Best Of
Re: Road to 2.6 | Is the Siege of Dragonspear 2.6.2.0 Patch Ready to Release?
If Nearest Neighbor Scaling is turn on, the game is switching between Nearest Neghbor method and Linear method when game is paused. You can notice that behaviour if you keep looking on the background when you pause the game. If you pause the game the background become blurry.
Repro:
1. Turn on Neigbor Scaling method.
2. Pause the game
3. The background become blurry as if neighbor scaling is turn off.
The Neighbour scaling method should stay active all the time.
Repro:
1. Turn on Neigbor Scaling method.
2. Pause the game
3. The background become blurry as if neighbor scaling is turn off.
The Neighbour scaling method should stay active all the time.
Parys
2
Re: Road to 2.6 | Is the Baldur's Gate II 2.6.2.0 Patch Ready to Release?
@JuliusBorisov
If Nearest Neighbor Scaling is turn on, the game is switching between Nearest Neghbor method and Linear method when game is paused. You can notice that behaviour if you keep looking on the background when you pause the game. If you pause the game the background become blurry.
Also, In addition to fuzzy background you can notice a "moving" part of fireplace during pause and unpause action when Nearest Neighbor Scaling is active.
Repro:
1. Turn on Neigbor Scaling method.
2. Pause the game
3. the background become looks blurry as if neighbor scaling is turn off.
If Nearest Neighbor Scaling is turn on, the game is switching between Nearest Neghbor method and Linear method when game is paused. You can notice that behaviour if you keep looking on the background when you pause the game. If you pause the game the background become blurry.
Also, In addition to fuzzy background you can notice a "moving" part of fireplace during pause and unpause action when Nearest Neighbor Scaling is active.
Repro:
1. Turn on Neigbor Scaling method.
2. Pause the game
3. the background become looks blurry as if neighbor scaling is turn off.
Parys
3
Re: Road to 2.6 | Is the Baldur's Gate II 2.6.2.0 Patch Ready to Release?
So:
- [existed in v2.5] Fireshield type spells have NOT been outsourced to external .eff files. This means that the caster cannot refresh these spells before premature expiration.
- [existed in v2.5] SPWI418D.SPL – The 'Range' field (Extended Header at 0xE) should be set to a very high value (32767 ideally) and the 'Projectile' field (Extended Header at 0x26) to a new Projectile that should be coded as suggested here:
- The same applies to all those spells such as Fireshield, to control the range of the feedback damage without generating the "One of your spells has failed" message.
- [existed in v2.5] SPWI224.SPL – Glitterdust: certain effects bypass Magic Resistance, whereas other not. Magic Resistance checks must be consistent, so is the spell intended to bypass Magic Resistance or not?
- [existed in v2.5] SPPR208.SPL – Hold Person: string ~Held~ is displayed twice (one comes from opcode #175, the other one from "CDHELD.EFF"...
- This issue affects most/all "Hold Person/Monster/Animal" spells/abilities, such as "SPIN988.SPL", "SPWI306.SPL", "SPWI507.SPL", "SPPR305.SPL", "SPPR989.SPL" and the like...
- [existed in v2.5] Ninjatōs (base item "SW1H48.ITM") are described as short blades. As a result, they should be coded as such: 'Category' (Header at 0x1C) should be '19|Small swords', 'Appearance' (Header at 0x22) should be "SS|Short swords". 'Weapon animations' (Extended header at 0x2C*3) and 'Damage type' (Extended header at 0x1C) should also be adjusted as well (to match normal Short Swords...)
- [existed in v2.5] In the patch notes you talked about Inconsistent Unconsciousness Administration.
Unfortunately, there are still issues regarding this whole topic. The main problem here is that there is only one "Sleep" opcode, namely op39, which is used for Sleep, Unconsciousness, Knockdown, Hopelessness, and Nausea(Poison).- This means that, for instance, cadaverous/skeletal undead, golems, etc. are immune to the knockdown effect caused by CLERIC_EARTHQUAKE – SPPR720.SPL and similar spells (due to their general immunity to op39). This of course doesn't make any sense and should be fixed. Two possible solutions:
- Once again, op318 and external EFF files (more details here, section "Accurately granting immunity to just one form of an opcode")
- Alternatively, you could edit Source Code and add at least another "Sleep" opcode (just like we have two "Charm creature" opcodes). This is probably the best solution...
