Animate dead summons Ghasts / Uses wrong animation upon summoning
Aranthys
Member Posts: 722
While the change is fun, this imbalances the spell greatly at low/mid levels.
At level 5, any cleric can summon 1-2 ghast. These RAPE anything they touch, unless their target focuses on them, or the target has low AC and/or Saves.
I'd suggest to change the spell to something like this :
Caster Level Effect
1-6 Summon 1-2 skelettons
7 Summon 1-2 ghouls
11 Summon 1-2 ghasts
15+ Summon 1 skeletton warrior
(Yes, that means it's impossible to summon ghasts in BG:EE, but ghouls are already pretty powerful as it is...)
Regarding the animation of the spell, in BG2, the animation was great (Skeletton coming out of the earth), why was this changed to the current ... kinda "meh" animation ?
Expected Behaviour : Animate Dead isn't as imbalanced as current implementation, and uses the BG2 animation upon casting.
Edit.: Should probably have posted this in an existing thread... there's like 2-3 of them lying around.
Sorry !
At level 5, any cleric can summon 1-2 ghast. These RAPE anything they touch, unless their target focuses on them, or the target has low AC and/or Saves.
I'd suggest to change the spell to something like this :
Caster Level Effect
1-6 Summon 1-2 skelettons
7 Summon 1-2 ghouls
11 Summon 1-2 ghasts
15+ Summon 1 skeletton warrior
(Yes, that means it's impossible to summon ghasts in BG:EE, but ghouls are already pretty powerful as it is...)
Regarding the animation of the spell, in BG2, the animation was great (Skeletton coming out of the earth), why was this changed to the current ... kinda "meh" animation ?
Expected Behaviour : Animate Dead isn't as imbalanced as current implementation, and uses the BG2 animation upon casting.
Edit.: Should probably have posted this in an existing thread... there's like 2-3 of them lying around.
Sorry !
2
Comments
If the spell should only animate skelettons and/or zombies, then how about
level 1-6 : 2-3 Regular Skelettons / Zombies
Level 7-14 : 1-2 Greater Skeletton / Zombie
Level 15+ : 1 Skeletton Warrior
It does strike me as too powerful, but these guys have way more experience than I do. I'd be surprised if it were a bug and not intentional.
In the current game, you can have 5 ghasts very easily, haste them with a mage and send them in to fight any humanoid enemy:total slaughter! Only certain enemies can stand against them, like golems, any demon-fiend type enemy (I can name at least two in the game)..and yeah, that big guy in that cool-spiked armor and all.. They kill and feast upon any other enemy.
I edited the spell's effect file with DLTCEP and changed ghast creature with your basic skeleton. It has 8 HP, AC 7, 1 attack at THAC0 19 for 1d6 damage, its only saving grace its missile/piercing resistance.
The spell used to be great in BG1 due to the fact that you could summon a lot of skelettons.
In BG2, the spell is useless before level 15.
Some "Greater" skeletton at level 8 would be very, very nice.
(Static resistances: 40% slashing, 50% piercing, 60% missile, 100% cold)
1-6 : lvl 3 skeleton warrior with 16 str, 25% MR, wielding a plain longsword. (20 hp)(6 ac) (1 attack) (18 thac0)
7-10: lvl 5 skeleton warrior with 17 str, 45% MR, wielding a +1 Longsword. (40 hp)(4 ac) (1 1/2 attack)(15 thac0)
11-14: level 7 skeleton warrior with 18 str, 65% MR, wielding a +1 Bastard sword. (60 hp)(3 ac) (1 1/2 attack) (13 thac0)
15+: Level 9 skeleton warrior with 18/51 str, 90% MR, wielding a +1 greatsword. (80 hp)(2 ac) (2 attacks) (10 thac0)
A poor decision by the dev team. I cannot understand how they could let these kinda things slip through them.
I like @ZanathKariashi's setup, I'll try to get that working.
