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[MOD] -Scales of Balance- a post-hac tweak mod

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  • wolpakwolpak Member Posts: 390
    Well, I have always considered putting it negative effects for the bard as well. Speed reduction, inability to cast spells, yadda yadda yadda.

    My problem with the bard right now is that he isn't a character. He is a buff. Sure, you can break glass in emergency and have him miss some attacks for you or cast some spells, but it's no fun just having a character stand there and ONLY be a buff.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited August 2015
    Totally not sarcastic! I'm bad at communicating on line!

    Edit: I genuinely found that surprising (in a good way)
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    wolpak said:

    My problem with the bard right now is that he isn't a character. He is a buff.

    I *sort of* agree. I think most of what makes bards fun in 2E doesn't translate to the BG computer games. And what is left is basically a walking buff, as you say. I try to make some bard kits that are interesting in their own right, and use the Song abilities as a minor extra, to be used rarely.

    Like, the primary conceit of the Loremaster is UAI from level 1. Who else, but a bard variant, would that be appropriate for? No one. It's not a powerful kit but UAI through the whe game should let you do some things that you wouldn't normally do in a playthrough. (Plus, it fits the Candlekeep origin extremely well.)

    My new plan is to forget about the whole idea of bards as a "class." Warriors are trained to fight and nothing else; priests devote their lives to a deity and receive magical powers; wizards study magic like a science and learn powerful spells. But what about normal folks, who don't train in those ways? How do normal people survive? What would I, a lawyer, do if I ended up in Faerun?

    Well, I might use oratory to talk my way out of things, or inspire people to help me. I might try to sneak past danger instead of confronting it. I might dance like a fool to entertain people so that they don't murder me. I might run to the library and learn all I can about the stuff around me. In short, normal people will use guile and cleverness where warriors use violence and magic-users use magic.

    That's basically how I see rogues in this game. Instead of saying "bards pick up done skills from here and there," all rogues can pick up various skills, and which skills they get will vary by kit/profession. With the 7 "thief" skills and any number of non-magical and pseudo-magical abilities to be learned, you can use the rogue class to represent all kinds of people who use their wit, intelligence, and skill to get by.

    This will probably be an EE-only component, since it will mean creating thief kits that have zero skill points to spend at level-up, and I think that's hard-coded in the old engine.
    Alternatively, you can allow points to be distributed by the player, but just bar certain skills. One of the new 2das allow you to do this. The thief class saw, IMO, the most improvement in terms of modability.
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Totally not sarcastic! I'm bad at communicating on line!

    Edit: I genuinely found that surprising (in a good way)

    Ha ha it's all good. Yeah, I once had an idea to make separate areas in the UI for wizard spells and priest spells. I figured I would move priest spells to the innates button (since it kind of looks like a cross) and lump innate abilities in with equipped item abilities (since there are so few of them, compared to spells). This was after a playthrough in which I started to get frustrated with sifting through all of Aerie's many many spells.

    Long story short, that mod turned out to be impossible. But along the way I learned how to edit the interface button to use different BAMs. Or at least, to switch them around. Switching is definitely possible - I'd need to check again to see about using a whole new .BAM.
    Just to verify, you can switch the bams, but not the abilities. You couldn't actually give the bard search and disarm traps, rather than bard song and pick pockets. Just the images, yes? I'm sure that I know the answer, but I just want to be sure
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    edited August 2015
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  • ArdulArdul Member Posts: 211
    I tried to install the latest version of SoB. Only the Stalker gets backstab, unlike what the readme says. Is that something you can fix in the next version?

    Also, as a suggestion, I think you should up the base chance for stalker set traps to 50 and lower progression to 2. Alternatively, if that is doable, you could set base chance 40 and alternate between 2 and 3 points.
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  • ArdulArdul Member Posts: 211

    Ardul said:

    I tried to install the latest version of SoB. Only the Stalker gets backstab, unlike what the readme says. Is that something you can fix in the next version?

