with Tactics. Did the same for SCS. But having an option to have smarter scripts for creatures without bumping their experience would be really nice.

    Still, I expected that AI-related components do not mess with spellcaster's levels. Not sure about that but I doubt that Silke was Level 7 Wizard outside of SCS.

  2. BG1/BG1EE-only components are skipped for BG EET installations.

    In my case:

    • Potions of Extra Healing
    • More realistic dogs and wolves
    • Dividing the NPC duos
    • Ensure Shar-Tell does not die during first encounter
    • Smarter Sirines and Dryads
    • Slightly more difficult Carrion Crawlers
    • Smarter Basillisks

    All of the components were skipped because they were considered as BG1 only (while I was doing BG EET installation using Big World Installer).

  3. I think the best place to make a difference between Daggers and Short Swords is the damage type and how it affects hitting armored targets.


    General tendency should be: slashing weapons deal the most damage but are worse against armored targets. Then piercing weapons can ... uhm... pierce through armor. Bludgeoning weapons are great against flexxible armors (leather/chainmail) and still good against non-flexxible armors (plates and stuff).



    Plate Mail could give +1 bonus to AC vs Slashing Weapons, no bonuses versus Piercing/Bludgeoning.


    And now you can choose the more damaging options that are worse against armored enemies or the ones that deal less, but are fine against those damn knights in their shiny armors.

  4. What about renaming these fighting styles. Those titles are just... crude. "Sword and Shield", like seriously?

    We are talking about proficiencies here!



    Two-Handed Weapon

    One-Handed Weapon

    Two Weapons


    I'd propose limiting them to Specialization. I know it buffs Two Weapons style, but whatever.



    At proficiency, grants +1 bonus to Armor Class and additional +1 bonus versus Missles.

    At specialization, grants +2 bonus to Armor Class and additional +2 bonus versus Missles.


    Note: I'd love to have something like "specialization grants you shieldbash ability" but that's just not possible. Same as "you don't suffer penalties from wielding Tower Shields". Still, you play with shields when you want to be the ultimate defender. Even if bonus is small, when together with heavy armor and tower shield it makes you a juggernaut on the battlefield.


    Two-Handed Weapon

    At proficiency, grants +2 bonus to Damage Rolls.

    At specialization, grants +4 bonus to Damage Rolls and +2 bonus to Attack Speed.


    Note: You are here to crush skulls and be a brute. Either when you swing Halberd or 2-H Sword, you mean business. You have no finesse to find vital spots for critical strikes, but your hits hurt as hell. And second point fixes your biggest issue which is your lack of speed.


    One-Handed Weapon

    At proficiency, grants +5% chance for Critical Strike.

    At specialization, doubles the chance for Critical Strike.


    Note: Let's make it a good choice for all kind of Kensais and truly damage-oriented characters. That'd really work well with all kind of Katana/Swords fantasy.


    Two Weapons

    At proficiency, decreases penalties to -2/-4.

    At specialization, decreases penalties to -0/-2.


    Note: I hate myself for even considering this kind of buff for the cheesiest and most hated fighting style. I still have nightmares about my brother playing Katana/Hammer Barbarian.

  5. What I meant was that while testing weapons with the Keen property for IR, I tested how weapon styles affected the % chance, and I'm pretty sure the result was the following:

    - normally criticals are scored on a natural 20

    - IR's weapons with +5 or +10% chance to score criticals make those weapons score a critical hit on 19-20 and 18-20 respectively

    - when using single or 2handed style those IR's Keen weapons score criticals on 17-20 and 15-20 respectively, which means the weapon style does not add a 5% chance but doubles the current % value


    Honestly, I'd like that kind of behavior in case of Single Weapon Fighting Style while I don't find it fitting for 2-Handed ones. Personally:


    You can get up to Specialization in weapon fighting style.



    At proficiency, you gain +1 bonus to Armor Class.

    At specialization, you gain +2 bonus to Armor Class and additional +2 bonus versus Missles.


    Two Weapons

    At proficiency, you are fighting with -2/-4 penalties.

    At specialization, you are fighting with -0/-2 penalties.


    2-Handed Weapons

    At proficiency, you gain +2 bonus to Damage Rolls.

