The state of shapeshifting in BG:EE
Borsook
Member Posts: 152
Since BG2 came it there were problems with shapeshifting, including the werewolves form getting incorrect stats. Has this been fixed in BG:EE?
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Though the proper course of action would be to scale it's power growth as they level, reaching proper stats at lvl 10, just like Totemics.
The link you provided pretty much says that the changes in that mod are cases where the modder(s) changed things simply because they didn't like them the way they were, not because they were objectively bugged and needed fixing.
The only difference is retaining full control, where as a lesser being is in constant struggle with their instincts the whole time they're transformed and potentially going berserk, except those who jump off the deep end like Malarites.
for the second time
this is not a bug
they are different
look at the stats of both greater werewolfs druid's got better resist and better stats
maybe if you just shift pure druid with no buffs and without equipment without using spells
It's about 1/4 of the way down the page.
"Elemental resistance locked at 50% " it is not locked
On a side note, are you saying that based on your experience with BG:EE? If so, it's possible that it was changed, as those table were made with vanilla BG2 in mind.
i think it is pretty neat that they change shapeshifter but making already powerfull kit into monster like this mod is doing is not really my thing
but some players use OP weapons from weird mods or cheat to level 50/50/50 F/M/T hell yeah!
The creature you shapeshift into in vanilla BG2-ToB is called weregrdr.cre. This Greater Werewolf has the abilities listed in the BG2 Tweaks readme under "you were supposed to receive". Moreover, that list contains an error - It lists immunity to normal weapons, but the creature in question is immune to every weapon except those with the cold iron flag set (which means almost every weapon out there).
In order to grant creatures their abilities, there are two ways to go about it:
- grant them by adding those directly in the cre-file as effects
- or grant them by equipping them with undroppable equipment
The weapon immunity is added by the item ringloup.itm, the +3 weapon with 2D8 slashing damage by weregrdr.itm, and the 3HP/second regeneration by an effect.
Unfortunately, the Polymorph effect doesn't grant you the ThAC0, saves, effects, or equipment of the creature you polymorph into.
In order to let you attack at all with a weapon, the Greater Werewolf innate ability assigns you directly after polymorphing the item brbrp.itm. This item is a magically created weapon - hence the message that you can't change your weapon if you try to do so - which has a +2 enchantment with 1D6 piercing damage.
10th
It does, and it works with every other elemental resistance item too, but not with any item granting a magic resistance bonus (gaxx, seldarine, kaligun, power etc.).
10th
Just making the greater werewolf's claws +3 would be enough of a fix.
this is true but it doesn't mean it is a bug
I have been reading about the issues with the shapeshifter kit in general both in BG:EE and SoA, I've been trying to figure out a way to look at the regular werewolf form as in the actual files/code/etc because as far I understand it regular werewolf claws aren't supposed to count as +1 or +2 or anything meaning they wouldn't be able to hit creatures which you can only harm if you have some sort of magical weapon HOWEVER;
I've been able to kill the vampire wolves outside the temple near Beregost with the regular werewolf form and as far I know vampire wolves cannot be harmed unless struck by magic weapons/spells, also most of the time I manage to score 10-12 damage non-crit so essentially I've been trying to figure out how they actually work in BG:EE since there are so many people on the net saying different things about the shapeshifter that I merely wish to have a look for myself in the actual file/code in the game.