- This means that, for instance, cadaverous/skeletal undead, golems, etc. are immune to the knockdown effect caused by CLERIC_EARTHQUAKE – SPPR720.SPL and similar spells (due to their general immunity to op39). This of course doesn't make any sense and should be fixed. Two possible solutions:
- [existed in v2.5] The Poison opcode (#25) automatically display the Poisoned portrait icon ('Special' field), there's no need for a separate op142 effect. This is not an issue, just a reminder/side note...
- [existed in v2.5] The Improved Invisibility opcode (#20, param#2=1) automatically provides "Normal" invisibility, there's no reason to apply both "Normal" and "Improved" invisibility in the same spell/item, see "SPWI405.SPL" (unless you want them to have different probabilities/hd limits). This is not an issue, just a reminder/side note...
- [existed in v2.5] Polymorph Self, Shapechange, Druid Polymorph abilities and the like: this spells/abilities are still bugged. In particular:
- If you keep changing form, you will lose bonus/malues granted by equipped items (for example an amulet). That means you need to return to your original form before changing into another form.
- This is particularly annoying if Nalia or Edwin cast this spells, because if you do not remember to return to your original form before changing into another form, you will be forced to Save & Reload your game (since their unique gear, i.e. "NPRING01.ITM" and "MISC89.ITM", cannot be removed & re-equipped...)
- This issue might be caused by opcode #135 being bugged when used with 'parameter2=0'... As far as I know, there are 2 possible workarounds: either use op135 with 'parameter2=1' or op53 with 'parameter2=0'. In both cases you need to remember to "transfer" Strength, Dexterity, Resistances, Base AC, Specific AC (Crush/Slash/Pierce/Missile), and Base APR from CRE file to the polymorph item.
- [Suggestion] You might want to attach the "Return to Natural Form" ability to "FIST.ITM" (and Monk Fists too).
In so doing, it is always available, and modders wishing to add other polymorph abilities can safely forget about adding it...
Moreover, you really might want to replace all those op112 removing polymorph "weapons" with a simple op111 ('timing = 1', 'resource = SW1H01', or any other existing weapon) followed by op112 ('timing = 1', 'resource = SW1H01', or any other existing weapon). In so doing, you don't need to "remember" to remove all polymorph "weapons" via op112... - [Suggestion/Feature request] Opcode #171 should work as intended when applied with 'Timing Mode 2'.
This is another thing that should make its way into the game as soon as possible. If that were possible, you could attach abilities like SALAMANDER_BREATHE_FIREBALL – SPIN160.SPL to the polymorph weapon. In so doing, they will be removed as soon as the polymorph weapon is no longer equipped (either because of death or because you changed form/returned to natural form) and modders wishing to add other polymorph abilities can safely forget about removing them via op172... Moreover, modders could also add their own abilities without worrying about patching existing polymorph abilities that would otherwise be able to use them...
As an alternative, the Magical Weapon Slot should allow Item Abilities (`header_type = 3`).
- [existed in v2.5] BDSUM00.BCS: its attack blocks (line #264–#275 and #277–#284) should contain a "See(LastSeenBy(Myself))" check, otherwise summoned creatures will stutter whenever their target goes invisible.
- [existed in v2.5] Probability1 and Probability2 fields.
As you surely know, 0 IS a legitimate roll. There are a LOT of files that need to be patched to take into account of this fact. For instance, let us consider Club of Detonation – BLUN26.ITM:- fire damage should be 20% of hits, not 21% (so either 'prob2=0 and prob1=19' or 'prob2=1 and prob1=20')
- fireball should be 7% of hits, not 8%, not overlap with fire damage (so either 'prob2=20 and prob1=26' or 'prob2=21 and prob1=27', depending on what you chose for the fire damage...)
