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[MOD]BGO Weidu Install

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  • wolpakwolpak Member Posts: 390
    Fresh install with an old save? Maybe stores get stocked and that maintains in the save? Can you throw a new guy down and run him to the smithy? I am just doing a simple add to store and it is identical in terms of what I do with candle keep.
  • ThalamondThalamond Member Posts: 127
    edited March 2014
    I removed my own BG EE documents folder and will now reinstall your mod. Hopefully it will work.

    EDIT: Still the same problem. The error says:

    .\sql_compilerc[815]: [Not Exists] Table 'CLABMO02' does not exist.

    c:\jenkinsWork\workspace\BaldursGate Windows\code\libsql\sql_parser.y[31]: [Syntax Error] Invalid syntax starting '**** string, 15 string, 16 string, 17 string, 18 string, 19 string, 20 string. etc. up to 50 string.

    and then:
    .\sql_compilerc[815]: [Not Exists] Table 'CLABMO02' does not exist.
    again.
  • wolpakwolpak Member Posts: 390
    That is strange. That file is the ability file for the sun soul monk. I make this call to it:

    COPY_EXISTING ~CLABMO02.2da~ ~override~

    All that does is copy out the existing clabmo02.2da file and runs an update on it. I wonder, if for some reason yours has less values in it...

    Try throwing the attached file into your override and see if that resolves the issue.
  • ThalamondThalamond Member Posts: 127
    edited March 2014
    Will do. Thanks again :). No result. Still get the same error :S.
  • wolpakwolpak Member Posts: 390
    I have the basic infrastructure for the weapon changes. If anyone wants to give feedback, I'd love to hear it as any changes made early means less changes made late.

    Weapons are divided into 4/5 categories: Light, Medium, Heavy and Massive (in addition to a general category).

    All classes start proficient in general weapons (club, quarterstaff and sling). If you can't use them proficiently, then you need to go home and not adventure. I also have changed some categories. Wakisashis are now grouped with Katanas and Ninjatos with shortswords. Morning Stars are now grouped with maces and are all now 2 handed.

    Light Weapons: Short Sword/Ninjato, Dagger, Club, Quarterstaff, Sling, Dart, Short Bow
    Medium Weapons: Axe, Katana/Wakisashi, Scimitar, Spear, Long Bow
    Heavy Weapons: Long Sword, War Hammer, Mace/Morning Star, Crossbows
    Massive Weapons: Bastard Sword, Two Handed Sword, Halberd, Flail

    Each weapon type will have the same basic traits:
    Light Weapons: 0 Main Hand, -1 Off-Hand THAC0 penalties
    Medium Weapons: -1 Main Hand, -1 Off-Hand THAC0 penalties
    Heavy Weapons: -1 Main Hand, -2 Off-Hand THAC0 penalites
    Massive Weapons: -2 Main Hand, -2 Off-Hand THAC0 penalties
    Two-Handed Weapons: -1 THAC0 penalty

    Enchantments will work as this: (each +1)
    Light Weapons: +2 THAC0 Main, +1 THAC0 Off-Hand +1 Max Damage (meaning a 1d4 turns into 1d5)
    Medium Weapons: +1 THAC0 Main, +1 THAC0 Off, +1 Min and Max Damage (same as current, except the +1 Off Hand)
    Heavy Weapons: +1 THAC0 Main, +1 THAC0 Off, +1 Min and Max Damage (same as current, except the +1 Off Hand)
    Massive Weapons: +1 THAC0 Main, +1 Min and +2 Max Damage (1d6 turns into 1d7+1)

    Much of the missing THAC0 bonuses and Damage bonuses can be made up with expanded weapon styles (up to 5 points) and revamped 3e style abilities.

    Starting Weapon Proficiencies (all classes get general proficiencies)
    Fighters: All Weapons and styles
    Paladins: Heavy and Massive Weapons and Sword and Shield and Two Handed Weapon Styles
    Rangers: Light and Medium Weapons and Two-Weapon and Single Weapon Styles
    Barbarians: Medium, Heavy and Massive Weapons and all styles
    Cleric: Heavy Weapons (minus Longsword) and Flails (plus their diety's favored weapon) and Sword and Shield Style
    Druid: Medium Weapons minus Katana and Two Handed Weapon Style
    Bards: Opposite weapons as Clerics and Singe Weapon Style
    Thieves: Light Weapons and Two-Weapon Style
    Mages and Sorcs: Light minus short swords
    Monks: none
    Kits: adjustments made where needed