Few remarks :
- The +1 Longsword drops to the ground when skelettons are killed. I guess that problem is also occurring for other level summons weapons, from what I saw in Near Infinity
- I'd also suggest to use different animations for skelettons previous to level 15. Like, the other animation that's used for skelettons in BG2 (The animation without a helm : IC_SKELETON0 - 60160), this way, the level 15 skeletton has that "special" feel of beeing different
- I'd also suggest to update the spell description with the following information :
Regular description, slightly modified with the following paragraph
1st - 5th : 3 HD Skeletton wielding a long sword
6th - 10th : 5 HD Skeletton wielding a +1 long sword
11th - 14th : 7 HD Skeletton wielding a +1 bastard sword
15th + : 9 HD Skeletton wielding a +1 great sword
See the spell "Spider Spawn" for a good example on how to display the information
If anyone with an english version of the game (I've got a french one) wants to use Near Infinity to recover the original description, update it and provide it to Seth so he doesn't need to write it himself, that would be VERY NICE
Thanks again for the update, Seth, that was great and a welcome change !
Current behaviour: A level 6 cleric can summon skeleton warriors using the animate dead spell
Expected behaviour: A cleric must be level 15 to summon a single skeleton warrior using the animate dead spell
2. Remove the chance to summon 2. They're pretty tough, and getting 2 for 1 spell, even on a small chance is a bit much. That's why the 15+ only summons 1.
Other then that, working great. They're tough enough that you don't feel like your waste a slot on them, and deal ok damage, but don't have any OP abilities like that ghast did.
merge with this http://forum.baldursgate.com/discussion/12493/animate-dead-spell-unexpected-behaviour
items now undropable/unstealable,
summons restricted to one per casting,
animations changed:
lvl 1-6 is skeleton animation
lvl 7-10 is skeleton warrior without helmet
lvl11-14 is skeleton warrior with helmet
lvl 15 is (a freaking) necromorph (!!!!!! - because there was no way i could resist once i saw it)
ping me again if something's off
I guess the "necromorph" you're talking about is the bone golem animation ?(see http://i.imgur.com/pxd9I.png)
I just hope people won't be too disatisfied with that change ^^
Otherwise, great news !
items now undropable/unstealable,
summons restricted to one per casting,
animations changed:
lvl 1-6 is skeleton animation
lvl 7-10 is skeleton animation with helmet (just like: Icharyd - ICHARY.CRE)
lvl11-14 is skeleton warrior without helmet
lvl 15 is skeleton warrior with helmet
7+ 1 1/2 attack instead of 1.
11+ 1 1/2 attack instead of 2. 18 str instead of 18/51 (optionally immunity to normal weapons. The 15+ has that, but it might be a bit OP for early SoA)
the bone golem seems a bit much...I mean it's pretty badass looking, but that's more of a Create Undead territory then animate dead.
apr has been changed,
strength bonuses have been dropped,
and animations have been shuffled up such that the (freaking) necromorph (!!!!!!) is no more. Though apparently the only difference between the animations of skeleton with helm and skeleton without helm is that skeleton with helm is actually wearing a helm. The id# is the same.
I'm thinking of changing Imoen's animation to be the bone golem... just for my game of course....
The basic level info mentioned above:
1st - 5th : 3 HD Skeletton wielding a long sword
6th - 10th : 5 HD Skeletton wielding a +1 long sword
11th - 14th : 7 HD Skeletton wielding a +1 bastard sword
15th + : 9 HD Skeletton wielding a +1 great sword
also need to mention that each casting will only summon one skeleton.
the strings are 26490 and 26162.
1. The 3 HD warriors are summoned from levels 1-6, and the 5 HD warriors are summoned from levels 7-10, not 1-5 and 6-10. Is that right? (I'm guessing yes because of the .CRE names.)
2. The spell lists a casting time of 1 round, but the actual casting time is 9. Which should it be?
3. In a similar vein, the spell's description lists the range as 10 yds, but the actual range is 20 ft. This is seriously minor, but while we're at it...
1. Yup, that should work
2. I think the 9 rounds is better
3. I'll change the range to 10 yards, no need to be able to summon these guys on the other side of the fight
Sorry, 9 as in 9/10ths of a round, not 9 rounds! O_O
10 yds. = 30 ft. compared to the actual range of 20 ft. Just want to make sure you didn't misread that.
just to be safe, would you please suggest the settings that would match the description?