- Unlike BG:EE and IWD:EE, 1PP Projectiles (#277 – #319) are not registered (i.e., they're flagged as "Unnamed") in "MISSILE.IDS". This is not an issue, just something that should be consistent across all these games...
_Luke_
4
Re: HoF or LoB mode for OC and other campaigns
I agree with you. It would be super easy for them to do. If they did it, we would all reap the benefits. If some do-gooder player did it, sure some players would download it any enjoy it, but most would not make that extra effort.
A decade back, I made my own changes to most of the modules of the OC. All I did was change the difficulties of the encounters and that made the game much more challenging. (I suppose I also added a kill counter and a crafting system and a mining system and XP granting scripts for traps and locks like in Mask of the Betrayer...) Changing the encounter difficulty helped for some levels, but ultimately the monsters would need changes and testing.
A decade back, I made my own changes to most of the modules of the OC. All I did was change the difficulties of the encounters and that made the game much more challenging. (I suppose I also added a kill counter and a crafting system and a mining system and XP granting scripts for traps and locks like in Mask of the Betrayer...) Changing the encounter difficulty helped for some levels, but ultimately the monsters would need changes and testing.
Re: Famous Quotes and laws of reality...
https://youtu.be/5anLPw0Efmo
I can't breathe anymore. One, just one person in all of my life, never asked me to be something other than who I am. He was amazing, now he is gone. How do you go on after that. Now at last I understand why her wrists are wrapped. Not a famous quote, sorry. Just a feeling.
I can't breathe anymore. One, just one person in all of my life, never asked me to be something other than who I am. He was amazing, now he is gone. How do you go on after that. Now at last I understand why her wrists are wrapped. Not a famous quote, sorry. Just a feeling.
Michelle
2
Re: Road to 2.6 | Planned Patch Items | Windows, macOS, Linux
In the case of the (English language) BG series ... "you" all the way. The text is written in modern English, with dialects in the modern range for various characters.
fully agree for English - "you" is just right for BG, except if some character needs some specific oldschool flavour.
As for German, "Ihr habt" (you have) is not informal, it is oldstyle respectful/honorific, while "Sie haben" (also you have) is also distanced but clearly modern style, maybe since 19th century to start, but more 20th century (i.e. you would never address a noble with "Sie" if you respect / roleplay to respect nobles - but this does not only apply to nobles but to anyone you would want to show some respect, be it to be polite, like an unknown traveler you address). The informal "Du hast" (you have) is reserved to friends and family, close colleagues, or quite modern 21st century (where "Sie haben" is considered to be uncool) to anyone you would think he's equal in status and situation whether you know him or not.
For the speaker of the BG intermissions, him respectfully but distanced as a mere narrator telling you that you lived in Candlekeep, "Ihr habt" is just the right form to address you. "Sie haben" is far too 20th century style, and "Du hast" would imply that the Main Character knows the translator and he's telling you now what happend last knight in that bar before you were knocked out.
(that's also why the German fan translation should be used for SoD instead of the "professional" translation introduced with the consoles ... it just feels "not wrong" in the subcontext)
Re: The topic for unhappiness/vent your sorrow
So wonderful, YouTube removed that video. Won't complain.
Had a falling out with a longtime friend though yesterday. The conversation ended with, My friend was erased years ago. You have to understand that you are different.
Well duh! Kinda the point. What did he expect would happen? He abandoned me anyway, through the awful years he was not there. Then he comes back into my life and expected everything to be the same? How? When I was unconscious in the hospital, where was he? When people threatened and made fun of me, where was he? Want me to take care of your urges after you left your wife and abandoned the girl you left her for? Not bloody likely. Somehow my change is the reason you are pathetic? Probably not.
Still feel bad. He left me when I needed him most but now I feel guilty. Twisted world we live in. I seriously hate being me.
Why would he expect that I was the same? Can't be both and fit into either, doesn't work that way. Thing is, he missed it completely and felt he was blindsided. My other guy friend saw me stop pretending long ago and treated me accordingly. Meh, no loss, just sad.