    Future proficiency points will be done as follows:
    Fighters: 1 point every level, can increase everything by 4 more points (thus 5 in everything)
    Barbarians: 1 point every level, can increase everything by 3 points (4 in base proficiencies and 3 in light weapons)
    Paladins and Rangers: 1 point every other level, can increase by 3 points (4 max in base profs and 3 in others)
    Clerics, Druids, Bards and Thieves: 1 point every 3 levels, max at 3 points in base profs and 2 in all others)
    Mages, Sorcs and Monks: 1 point every 4 levels, maxing at 2 for base and 1 for all others)

    This means that any class can be proficient in any weapon, but you can't be as specialized in it as you are in your base class weapons.
  • ThalamondThalamond Member Posts: 127
    This weapons' addition looks very nice too. I have no other feedback than that I'm afraid.

    Still have problems with that error and the items not showing up in Beregost or Nashkel. (Only show up in Candlekeep and High Hedge).
  • wolpakwolpak Member Posts: 390
    @Thalamond‌
    Thalamond said:

    I removed my own BG EE documents folder and will now reinstall your mod. Hopefully it will work.

    EDIT: Still the same problem. The error says:

    .\sql_compilerc[815]: [Not Exists] Table 'CLABMO02' does not exist.

    c:\jenkinsWork\workspace\BaldursGate Windows\code\libsql\sql_parser.y[31]: [Syntax Error] Invalid syntax starting '**** string, 15 string, 16 string, 17 string, 18 string, 19 string, 20 string. etc. up to 50 string.

    and then:
    .\sql_compilerc[815]: [Not Exists] Table 'CLABMO02' does not exist.
    again.

    This occurs on game startup, correct? How about trying to delete clabmo02 from your override.
  • wolpakwolpak Member Posts: 390
    Thalamond said:

    This weapons' addition looks very nice too. I have no other feedback than that I'm afraid.

    Still have problems with that error and the items not showing up in Beregost or Nashkel. (Only show up in Candlekeep and High Hedge).

    No items should be in Nashkel. In Baldur's Gate yet. Wonder why the Smithy isn't getting his items or Feldpost's inn. Could run JUST the boots and bracers components and post your weidu log?
  • ThalamondThalamond Member Posts: 127
    edited March 2014
    Yes on startup. Ok I deleted all the clabmO0 1 to 3. No error now, but still no items :S.
  • ThalamondThalamond Member Posts: 127
    edited March 2014
    Sorry for double post
  • ThalamondThalamond Member Posts: 127
    edited March 2014
    Ok I did what you suggested still no item. Where do I find the Weidu log? Is it simply the txt file called WeiDU ?

    God Im so tired, now I even triple post. Hahahaa. Anyway I should go to bed. Here is the log I hope its the right one:
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~BGO/BGO.TP2~ #0 #0 // Descriptions Update (REQUIRED)
    ~BGO/BGO.TP2~ #0 #6 // Boot Changes -> Without Movement Penalties
    ~BGO/BGO.TP2~ #0 #7 // Glove and Gauntlet Changes
  • wolpakwolpak Member Posts: 390
    When you get a chance, tell me what it says when you run the installer.


    Install Component [Belt Changes]?
    [I]nstall, or [N]ot Install or [Q]uit? i

    Installing [Belt Changes]
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Patching BELT20.ITM into store...
    Copying and patching 1 file ...
    Patching BELT21.ITM into store...
    Copying and patching 1 file ...
    Patching BELT22.ITM into store...
    Copying and patching 1 file ...
    Patching BELT23.ITM into store...

    Like above. After the Belt Changes, right click on the window bar and select all then hit enter then paste. You can delete out the unnecessary stuff. I just want to see what it says about patching the items into stores.
  • ThalamondThalamond Member Posts: 127
    edited March 2014
    Here it is. I didn't have problem finding the belts so I didn't include them in the log. Only gloves and boots.


