Darts/Throwing Daggers
Mykra
Member Posts: 252
Two-fold request:
1) Can we get darts to have the dagger animation/icon, so we can see them on the paperdoll, and when we walk around?
2) Can we get returning +1 versions in BG:EE?
1) Can we get darts to have the dagger animation/icon, so we can see them on the paperdoll, and when we walk around?
2) Can we get returning +1 versions in BG:EE?
3
Comments
1. +2 versions :P
2. Enchanted throwing weapons in the Black Pits. The only ones in the BP are darts. There's +1 throwing axes and a +2 returning one in the campaign, but neither in the BP. There aren't even basic throwing knives.
Barring something massive, throwing weapons will never (and probably should never..) dethrone bows/crossbows/slings, but they should be a more valid option than they currently are in BG:EE (imo).
I have to carry around multiple stacks of darts when I leave town because other than Skeletons, you can't count on finding them on corpses or these magical chests full of them with any sort of regularity. Throwing daggers are in the same boat, and share the same loot tables with the darts. With Baeloth coming with them now, this is two runs in a row that I've personally seen in BG:EE just how available they are as loot options in every zone and chest in the game when used as one of the primary weapons. That's fine with me, I have no complaints about that part of it. If I want darts/daggers, I load up and then head out. As they say, them's the breaks. However, to call their availability 'widespread' and a 'personal micromanagement issue' is completely disingenuous.
Also, throwing daggers and darts cannot use the three ammunition slots, they must go in the backpack. Throwing daggers also are the only one that has a weight to them. That comparison makes no sense at all as you are saying something that has no weight and can be stored inside three specialty slots should be an equal comparison to something that is the exact opposite of this. Even the unlimited item bonus can't really be argued as it's an item set that gains bonuses on both the delivery system and the missile, versus something that is inherently it's own missile - so only one set of bonuses. So unless you are saying Throne of Bhaal balanced that quiver for a Longbow +0, I don't see any merit to it. There's a reason why aVenger put returning throwing weapons in BGT alongside the plentiful quivers.
You don't like the idea, I get it. That's cool and you are entitled to like or dislike whatever you please and I'll have no problems with it. However, please don't clutter up the thread with incorrect statements and backhanded learn2play comments.
Daggers weigh 1lb each IIRC. If you want your mage to use throwing daggers he's got to be as strong as a fighter just to lug enough around for a single dungeon. As for finding lots of them I couldn't disagree more. You find a few occasionally, but nowhere near enough to keep you equipped for a complete run through Cloakwood.
The same thing applies to throwing axes. I'm working on modding them to work this way, but it's slow-going. (I've gotten them to add a throwing dagger to the target's inventory, but it replaces the existing item and doesn't stack with itself, so it needs some work.)
I'm not sure, but regardless it would only take effect on successful attacks (which makes sense, since on a miss it would either fly off into the bushes never to be seen again, or it would break on the target's armor rendering it useless). At the moment I have it set to 100% probability on successful hits. if that creates problems, I might dial it back to 75 or 50, but the goal here is to make it so you only need to carry as many as would make realistic sense; 300 is really pushing the envelope, especially for something that ought to be retrievable. For throwing daggers and axes, the idea should probably be more to limit you within a specific encounter, not so much to limit you for an entire mission.
Look forward to seeing it.