Had a falling out with a longtime friend though yesterday. The conversation ended with, My friend was erased years ago. You have to understand that you are different.
Well duh! Kinda the point. What did he expect would happen? He abandoned me anyway, through the awful years he was not there. Then he comes back into my life and expected everything to be the same? How? When I was unconscious in the hospital, where was he? When people threatened and made fun of me, where was he? Want me to take care of your urges after you left your wife and abandoned the girl you left her for? Not bloody likely. Somehow my change is the reason you are pathetic? Probably not.
Still feel bad. He left me when I needed him most but now I feel guilty. Twisted world we live in. I seriously hate being me.
Why would he expect that I was the same? Can't be both and fit into either, doesn't work that way. Thing is, he missed it completely and felt he was blindsided. My other guy friend saw me stop pretending long ago and treated me accordingly. Meh, no loss, just sad.
Michelle
2
Re: The LoB + SCS Solo Challenge vs Bhaal´s Cataclysm
I mean we can change the rules any time if we come to the conclusion that they are too harsh @Blackraven.
What do you think?
What do you think?
Re: The LoB + SCS Solo Challenge vs Bhaal´s Cataclysm
Well, I like the clarity of the rule the way you put it: no retreat is no retreat. A more lenient rule could be harder to apply. When is a situation sufficiently hopeless for a retreat to be warranted?
There is something to say for a curse requiring that Charname defends themselves, i.e. fights (not just hides), for a number of rounds. Let's say five rounds. Ambushes remain extremely dangerous that way, without making survival dependent on sheer luck, but also on the player's skill. Also, five rounds is fairly easy to monitor, and not as subjective as a "hopeless" situation.
What say you? I'd also like to know what @Grond0 thinks.
There is something to say for a curse requiring that Charname defends themselves, i.e. fights (not just hides), for a number of rounds. Let's say five rounds. Ambushes remain extremely dangerous that way, without making survival dependent on sheer luck, but also on the player's skill. Also, five rounds is fairly easy to monitor, and not as subjective as a "hopeless" situation.
What say you? I'd also like to know what @Grond0 thinks.
[v1.1] Skitia's NPCs For BG2:EE and EET
What does a snobby elf, a scrappy halfling, a scribing gnome, an elderly dwarf, and an angelic archer have in common? Nothing. But together, they can form around you as your adventuring family. But whether it is tight-knit or dysfunctional depends on your choices and treatment of them.
Reintroducing Skitia's NPCs from BG:EE and SoD into BG2:EE, each character has their own quests and goals, with a relationship system that is responsive to your decisions and actions. They'll offer their commentary and opinions, and if your actions mirror their words you'll find they'll get closer to you and fight harder. If they don't, you may find they grow to dislike you, perhaps even leaving, or in very serious cases, turn against you.
Not interested in using all five? Mix and match with the classic or EE NPCs and they'll banter, bond, and interact with them just as well.
Desiring a bit of down time? The new rest talk system allows you to converse with an NPC while resting. Every once in a while you'll have the opportunity to check on a companion, sharing a drink (or bed if they are a loved one), or engaging in some activity with them. At release this will include only Skitia's NPCs, but if there's positive reception and desire, will be expanded to include the chance to interact with original NPCS.
Characters:
Emily
"The family expectation is to be perfect: Charming in decorum, flawless in decision-making, and always saying the right words. My father does that. Me? I just always say the wrong thing somehow."
"I'm game for sharing." Emily would quip when you ask about her past, before eagerly launching into details of her childhood. She grew up on her father's estate southeast of Borst in the lands of Tethyr, where she stayedoften in seclusion, hiding her visibly elven features with tricks of the hair or hat wear at her parent's insistence, though this did nothing to hide the golden eyes of her lesser understood aasimar heritage. Still, her father was determined to let few suspect she was not the product of his wife, which resulted in loneliness and very few friends. Finding the isolation frustrating, she talks of late night sneak outs, watching the estate guards in their archery practice or escaping the lands entirely, often into trouble and earning herself a stern lecture from the guard captain or her father. She was born to do good, and she won't ignore the weight of her heritage, even at the cost of noble opinion, house politics or a concerned father.