    Skipping [Belt Changes]

    Install Component [Boot Changes]?
    [N]o, [Q]uit or choose one:
    1] With Movement Penalties
    2] Without Movement Penalties
    2

    Installing [Without Movement Penalties]
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Patching BOOT20.ITM into store...
    Patching BOOT22.ITM into store...
    Copying and patching 1 file ...
    Patching BOOT20.ITM into store...
    Copying and patching 1 file ...
    Patching BOOT22.ITM into store...
    Patching BOOT24.ITM into store...
    Copying and patching 1 file ...
    Patching BOOT21.ITM into store...
    Copying and patching 1 file ...
    Patching BOOT25.ITM into store...
    Copying and patching 1 file ...
    Patching BOOT21.ITM into store...
    Patching BOOT23.ITM into store...
    Patching BOOT25.ITM into store...



    Install Component [Glove and Gauntlet Changes]?
    [I]nstall, or [N]ot Install or [Q]uit? i

    Installing [Glove and Gauntlet Changes]
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Patching BRAC27.ITM into store...
    Patching BRAC29.ITM into store...
    Copying and patching 1 file ...
    Patching BRAC27.ITM into store...
    Copying and patching 1 file ...
    Patching BRAC29.ITM into store...
    Patching BRAC31.ITM into store...
    Copying and patching 1 file ...
    Patching BRAC28.ITM into store...
    Copying and patching 1 file ...
    Patching BRAC30.ITM into store...
    Copying and patching 1 file ...
    Patching BRAC28.ITM into store...
    Patching BRAC30.ITM into store...
    Patching BRAC32.ITM into store...


    EDIT: Now Thunderhammy Smithy has the gloves and boots, but the innkeeper at Feldepost still has nothing. This is something I can cope with, however, as one shop in Beregost is enough. :-)
  • wolpakwolpak Member Posts: 390
    Another couple of updates:
    There will be less capability for granular customization as many changes are compounded and there are too many requirements. That shouldn't matter much.

    All the base proficiencies are working as designed and text has been updated. More text for multi-classes as well.

    Giving the ability for specialist mages to cast an innate skill, once per day per 10 levels that lasts for 10 rounds for immunity to their specialist school. Obviously that benefits some mages more than others, but gives them a bit more uniqueness.
  • ThalamondThalamond Member Posts: 127
    Like the idea with the specialist mages although I think that some schools like divination could use lift to give an incentive to play them. Anyway, did you find any use for my Weidu Log? :-)
  • wolpakwolpak Member Posts: 390
    edited March 2014
    Not really. Is the only issue you are experiencing is that the leather boots aren't showing in feldepost inn? I'll triple check...again, but not sure why that would be happening.

    Also just added an innate ability of offensive and defensive stance for fighters. A straight +AC and -THAC0 or +THAC0 and -AC for 120 seconds.

    Also gave an innate ability to have Rangers choose a path (DW or ranged) at level 1 to give a permanent bonus and detriment.
    Post edited by wolpak on
  • ThalamondThalamond Member Posts: 127
    Leather boots and gloves. None of those have been showing up at Feldepost Inn in any of my testing of this mod. They always showed up at Candlekeep though.
  • wolpakwolpak Member Posts: 390
    Working on an in-game help system. Basically, due to limited editing capabilities, I can't modify the help, so, I took over the biography page. It is now tagged with BGO Help and as you choose items to install, it will update the help with the changes made that you would need to know in game.
  • wolpakwolpak Member Posts: 390
    Added an attachment of how the weapons are reclassified and damage ranges. Also a screenshot of how I have implemented Tokens and you can see your Slashing, Crushing, Piercing and Missile resistance on your record and inventory screens. The only glitch is that these tokens only get updated on game load, thus, if you change armor, you will still see the right data in the character data on the right when you scroll down, but won't see it updated next to your HP until you leave and come back.

    Nothing I can do about that until Tokentxt.2da gets checked continuously.

    Hope this interests some more people as not only have I put a lot of time into it ;) and I think it is awesome :) and my wife has allowed me to do this while we hang out and the kids are in bed :0, but I think it helps make something old into something new...ish.
  • wolpakwolpak Member Posts: 390
    edited March 2014
    One aspect needed to be addressed with changing how armor works is managing healing. The current 2e AD&D rules set isn't focused on damage resistance as a main component for handling damage, and thus, 2 heals from your healer may not cut it. There is a significant different in managing damage when you are hit more often for small amounts than less often for big amounts.

    I have implemented innate abilities for Clerics and Druids that heal. I may be tweaking it a bit, but for Clerics, it is a 4 HP heal every 30 seconds, which can be cast every 60 seconds indefinitely For Druids it heals 1 HP per round for an entire turn (or 1 HP every 6 seconds for 10 rounds for 10 total HPs). It can be cast every 120 seconds indefinitely. The damage it heals will increase as the clerics and druids increase in levels. Probably 5/1 HP every 5 levels.

