Cool things you couldn't do before
dib
Member Posts: 384
With the new patch many things that used to be hard-coded in the game mechanics have now been externalized into .2da files. I thought it would be nice to have a thread to discuss these matters since it opens up for a lot of cool new options. The screenshot thread is good for showing graphical changes but not so much for showing new possible game mechanic changes.
So far I've made some major changes to race-class restrictions and just now I made some changes to the weapon style bonuses, since I've always thought two-weapon fighting was just a bit OP when compared to other styles. So I decided to nerf two-weapon and and give single-weapon and sword and shield a boost.
So far I've made some major changes to race-class restrictions and just now I made some changes to the weapon style bonuses, since I've always thought two-weapon fighting was just a bit OP when compared to other styles. So I decided to nerf two-weapon and and give single-weapon and sword and shield a boost.
Post edited by dib on
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There's a comprehensive list on the G3 forums by @camdawg that covers stuff that has been externalized to 2da. Familiars by alignment have been externalized, so if you like playing CG but never liked the Fairy Dragon you can muck about with that selection. There's also a 2da for modding the number of weapon slots a class gets, which could be useful for those Fighter multiclasses that find 2 slots a little cramped, or the Paladins that don't need 3 slots and would rather have a quick spell button (not sure if this works how I'm thinking, as I haven't been able to test it).
A bunch of Thief and Monk related stuff has been externalized, such as skill point and backstab progression for the former and unarmed attacks/damage progression for the latter. A mod that gave Monks their "counts as +1" fist at level 8 instead of level 9 would be handy for late game BGEE, allowing them to forgo magical weapons.
Unless you make it so that investing points in shields will give you extra APR or much superior defense (physical resistance, Stat boost, Better Saves), dual wield will come out the winner
My idea:
Sword and Shield
1 slot = The wielder gains -4 AC to missiles, 10% chance to completely negate a physical attack, and 1 APR
2 slot = The wielder gains -6 AC to missiles, 20% chance to completely negate a physical attack, and 1.5 APR
3 slot (maybe make Paladins allowed to put 3 points since holy shield is symbolic) = The wielder gains immunity to missiles, 30% chance to completely negate a physical attack, and 2 APR
APR would make sense because, the better you are accustomed to a shield, the better you can swing your weapon as you hold a shield. If you are a complete beginner with a shield, you are busy trying to balance the weight between the two and you are bad at attacking as you block blows.
Anyway, the only bonuses you can add to the 2da file is thac0 bonuses to left or right weapon, ac bonus, missile ac bonus, improved critical hit and weapon speed. So adding bonus attacks etc. is not currently possible.
@Awong124 Of course it will.
@Kilivitz That's more to do with piss poor AI.
I think he posted it to talk more generally about the externalizations made and the possibilities they open up.
To blance this up, shield should also by default grant a stronger ac bonus.
@Kaigen Yeah, I always thought traps were a bit too powerful so I rarely use them. Nice to see that it's been made much easier to change this, and per class/kit as well.
Has anyone tried changing summoning limits though? I can't seem to get it to work. I set NORMAL in summlimt.2da to 10 but in game it still limits me to 5 summons. Perhaps it's not yet functional?