Race: Aasimar
Class: Arcane Archer (Or Arcane Archer/Fighter, or just Archer without the Artisan's Kitpack)
Alignment: Neutral Good
STR: 12
DEX: 17
CON: 14
INT: 16
WIS: 14
CHA: 16
Proficiencies: Longbow, Crossbow
Starting Area: Mithrest Inn
Romance: Any Non-Evil Male Race
"The best life is lived in the cover of war. Only in the darkest dungeon, in the most hostile of territory, is when every breath bursts with life, bursts with the bloody bountiful blessing of the Morndinsamman."
Helga pauses at a question addresses at her past and not the battlefield, her lips forming almost into a grumpy frown. She talks of being a wild child in her youngest years, longing to make her place in the faithful of Haela after being enchanted by the tales of their ferocity and feats. She briefly trails away from the subject, launching into the details of a former battle with the interests of detailing every strike as if she was passionately describing art, not war. But then weariness touches her face, and with a groan she admits her body is not what it used to be. Not even her healing spells can undo all the wear and tear given by growing old. "But I'd rather go out in a blaze than gently." She adds. "I'll know death as nothing else but a foe of equal strength."
Race: Dwarf
Class: Priest of Haela
Alignment: Chaotic Neutral
STR: 18
DEX: 14
CON: 15
INT: 11
WIS: 13
CHA: 11
Proficiencies: Warhammer, Flail/Morningstar, Two-Handed Weapon Style, Sword and Shield Style
Starting Area: Den of the Seven Vales
Romance: None
PRIEST OF HAELA: Renown amongst the dwarves for their risk-taking, berserker tendencies, clerics of Haela Brightaxe are loved and feared for their fury when they enter the fray, able to shrug off and deliver dangerous strikes. Most are female, called Kaxanar, or blood maidens, and their name is very much earned in their pleasure in seeking out battle wherever it may be.
Advantages:
-May Cast Hurl Stone Once Per Day. Gains one use at level one and an additional use every five levels thereafter.
HURL STONE: The priest creates a magical stone the size of their palm, which flies out of their hand and into the intended target. The stone does 1d6 direct magic damage per five levels with no save, although it does not bypass magic resistance. If the creature fails a save vs spell, they are also knocked down for two rounds.
-May Cast Flamebolt Once Per Day. Gains one use at level one and an additional use every ten levels thereafter.
FLAMEBOLT: The priest calls forth a holy two-handed blade of flame named after Haela Brightaxe's favored weapon. The caster is treated as a fighter with mastery in the weapon. The magic weapon does 1d10+1 fire damage per 5 levels, with a THACO bonus of 3. The blade acts at a speed factor of nine and lasts for one turn.
Disadvantages:
-Dwarf only.
-May only be CN, CG, and NG.
Life's more fun when you're right-sized.
Kale gives a wide grin when you ask about himself, clapping you on your back and launching straight into his tale. He claims he was born faster, stronger, and with more courage in his spirit than all the halflings of Gullykin combined. He flashes scars and launches into wild, eyebrow raising tales of how he earned each, from battling one hundred kobolds alone to slapping a dragon in the face. But after a while he grows melancholy and admits that in all of his travels he has lost many companions that he would dearly miss. He says he has changed his style of fighting to be more protective of those he cares about. He'll take any blow for a companion if that means they'll keep standing, if he likes them anyway.
"But the rest?" He adds with a grin once more. "They'll have give me a good offer."
Race: Halfling
Class: Warden
Alignment: Chaotic Neutral, may become Lawful Neutral
STR: 16
DEX: 17
CON: 18
INT: 11
WIS: 9
CHA: 12
Proficiencies: Bastard Sword, Sling
Starting Area: Outside the Copper Coronet
Romance: Any Race and Gender
WARDEN: The warden is a warrior whose discipline and traditions center around fighting in a pair. Their partner is known as their ward, and they situate themselves to elevate their ward's combat effectiveness. The warden meanwhile brings forth an incredible tenacity that rivals some of the most fierce barbarians, in place of sacrificing their offensive prowess.