    In addition, the Cleric and Druid will not be able to cast any spells for 2 rounds after using this ability. This will most likely be the balancing attribute and may need to be adjusted later.

    Also, to make caster healing more useful, potion healing will be significantly reduced so that healing is handled better.
    Post edited by wolpak on
  • IllustairIllustair Member Posts: 878
    Nice, please keep it up. I personally like what I see here.

    I'm not so fond of the proficiency changes though. All classes start proficient with general weapons. Should it really be so? IMO, it is an unnecessary pre-req to learn or be innately proficient with clubs, quarterstaff, and even more so with slings to be an adventurer, or be skilled with other weapons. Not to mention the other class-specific starting proficiency. A fine swordsman is not necessarily proficient with a bow, an axe, quarterstaff, or any other weapon for that matter. It's the same as any other thing, an author of romantic novels may be completely incompetent when it comes to writing horror, action, detective, and all other kinds of writing, and if translated into the game, that would amount to a penalty. Poor analogy I know haha, but I hope I got my point across.

    If anything, one can have an natural inclination to certain weapons, that's why in vanilla you can have starting proficiency points with values depending on the class. Fighters get 4 IIRC, others get 2 or 1. The latter seems more natural if you'd ask me. Plus removing the option to choose is, more often than not, not good.

    As to proficiency progression, 1 per level is too much I believe. It removes the thrill (can't think of a better word) of anticipating levels with proficiency points. AT MOST, if you want much faster progression rate, it should be on every odd levels.
  • wolpakwolpak Member Posts: 390
    edited March 2014
    Thanks for the feedback.
    Illustair said:


    I'm not so fond of the proficiency changes though. All classes start proficient with general weapons. Should it really be so? IMO, it is an unnecessary pre-req to learn or be innately proficient with clubs, quarterstaff, and even more so with slings to be an adventurer, or be skilled with other weapons.

    I think the basic premise is that anyone can pick up a club and be proficient with it. By nature, we all can pick up a wooden sticks and beat each other with it. Maybe it is a more of a stretch to assume quarterstaves as well, though on a basic level, that is pretty much the same espeically since everyone starts out with a quarterstaff. Sling ring in the same vein, but I'll make it optional (though I will likely leave clubs as a general everyone can use weapon).
    Illustair said:


    Not to mention the other class-specific starting proficiency. A fine swordsman is not necessarily proficient with a bow, an axe, quarterstaff, or any other weapon for that matter. It's the same as any other thing, an author of romantic novels may be completely incompetent when it comes to writing horror, action, detective, and all other kinds of writing, and if translated into the game, that would amount to a penalty. Poor analogy I know haha, but I hope I got my point across.

    Well, the difference is the semantics of the word "proficient". Basically there are 6 stages to weapon learning. The lowest being unlearned with a penalty (0). The second stage is to be "proficient" but that just removes the I am an idiot with this weapon penalty. Why should a cleric be proficient in healing spells AND bless spells. Because it is the undertaking of their class. Clerics, by nature, know how to cast spells proficiently. Fighters, by being a fighter and graduating fighter school, have at the very least, picked up every weapon and learned to not hold it upside down, or poke themselves in the eye with it. Its more like a jock in high school. If you gave the star quarterback a basketball, he would likely be able to dribble it around and even make a layup or two.
    Illustair said:


    If anything, one can have an natural inclination to certain weapons, that's why in vanilla you can have starting proficiency points with values depending on the class. Fighters get 4 IIRC, others get 2 or 1. The latter seems more natural if you'd ask me. Plus removing the option to choose is, more often than not, not good.

    I agree that less options is less good. However, I also think that increasing the options through the course of your life is better than a huge set at the beginning and then small increments later. It never made sense to be that someone could specialize in a weapon at level 1, but at more advanced levels, they can only put 1 more point in. Trying to strike a good balance without making it overpowered isn't easy. You should see my spreadsheets :) That didn't sound family friendly.
    Illustair said:


    As to proficiency progression, 1 per level is too much I believe. It removes the thrill (can't think of a better word) of anticipating levels with proficiency points. AT MOST, if you want much faster progression rate, it should be on every odd levels.

