Sensible creature classifications.
Tresset
Member, Moderator Posts: 8,268
Poking around in NI I noticed that several of creatures have iffy classifications. Dread wolves and wraith spiders for instance are supposedly undead variations of wolves and spiders however they are classified as monster rather than undead. The demon knight, who is a self proclaimed undead creature, is classified as humanoid. The vampiric wolf is classified as humanoid (huh?). Elementals are inconsistently monster or giant humanoid. Wizard's eye is an animal (huh?). etc.
Does anyone else think it would be a good idea to sort through this mess to make some of these make more sense? This stuff does have an impact on the game actually. Things that use eff files (that would be any item or spell that takes into account race (like the harrower and charm person/mammal)) depend on this sort of thing to function properly. I know this could be considered a slippery slope but it bothers me when the manual says a dread wolf is undead and it really isn't.
Does anyone else think it would be a good idea to sort through this mess to make some of these make more sense? This stuff does have an impact on the game actually. Things that use eff files (that would be any item or spell that takes into account race (like the harrower and charm person/mammal)) depend on this sort of thing to function properly. I know this could be considered a slippery slope but it bothers me when the manual says a dread wolf is undead and it really isn't.
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Comments
That way, we could use in-game info to plan tactics after we encounter a critter once.
Liches and demiliches are vulnerable to these in bg2, and the disrupting weapons are the bane to them. Turning also works wonders but then again you need a maxed-out epic level single classed cleric to turn Kangaxx.
http://www.lomion.de/cmm/deatknig.php
Here, nearly all abilities make sense and are similiar to the in-game demonknight we have. And the creature file of the demonknight is named Deathkn or something similiar.
It spesificly states that Deathknights, while being undead, can not be turned. Thus making it not undead type must be a councious choice by the devs. Same is true for the Skeleton warrirors: http://www.lomion.de/cmm/skelwarr.php they are immune to turning so undead type is not appropriate for in-game mechanics.
Dread wolves are undead, yes, but they have other special abilities which are not implemented in the game. http://www.lomion.de/cmm/wolfdrea.php For example, they regenerate like a troll and have a killer rotting disease akin to a mummy's touch. That's why they are worth 650 xp, same as a ghast, but in the game a ghast is always much more powerful due to its special attacks (paralyse, weakening disease) and general more viciousness (more attacks/round, better initiative)
Effect # 297 Immune to Turn Undead
By using this instead of another race, one would get the following for example:
Skeleton Warriors are still unable to be turned, but are affected by all other anti-undead measures.
10th