[Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
Saradas
Member Posts: 148
Hello dear friends.
I've just finished testing my latest mod.
WHAT'S THIS MOD?
This mod is a slight rebalancing of the shapeshifter's skills. I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.
This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger.
I tested it but I will continue to modify the contents if bugs or balance issues are found.
DOWNLOAD LINK: --> http://www.mediafire.com/download/z30wb0pbdsz5863/Saradas Revisioned Shapeshifter v1_1.zip
Edit: now compatible with BG1:EE as well
I've just finished testing my latest mod.
WHAT'S THIS MOD?
This mod is a slight rebalancing of the shapeshifter's skills. I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.
This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger.
I tested it but I will continue to modify the contents if bugs or balance issues are found.
DOWNLOAD LINK: --> http://www.mediafire.com/download/z30wb0pbdsz5863/Saradas Revisioned Shapeshifter v1_1.zip
Edit: now compatible with BG1:EE as well
Post edited by Saradas on
7
Comments
WEREWOLF FORM: ------------------ LV 1 LV 13 LV 15 LV 20 Claw +2 1d8 Claw +2 1d8+1 Claw +3 1d8+2 Claw +3 1d8+3 / Poison on hit STR +2 STR +2 STR +2 STR +3 DEX +2 DEX +2 DEX +2 DEX +3 CON +2 CON +2 CON +2 CON +3 APR +1 APR +1 APR +2 APR +2 HP +10 HP +20 HP +30 HP +30 M RES: +20 M RES: +30 M RES: +40 M RES: 40 BASE AC: 3 BASE AC: 2 BASE AC: 1 BASE AC:0 Thac0: +1 Thac0: +2 Thac0: +3 Thac0: +3 Hasted ELEM RES: +10 ELEM RES: +20 ELEM RES: +30 PHYS RES: +10 PHYS RES: +20 PHYS RES: +25 REG: 1HP/s REG: 1HP/s REG: 1HP/s Hasted IMM POISON & DIS IMM POISON & DIS IMM NORM WEAPON IMM NORM WEAPON Hasted Hasted GREATER WEREWOLF FORM: --------------------------- LV 13 LV 17 LV 20 Claw +3 2d6/ Poison on hit Claw +4 2d6+1 / Poison on hit Claw +5 2d6+2 / Poison on hit + Knock Back STR +3 STR +4 STR +4 DEX +3 DEX +4 DEX +4 CON +4 CON +5 CON +5 APR +2 APR +2 APR +2 HP +30 HP +40 HP +50 M RES: +40 M RES: +50 M RES: +50 BASE AC: -6 BASE AC: -6 BASE AC: -6 Thac0: +3 Thac0: +5 Thac0: +6 ELEM RES: +50 ELEM RES: +50 ELEM RES: +50 PHYS RES: +33 PHYS RES: +35 PHYS RES: +35 IMM POISON & DIS IMM POISON & DIS IMM POISON & DIS IMM NORM WEAPON IMM NORM WEAPON IMM NORM WEAPON REG: 2HP/s REG: 2HP/s REG: 3HP/s Hasted Hasted Hasted
The claws improvement keeps the werewolf forms useful against tougher enemies (Liches for example) and their damage type is now slashing, not piercing.
I kept the first level of shapeshifts werewolf very close to the vanilla one, this way the kit will not result overpowered in BG1:EE (it will not regenerate, it is not immune to poisons or normal weapons).
At higher levels (reached in SoA) the shapeshifted form of the druid will scale well with the progression of the game.
Moreover, I thought it was lazy putting the same stats for every shapeshifting druid.
In vanilla version, the werewolf form has standard stats for strength and dexterity, so it could potentially be counterproductive for high level characters, and very unbalanced for weak characters.
With my mod, the druid's stats receive a buff (constitution and maximum HP too), resulting in an enhancment of the druid's prowess, but still proportional to his/her initial stats in human form.
BTW my mod makes WW tougher regarding defence. The AC has a difference of something like +1 from vanilla WW, and thac0 approximatively +4. Not super overpowered if you ask me, but we can always modify the balance
I'd change their piercing type damage to slashing, like BronxH did ( http://forum.baldursgate.com/discussion/26791/shapeshifter-paw-weapon-tweak ).
I like the fact you get +X to your str/con/dex instead of a fixed number. This is much better exactly for your reasoning.
So now it's just a question of balance, and I'm no expert for that. The life bonus seems superfluous though.
The speed bonus is a great improvement, but not overpowered because it doesn't grant additional APR, only movement speed (yes if you stack that with boots of speed is cheesy, but so it was before with haste+boots).
The life boost offers a slight improvement to survivability, along with AC bonus, but the bonus to strength and thac0 didn't really overshadowed the fighters in my party.
I will test if the balance is guaranteed at highers level too in SoA and ToB
Regarding 1-2 uses a day - it's irrelevant since you can just stay in the form with no drawbacks apparently.
- In Werewolf form now the druid regenerates 3HP/round (1HP/2s) starting from level 13. It was 1HP/s before.
- Greater Werewolf form now has 0 base AC at level 13, -1 at level 17 and 20. (Before was -6, ending up at -16 AC...my mistake. Now it's much more reasonable.)
- Greater Werewolf form now has +4 thac0 bonus at level 13, before it was +3.
- In Greater Werewolf form now the druid regenerates 6HP/round (1HP/s). Before it was 2HP/s and considering the GWW's high resistances and low AC, the results were overpowered.
- The "Regenerating" status icon now correctly appears during Werewolf form, starting from level 13.
2 things though -
1.Regeneration doesn't display its icon on the character portrait in werewolf form (haven't checked if it actually applies). Works fine on greater werewolf
Perhaps you haven't updated the dl link?
2.Poison on hit is totally OP and unnecessary
Apart from that, FINALLY the fix that shapeshifters deserve
edit:
Looking over it again, the elemental resist seems like a bit of an overkill
Combined with a druid's innate resist, it adds up to a whopping 80%. Throw in a ring of fire protection and enjoy soloing Firkraag
about balance: the elemental resistances come at a very late part of the game, so I don't think they become a game-breaking issue. Consider that a fire giant can deal a fire damage of 20-30 per hit, and crushing 20-30 too. So they can still kill you very efficiently.
And btw you can reach a resistance of 100% in many other ways, potions+resistance ring, potions+magic, potions+magic+rings+armors ecc ecc...
I will test it thouroughly and see what happens. I mean about poison on hit too
I can even set the resistances to a defined value, not by adding them to the already existing value.
They become 50 when polymorphed, not x+50. We will see...
(link updated)
+1 to new HLAs. Would make this class even more fun!
Good point about the druid's early access to HLAs. Obviously, the new HLAs for this kit shouldn't be overpowered, but if they are too useless, nobody will pick them.
Maybe an HLA that allows you to cast some spells or summon something while in werewolf form?
I like to think in a rpging way, thus making the WW form the standard and GWW for when the druid REALLY gets angry and wants to show his real potential and scare the hell out of his enemies
I like the idea of a frenzy effect applied, but rather than triggering it when the werewolf's hp drop below a certain value, I would prefer to add a X% on every attack you make. This way you cannot predict when it will trigger, and more importantly, it prevents you from triggering it by yourself (cheesy tactics, you know).
I will surely implement it in the next mod update. Stay tuned @RJones
I've got a question to the author though. After 1.3 patch fixed that dispel magic bug are you going to update this mod as you've said before? Cheers.