    At specialization, you gain +4 bonus to Damage Rolls and +2 bonus to Attack Speed Factor.


    1-Handed Weapon

    At proficiency, you gain +5% chance for Critical Strike.

    At specialization, your chance for Critical Strike is doubled.

  6. I wouldn't say it shouldn't have a saving throw. At least not everywhere. For example, if Demi would like to improve Delayed Fireball and turn it into some kind of "enhanced Fireball", I'd consider having Stun or Knockback there if opponent doesn't suceed in saving throw against breath. Or it could be a possible effect for Sound Burst (deafness with no saving throw, stun/damage if save is failed).

  7. Stun should mostly come from head injury. Either powerfull noise, bash in the head or explosion. It should be short-lasting secondary effect of some spells, and there shouldn't be many ways to become immune to it (I'd even risk to say: none). It shouldn't last longer than 4-5 rounds (1s Stun on some kind of effect would be cool).


    Hold is just being ... well, held by something. For example Hold Person spell creates an image in the mind of affected creature that it's tied with powerfull, metal bars. It's specific effect, so certain items/spells/creatures can either grant immunity to it or be already immune. If it's possible to implement, affected character should get a chance to make a saving throw every round while being held (with progressively worsened modifier).


    Paralysis is disabling your brain's capability to send informations to your muscle. Mostly applied by poison and in some freakish situations, fear.


    I still don't understand: why you don't let me to use charm magic on dragons. Or nearly anything in the game as nearly everyone has protection from this stuff. I mean, if he fails a save and I'm spending Level 5 slot to cast Level 2 spell, what's wrong with that? I know, he's supersmart and stuff but he's not smart enough to avoid fighting me - so that's his problem.

  8. Also a cool change coming from D&D Next.

    Protection from Evil is broken in BG, right? In D&D Next it grants +2 bonus to AC/Saves vs Undeads and Demons (and immunity to some of effects applied by them). Seems really neat and fitting.

  9. Windwalk

    For level 6-7 of Druid. Doubles movement speed (and maybe attacks per round) of your allies for short duration (2 rounds?). Can't remember where I found it, but it was in some 3ed handbook. Seems cool, even if buffs aren't Druid's domain at all.


    Creeping Cold

    2nd level spell for both Druid and Mage. Nice spell for disruption that deals a bit of damage. Basically it deals n+1 (1, 2, 3, 4, 5 ...) damage per round starting with n=1 and finishing at 10. Lasts for 1 Turn.


    Enflame/Enfrost Weapon

    Way to make Flaming Blade not that boring. Blessings castable either at yourself or your allies that make target's weapon deal additional 1d2/1d4/1d6/1d8 damage from chosen element.


    Delay Death

    Makes character unable to drop below 1 Hit Point for short duration (1-4 rounds). 4th level spell.


    Wrath of Faithful

    +3 bonus to Attack Rolls and Damage Rolls, additional attack per round for all allies. 5th level spell.



    Reduces resistance to physical damage. Level 5.



    Druid's edition of Purge Invisibility.



    My variation about the spell. It's Petrificiation with either slow or hold as secondary effect (if save is succesfull) that imitates being only partially turned into stone.

  10. I really do like an idea behind D&D Next spells system. To explain it shortly - certain spells can be empowered by casting them using higher level. So, they don't really have Cure Light/Medium/Serious/Critical Wounds. Instead they have spell called Cure Wounds that has a version for levels 1-7 and bases it's power on it. It's close to what we have now, but not perfect. I'd propose standarization and changes.



    Restores Xd8 + 1/level (up to 5X) Hit Points to target Ally.


    I: 1d8 + 5

    II: 2d8 + 10

    III: 3d8 + 15

    IV: 4d8 + 20

    V: 5d8 + 20

    VI: 6d8 + 20

    VII: 7d8 + 20


    With cycle like that, there is no need for Heal spell, which is kind of all-catch boring and totally broken for some monsters (like Dragons). Curve is smooth, high-level heals are still powerfull.



    Yes, they totally did the same thing with Magic Missle. Instead of adding more missles with levels of caster, they opted for more missles with higher spell level. That gives us up to 9 missles. I'd buff their damage significantly (1d8 per Missle).



    The same thing I guess.



    D&D Next simply merged them into single spell (Death Ward). Doesn't seem broken at all.