Advantages:
-Hit Die: d12
-May use the Ward ability once per day.
WARD: Designates target as the ward. The bonuses last until the ward or warden's death, or a new ward is selected.
Level 1: The ward receives +1 damage bonus and -1 THAC0.
Level 8: The ward receives +1 damage bonus and -1 THAC0, and cannot be back stabbed.
Level 12: The ward receives +1 damage bonus and -1 THAC0, cannot be back stabbed, and gains IRON WILL.
Level 16: The ward receives +1 damage bonus and -1 THAC0, cannot be back stabbed, gains IRON WILL, and receives +1 luck.
-IRON WILL: Upon being subject to a spell that subjects the Warden to sleep, stunned, fear, or confusion, the warden has a 10% chance to snap out of the state every second that they are in it. At level 12, the one bestowed with ward also gains this effect.
-Upon having 50% or less of base class hit points, activates Second Wind.
SECOND WIND: The warden regenerates one hitpoint per second for 1 round per level. Second Wind can only be activated once every 2 hours.
Disadvantages:
May only become proficient in ranged weapons, and may not exceed mastery in any other weapon.
May only put one point in two weapon style.
I always speak of history, of remembering both the ill and good because we cannot forget who we are, or where we came from.
Recorder looks reluctant when you press her about her past, advising that it "isn’t anything grand." A daughter of a priestess and bookbinder, Recorder grew up around with books and tomes in easy reach in a cozy cottage in Lantan. When one day she found sheets and excerpts of music, she fell in love and found her dual passion realized: music and historical recording. When her parents separated and her mother moved to Amn, she purchased a ferret, who she named Gustav, and they've been inseparable since. She does however, apologize in advance if any rations mysteriously go missing. Ferrets, she says, are notorious for not asking first. She keeps a large tome full of notes of both your prior journey and your current one, though is very protective of both any sneak peeks into its contents and damage via blood, magic, or ferret claw.
Race: Gnome
Class: Lorekeeper
Alignment: Neutral Good
STR: 10
DEX: 17
CON: 11
INT: 17
WIS: 15
CHA: 17
Proficiencies: Dagger, Quarterstaff, Crossbow, Single-Weapon Style
Starting Area: Temple of Oghma
Romance: Any Non-Evil Race and Gender
LOREKEEPER: Lorekeepers are bards that focus less on a generalist skill set and lean more towards spell casting, where their prodigious memory and knowledge makes them better casters than most other bards. They make excellent librarians, historians, and advisors with their large capacity for learning and recalling, and their innate skills ensure information is not lost.
Advantages:
- +20 bonus to lore.
- +2 Spell Slots for every spell level.
- May use SONATA in place of the regular Bard Song.
SONATA: This song provides varying levels of intelligence, save bonuses, and mind protection depending on the level of the bard:
Level 1: +1 Int, +1 Saves vs Spells, Immunity to Charm and Sleep.
Level 15: +2 Int, +2 Saves vs Spells, Immunity to Charm, Sleep, and Rigid/Feeblemind.
Level 20: +3 Int, +3 Saves vs Spells, Immunity to Charm, Sleep, Rigid/Feeblemind and Confusion
- May cast Mnenomic Retrieval once per day. Gains one use at level 4 and every 4 levels thereafter.
MNEMONIC RETRIEVAL: This spell enables the caster's target to bring back to memory 1 arcane spell and/or 1 divine spell that has been previously cast. If no spells have been cast yet, nothing happens. Mmenomic Retrieval can only recall a spell up to the spell level the Lorekeeper is capable of casting. Thus the Lorekeeper can thus only recall 4th-level spells or lower at level 10, and is capped at 6th level spells or lower at level 16.
Disadvantages:
- No Pickpocketing Skill.
- Can only be proficient in club, dagger, crossbow, and quarterstaff.
Power rules above all in the realm we live in. The only way to contest power is with power. Even those who complain about power use power in their own way; we call it manipulation. Remember this well, for this is the heart of survival.