    Really? Have you tested? It should be add SPCL332 to (non-Stalker) ranger kits' CLAB files. But it probably does not show up anywhere in the character sheet. Can you tell me if SPCL332 has been added to the CLABs? (Can check CLABRN01.2da in NI)
    It is not displayed on the Character sheet and there was no backstab damage when I backstabbed a dog I summoned (did my test on a new char in ToB).

    I will see if I get the time to look at the CLAB, I am not at my computer at the moment and I am quite busy..
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  • wolpakwolpak Member Posts: 390
    Regarding barbarians, I forgot which if all these threads you mentioned it. In your Power and Guile, a suggestion that I was considering before my total remake was simply something like this...

    Barbarians cannot wear helmets (no crit protection)
    They receive +1 (5%) to crit at level 5 and another 5% at 15.

    This turns them into an all or nothing offensive machine and differentiates them from Berserkers and Dwarven Defenders more. Just my two cents, but would definitely make them more legit of a class to play.
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  • wolpakwolpak Member Posts: 390
    I agree about berserkers, that is why I have given them a self damaging ability with their + damage and whatnot. Also, my enrage proficiency increases damage the more hurt they are. Feel free to take that idea if you want for your mod...
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    edited September 2015
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  • GawainBSGawainBS Member Posts: 523
    Just wondering: how do you upgrade if you installed an older version? (From before you splitted off certain components?)
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  • GawainBSGawainBS Member Posts: 523
    I forgot to mention, I'm using BG:EE & BGII:EE. So basicly: "reinstall the whole game." :smile:
    BTW, how do I add kits to multiclasses? I don't seem to get the option during character creation.
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  • GawainBSGawainBS Member Posts: 523
    Where do I find them? I'm not playing a multiclass at the moment, but it would be nice to know.
    Also: the lvl based abilities in multiclass kits, are they based on the highest lvl?
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  • GawainBSGawainBS Member Posts: 523
    Oh, ok. I didn't even realise it worked with IWD:EE too. Thank you!

    Just one more question: the readme mentions an .ini file several times. Which one is it? Is it the baldur.ini, for example?
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  • GawainBSGawainBS Member Posts: 523
    Ok, thanks!
  • FoggyFoggy Member Posts: 297
    edited September 2015
    @subtledoctor I'm experiencing some potential bugs on a clean install of v3.3 kits only (no tweaks) on a new game:
    -Barbarian Ranger: Listed Cannot cast druid spells and -2 penalty to Charisma disadvantages are missing. Only disadvantages applied are the armor and the no-dual class restrictions.
    – Purifier Druid: doesn't get the 2% fire resistance per level, nor does he get any fire resistance.
    – Elementalist Druid: When shapeshifting to air elemental form, player is stuck in place and cannot move, and the weapons (paws, claws or whatever an air elemental is supposed to use) appear blank.

    Tested further creating new characters on ToB and got same results.
    Also would you please consider giving the Mage Hunter a combat ability like casting disruption, or applied spell failure? as the spells alone are not much of an advantage especially against SCS vicious magic casters.

    Otherwise I'm having a blast with the corsair and the bard kits are tip top. Looking forward to playing SoB v4, and the much awaited Faiths and Powers mod, which release date can't come soon enough. Thank you for the awesome mods and for actively upgrading them to the point of excellence. Cheers.

    Edit: Sorry forgot to mention, game is BG2EE. Install order:
    Banter Packs v14
    Unfinished Business v26
    Adrian v3.1
    Isra BG2 v2.1
    Rogue Rebalancing v4.80
    Scales of Balance v3.3
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Okay, I've fixed the Barbarian Ranger and Purifier bugs. The air elemental form for the Elementalist will be a tougher nut to crack... it works for me on BGT and BG1EE, but not BG2EE. I need to add some animations and/or BAMs, I think... but that will take time.

    So for now, don't use the Elementalist, or at least don't use its air elemental shapechange. (Shame too, it does some nice electrical damage.) I'll have Grammarsalad and Aquadrizzt take a look at it, since it will be moving to Faith & Power soon. I hope they can help me finally add a water/ice elemental form to that kit, to round it out.

    Here's the new version with the other two fixes, though:
    https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.3.2

    We'll figure it out (both the air and water forms).
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