    I agree, and I have altered it. Maybe I forgot to change the post, but I'll be doing a full post overhaul when I am finished. However, all fighter types are every other level (mostly though, so they can't be fully maxed in a weapon and style by level 10). I wish the system allowed for a different type of distribution other than linear. Like, maybe 1 point every other level, but a bonus point every 5 levels. Really, you are looking at the following options by end game (40 points, 20 points, 13 points, 10 points, 8 points...) There is a huge difference between a point every level and every other level.

    However, given that and the lack of any choice at level 1, I think I'll give everyone 1 skill point at first level to be able to choose to either specialize in a weapon or style OR to pick a non-class weapon. That way it adheres to the original plan but also gives customization at the beginning.
  • wolpakwolpak Member Posts: 390
    @Illustair‌

    Also, how do you feel about my weapon categories. It took a long time to determine how it should be laid out given how each class is, what their weaponry should be and the bonuses I gave to races.

    The hardest to place were longswords, axes and bastardswords. I orginally had longsword as a heavy weapon and axe as a medium (as rangers love axes and long swords are more of a paladin thing). But that caused the following issues. If I wanted to give Dwarves a bonus to heavy weapons, that leaves out axes and adds longswords, which is not optimal and elves with medium weapons gives them axes and leaves out longswords. But moving them around makes rangers lose axes and paladins lose longswords. I justified it as now I have a base sword line. Light- shortsword 1d6, medium- longsword 1d8, heavy- bastardsword 1d10 and massive- two-handed sword 1d12. I like the progression there and rangers will have to deal with not having axes as a base proficiency.
  • wolpakwolpak Member Posts: 390
    edited March 2014
    I have implementing expanded stat effects for saving throws. Instead of the basic 2e version where wisdom rules all, I have decided on the following method.

    For each ability modifier point:
    Wisdom: (+/-)Spells, (+/-)Petrification
    Intelligence: (+/-)Wands, (+/-)Breath
    Charisma: (+/-)Death

    Works nicely though, you have to wait in the beginning for the scripts to finish.

    I also would like to implement Monk AC Wisdom bonus.
    Post edited by wolpak on
  • wolpakwolpak Member Posts: 390
    edited March 2014
    Since I have made no minimum requirement for classes, I am implementing some class skill to be based on important class stats.

    Paladin's Lay On Hands is now Charisma based.

    It will be a modified system to keep it balanced. Level*Charisma Modifier*.5+level.

    With a +2 Charisma modifier (14-15) it will do the same recovery as vanilla. More will do more and less will do less. Paladins will not receive Lay On Hands with a Charisma below 12.

    Also plan to make classes and kits use stat modifiers for certain abilities.

    Inquisitor: Dispel = 1+(10% Chr Modifier) * level ie 18 charisma would be 140% of level
    Cavalier: Damage Bonus will be Charisma Modifier
    Undead Hunter: Damage Bonus will be Charisma Modifier

    Paladins and Rangers will get bonus spells based on Wis Modifier.

    Rangers will use either dex or strength as a to-hit modifier, whichever is higher.

    Bard will get bonus spells based on charisma modifier.

    Kensai get AC bonus based on INT instead base 2 AC.

    Monk get AC bonus based on Wis.

    Barbarians get +STR based on strength modifier and + con based on con modifier.

    Swash: Int bonus to AC? Instead of current, though, it would be initially stronger but end game weaker.

    Blade: OSpin and DSpin based on Charisma

    Skald: Bard song based on Charisma

    Hopefully this all can be done, but may be way too much to put in the Baldur script. I will see how it works out.
    Post edited by wolpak on
  • wolpakwolpak Member Posts: 390
    edited March 2014
    I don't mind if I talk to myself. I want to imagine there are tens of people out there hanging on my every word. I'll keep a running list below.

    Update: Everyone now get additional benefits from Intelligence and Wisdom. Intelligence will adjust your Casting Speed by .5 per point, which is really 1 per 2 points. The .5 isn't implemented, but allows me to keep a standard and balance properly. Same thing with Wisdom adjusting Casting Level by .5 per point. This will make Intelligence and Wisdom good secondary attributes for casters.