Some elves are just awful, but Vienxay insists she is not one of them. She boasts of growing up in comfort and prominence, the eldest, most beautiful, and most intelligent of three sisters, gifted both with the weave and the shadow magic well known to the shadowdancer, which she used to great abandon. She then rants on about how a series of “misunderstandings” had her ousted from Evermeet and wandering the landscape by the scheming of her former mentor. She misses home terribly, both the comforts of her manor and the warmth of nearby family who were far more tolerable of her elf elitism than the human locals of the sword coast. But if the locals dare think they shall disrespect her, she says, they will quickly learn from their mistake.~
Race: Elf
Class: Shadowmage
Alignment: Neutral Evil
STR: 15
DEX: 17
CON: 10
INT: 18
WIS: 10
CHA: 11
Proficiencies: Dagger, Dart, Shortbow
Starting Area: Waukeen's Promenade
Romance: Any Race and Gender
SHADOWMAGE: Shadowmages are mage-thieves that can draw both on shadow magic and the weave, with the cunning and stealth of the shadowdancer and the mage's arsenal of spells.
While shadow magic is not the same as the shadow weave, many are drawn to it and can learn to use it. It's dark magic gives it poor public opinion, and most of its practicioners are non-good.
Advantages:
- + 15% Bonus to Hide in Shadows and Move Silently
- Umbral Empowerment: While hidden in shadow, the shadowmage gains +1 to their caster level and -1 to their casting speed.
- Slippery Mind: +1 bonus to saving throws
- May cast Shadow Jump once per day. Gains one use at thief level 5 and an additional use every 5 levels thereafter.
SHADOW JUMP: Manipulating shadow, the shadowmage teleports to the selected living creature, be it ally or enemy, unseen as per the invisiblity spell. For the next twelve seconds, they gain +2 to their backstab modifier and remain unseen until they make an attack.
Disadvantages:
- Alignment restricted to any non-lawful and non-good
- Backstab multiplier is one less than an unkitted Thief, cannot backstab until level 5.
- May only distribute 20 skill points per level (30 at level 1) among thieving skills
- Cannot Hide in Plain Sight.
- Cannot put points into Set Traps
- Hit Die: d5
A: Each NPC has one major quest tied to themselves. Some are spanned out in segments, possibly extending for a few chapters, while others can be completed in a single chapter if so desired, while others may have part of the story in SoA, and another small portion that concludes it in ToB. Most are about as long as the typical NPC quests of the original Bioware companions.
Q: What is the content rating of the mod?
A: Most content is T. The Rest Talks are a very soft M, but if desired for the main release, I can separate the Rest Talks as an optional component.
Q: Will they conflict with other party members?
A: Emily will not join with Dorn or Hexxat and will force you to choose. Dorn's murderous quest is a quick way to scare off Recorder with harsh approval loses if you aren't careful.
For Romance Conflicts, they will eventually bring up any other concurrent going on romance and ask the PC to choose.
Q: What is Approval?
A: Approval is the relationship system that measures the NPC's happiness with the player's actions. This is determined by quest decisions and responses during conversations with the particular character while they are in the party. If approval sinks too low, they may leave for good. If it becomes high, two of their core abilities will increase by 1 permanently, even if approval later drops.
Q: What are Rest Talks?
A: Rest Talks are conversations that occur occasionaly when the rest button is pressed. The player can choose to rest immediately or speak to one of the five custom NPCs. They could talk over a fire, join them on watch, drink with them, ask them to join them in bed if in a romance, and other fluff. The general content is a very soft M, and if desired, this can be split into an optional component.
Q: Are there multiple epilogues?
A: Yes. They vary depending on if a romance was pursued, and what choices were made in their personal quests/goals, and for Kale, if Mazzy is in the party and Kale has become Lawful Neutral, and neither are romanced by any mods or the like.
Q: Can I request Crossmod Content with...
A: Absolutely. If you have other NPC mods you'd want them to cross with, post some suggestions, and I'll seek out permission. There is currently crossmod with Petsy and Yvette, with more coming in the future.
Skitia
20