    Imo, it'd be a good idea to merge few effects into this spell. Nobody really needs Cure Disease, Cure Blindness/Deafness spells as those effects are so rare it's not really worth to keep them saved. On the one hand it's cool, as difficult access to remedy is something valuable - on the other hand it's simply inconvenient. Which is why, I'd make Restoration cure:

    - Disease

    - Blindness and Deafness

    - Drained Levels (and stats if possible)

    That would give us nice set of priest magic with Break Enchantment and Restoration being remedy for most of ailments that can happen. Well, we still do have Neutralize Poison but emerging it with Restoration would be far too convenient (and it even does sound bad). Because hey, "Restoring your Sight" does sound good, right?


    I'd also remove the "fatigue" effect. There's like literally no reason for it to exist.

    And last but not least, "Greater Restoration" could be just an AoE version of Restoration (but without Heal effect).



    We all know that lack of Raise Dead is one of Druid's features but it makes them really tough choice to have in your party. Maybe that's a bit too convenient, but I've found a spell that seems balanced and while giving Druids ability to revive their teammates - keeps them at bay and makes it sure nobody forgets that it's Cleric's domain.


    Reincarnation would be a nice fit for Level 6.

    Casting lasts full round.

    It revives target dead ally either with some minor heal (2d6 Hit Points?) BUT, this ally needs to make a saving throw or he becomes shifted into an animal. Pernamently. Which means "until you'll use Break Enchantment on him".


    This makes Reincarnation both useless in combat and also, forces you to use two spells instead of one.



    This spell is a true offender, coming from Priest's spellbook. It's available on level 2, and is AoE Hard Crowd Control with good saves. And it's much rarer to have immunity to it than to Charm.


    We all know it should be a single-target spell, right? Okay.

    Also, it's supposed to create a mental image of metal bars that can't be broken which gave me a good idea.


    If we'd revamp Saving Throws system - then we could talk about making ST against Hold dualistic.


    When casted, you are rolling Will Saving Throw to avoid the effect.

    When you are inflicted with it, you are rolling Fortitude Saving Throw with severe penalty every round, to try to break these bars.



    How do these effects work? From what I believe, 90% of creatures has immunity to mind-affecting spells built in.I DO want to Hold Firkraag with my 5-level Hold spell. Even if it lasts for short time. Even if I need to lower his saving throws and pray to all the gods. If there are spells that are supposed to do that - then at least make them work.

    Stripping most of monsters from their immunities would be a good idea.


    Hold Person (level 2) and Hold Monster (level 5)

    Dominate Person (level 4) and Dominate Monster (level 7)



    We all want Crowd Control. I'd love to have Mass Charm, Mass Hold, Mass Domination in here!



    I did mentioned it before. You did a great job with Saves vs. Spells. We could use even more standarization. Because who the hell needs saves vs. Wands.


    D&D3 had nice set of saves: Reflex (old Breath), Fortitude (Death and Polymorphy), Will (Spells). We could use that in Spell Revisions. I know it'd take a lot of time - but I believe it's worth. Even AD&D lovers can tell, BG2's saves system is silly.

  11. It's great from mechanical standpoint - that is what Druids needed. But from the role-playing side, Druids slinging fireballs even concealed as Searing Orbs feels weird. I'd at least reduce the radius to not make it "Druid's Stronger Fireball".

    But we still need brutal druid spells. Brutal enough to make it worth having him over Priest or even Mage. I'm all for nerfing Wizard's damaging spells while making all of them party-friendly while having Druids more powerfull spells that also hurt our allies. It kind of captivates the primal savagery of druidic ethos and energy control only mages can do.

  12. After using Offensive Stance, there was no 'Normal Stance' available. Not sure if Offensive Stance worked as overall as I didn't seen huge ThaC0 loss.