    Skills based on Ability Modifiers-
    Completed:
    Saves Based on Wisdom, Intelligence and Charisma
    Human and Half-Elf EXP Bonus based on Charisma (2% per modifier for Humans, 1% for HE)
    Intelligence adjusts Casting Speed by .5 per point
    Wisdom adjusts Caster Level by .5 per point
    Paladin Lay On Hands based on Charisma
    Cavalier: Damage Bonus will be Charisma Modifier
    Inquisitor: Dispel based on CHR
    Ranger and Blades use Dex as To Hit modifier if greater than strength
    Swashbuckler and Kensai get AC bonus based on INT.
    Monk get MR bonus based on Wis.
    Barbarians get Fire and Cold Resistance based on Con Modifier
    Barbarian's Rage doubles STR Mod for damage and reduces AC by same modifier. No more HP
    All spell casting classes use their primary stats to determine how many spells that they receive.
    Undead Hunter: Damage Bonus will be Charisma Modifier
    Wizard Slayer: MR based on Wisdom, same rate as Monk

    Post edited by wolpak on
  • wolpakwolpak Member Posts: 390
    edited March 2014
    Adjusting the "formula" for the Paladin skills.

    Lay oh Hands will be simplified to each point of Charisma Modifier: (this will also be how Monk works)
    1- level healed (level 34: 34 HP MAX)
    2- 1.5 level healed (level 34: 51 HP MAX)
    3- 2 level healed (vanilla) (level 34: 68 HP MAX)
    4- 2.5 level healed (level 34: 85 HP MAX)
    5- 3 level healed (level 34: 102 HP MAX)
    6- 3.5 level healed (level 34:119 HP MAX)
    7- 4 level healed (level 34: 136 HP MAX)

    Inquisitor Dispel level:
    1- level dispel
    2- 1.25 level dispel
    3- 1.5 level dispel
    4- 1.75 level dispel
    5- 2 level dispel (vanilla)
    6- 2.25 level dispel
    7- 2.5 level dispel
  • lunarlunar Member Posts: 3,460
    Interesting. This can change the whole game and bring a fresh breath of air. It can also totally unbalance the game, especially at low-end and high-end levels. Damage resistance is a very difficult thing to balance, methinks.

    Trouble is, if a creature is resistant but not immune to piercing damage, he will take at least 1 damage from a succesful attack. If the armor gives crappy ac to compensate damage resistance bonus, then we have the problem that a character in full plate can be stabbed continously by a ravaging group of xvarts to death, even if all hits cause 1 point of damage, a lvl 1 character will be taken down pretty quickly.

    Maybe this is more realistic. It is true that a knight in full plate was pretty fearsome in middle ages. Commoners could never match the knight unless they had the surprise+large numbers to overwhelm the knight and kill him bit by bit, continously bashing/piercing till he bleeds no more. Imagine an angry mob armed with pitchforks, large clubs with nails in it, blacksmith hammers, etc. surrounding a plated knight, they CAN take him down and kill him brutally even if they suffer a few casualties themselves first. Once they gain the leverage and the knight is down, their weapons will eventually kill him. It will not be an easy, painless death oh no, the knight will bleed and feel a lot of pain till he keels over. (thus the in-game taking repeated 1 damage each time, it should be painful.) The mob should be pretty fearless and in a bloodlust frenzy to do that, though.

    Whereas, in normal game xvarts (or a commoner) require a critical hit to hurt the full plate wearer. So long the mob does not get extremely lucky (rolling critical hit after critical hit) a knight in shining armor will run them through with his sword easily.
  • wolpakwolpak Member Posts: 390
    @lunar‌
    I am definitely dedicated to making sure this is balanced properly. I have also read a ton of insight regarding other mods who touch on this. One balance to constantly being hit is the front loaded hp distribution. It never made sense that someone could double their survivability by going from level 1 to level 2. That somewhat still exists as HPs have always been a tough abstraction to manage, but now you get more HP early than later.

    I have also given innate healing spells to Druids and clerics to compensate as well. It will definitely change the landscape, and while it may not be ad&d I am sure it will be an interesting way to play.
  • wolpakwolpak Member Posts: 390
    Since I have redone the stat modifiers, I have made some of the stuff I created earlier modular and take MANY fewer scripts.

    I have added Swashbuckler and Kensai can add their INT Modifier to their AC at level one, and Swashbuckler can do it again at level 20 (or 2X Int Modifier).

    With an intelligence of 18, a Swash can receive 4 AC bonus at level 1 and another 4 at level 20. Comparable to his +9 the old way AND front loaded, so he can enjoy it earlier. He can max out (if he can get to 24, with +14, but if he has an intelligence of 24, then he deserves it.

    Kensai has it just once, but is it much more valuable than before.
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