    // Log of Currently Installed WeiDU Mods

    // The top of the file is the 'oldest' mod

    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3.1 (Hotfix 03)

    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1010 // Executable Patch -> ToBEx v20 (beta): V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1020 // Potion Revisions: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Allow Spellcasting in Armor -> With Casting Speed Penalties for Arcane Casters: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1040 // Heavy Armor Encumbrance -> Movement Speed, Dexterity and Speed Factor Penalties: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1050 // Revised Armor Bonuses: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #20 // Backstabbing Penalties for Inappropriate Weapons -> All Melee and Ranged Weapons Usable For Backstabbing: V3 Beta 1.16

    ~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20

    ~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 20

    ~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 20

    ~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20

    ~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 20

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4163 // Increase the price of a license to practise magic in Athkatla -> License costs 30,000 gp: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4171 // Increase the price asked by Gaelan Bayle -> Gaelan wants 60,000 gold pieces: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4190 // Make Watchers' Keep accessible between SoA and ToB (warning: this will make it inaccessible until the end of SoA): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #220 // Change Anomen's knighthood reward/penalty -> Wisdom +1 on passing; Wis -1 and Con +1 on failing: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1201 // Aerie: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1202 // Anomen Delryn: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1211 // Mazzy Fenton: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9

    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1214 // Valygar Corthala: v1.9

    ~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02


    I've started a ToB game.

  13. But then it has weird pathing. I'd rather turn it into a serie of Farsights sent into chosen by player direction. :D


    Also, to explain better what I mean in terms of Quarry for Ranger/Stalker/Beastmaster's Companion.


    Ranger's Quarry

    When using this ability, Ranger has to designate a visible target. After a full round of observation of his victim, Ranger imposes a -2 penalty to Armor Class and Saving Throws to target creature and makes it unable to become invisible for 4 rounds.


    Stalker's Quarry

    When using this ability, Stalker has to designate a visible target. After a full round of observation of his victim, Stalker imposes a -2 penalty to Armor Class and Saving Throws to target creature and makes it unable to become invisible for 4 rounds. In addition, during the first round after succesfull Quarry, Stalker can backstab his opponents with damage multiplier being reliant on his level:

    1-7: 2x

    8-13: 3x

    13+: 4x


    Panther's Quarry

    When using this ability, Panther has to designate a visible target. After a full round of observation of it's victim, Panther imposes a -2 penalty to Armor Class to target creature and makes it unable to become invisible for 2 rounds. In addition, during the first round after succesfull Quarry, Panther gains +2 bonus to Movement Speed and can backstab her opponents with damage multiplier being reliant on it's caster's level:

    1-7: 1x

    8-13: 2x

    14+: 3x

  14. Well, let's try to sum up what we do have in store for Rangers in the final draft.


    Class Features:

    - Warrior's ThaC0

    - Specialization

    - Additional attack per round

    - 2-weapons Fighting Style

    - Hide in Shadows and Move Silently

    - Druidic Spellcasting

    - Racial Enemy

    - Quarry

    - Tracking

    - Animal Companion

    - Charm Animal


    RANGER is master of nothing in particular. He can wear chainmails! And has Doge!

    STALKER is master of hiding in shadows and Quarry.

    ARCHER is master of ranged combat.

    BEASTMASTER is master of Animal Companions and Animal Empathy (maybe Druidic Spellcasting?).


    So, few ideas to make things look a bit better.


    Moving Tracking into Animal Companion (Wolf)

    I've mentioned it before. I just don't think that Ranger can afford getting so many combat penalties to detect invisible creatures - and in terms of roleplaying it just fits an animal in much better way, also granting it some kind of combat utility.


    Upgrading Stalker's Quarry

    Don't be afraid, I mean minor nerfs to Quarry instead of buffs for already too-good Stalker. Well, to turn his gameplay into something different than Fighter-Thief with cool spells, I'd propose shifting his Backstab capability to Quarry. So, only succesfull Quarry gives you capability of backstabing opponent.


    Quarry for Beastmaster's Companion

    While Beastmaster is not the kind of guy who'd be Quarrying the hell out of his opponents - that kind of feature on his Panther would be a nice touch (unless you plan to restrict Beastmaster from that).


    Beastmaster's Spellcasting

    Beastmaster could be THE spellcasting Ranger - keeping his Animal Summoning spells would be fine, especially if you'll fill his spellbook with enhanced Magical Fang spells for his sexy Panther.


    Falcon Companion for Archer

    Already mentioned that somewhere else. Instead of just copying Called Shot ability from Fighter, Archer could get some kind of modifier Quarry and Farsight to simulate having a Falcon companion (hey, it fits Ranger a lot!).

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