[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.
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I don't know, however, if a bonus and a penalty will cancel out, or just replace the first one, and I don't know if temporary bonuses, like Item Revisions' Amulet of Power, will temporarily replace, or permanently erase, class-based permanent bonuses.
Also, I don't know if the caster level opcode has any effect on Dispel Magic chance. An amulet with a +50 to caster level bonus, on a level 1 caster with a level 10 Inquisitor, would show this, but I'm between computers and can't test it.
A couple minor bugs on a BG2EE game easily fixed using Notepad ++ but I thought worth mentioning (nitpicking about ):
- A typo in setup.tra lines 983 and 995 on the Marksman kit description:
May only specialize (+++++) with melee weapons. Should be (++)
- In 350_mage_hunter.tpa in line 38, the mage hunter should have the -1 penalty applied to STR and CON. It's set correctly on the IWDEE part.
Speaking of the Mage Hunter, the new additions makes this ranger a classic. I'm really loving these kits especially coupled with the tweaks part of the mod. Gameplay and coding wise Might and Guile is just perfect.
The more excellent kits and tweaks mods we get to install, the more frustrating the hardcoded limitation of 9 kits per class gets. Maybe the 1.4 patches will do something about this, especially with Faiths and Powers making great progress -so many choices- I want them all.
The Thief ideas are great. My personal thoughts:
- Shadow Dancer: Please revise this class, HiPS feels almost like cheating sometimes and it does not feel like a new ability. How about some shadow magic for this Kit? Some nice illusions etc.
I'm a big fan of giving the Thief/Kits more ability:
- Dirty Tricks - Throw powder/pepper spray etc. -> Temporally blinds the target, or maybe powders with different effects.
- Taunt/distract - can be used to disrupt a spell? -> works only once per enemy
Maybe a Tinker Kit with:
- Fire / Smoke / Grease / Poison Bombs
- Mine / Traps with the
- Can build some clockwork soldiers (Small Golems or something)
Just some ideas floating on top of my head. Keep up the awesome work, thank you
I tried to create a tinker kit a while ago: it's a very fun idea that requires a lot of work. I had a 'boom stick' that was a shot-gun like contraption, some alchemental bombs, but I just ran out of ideas. And, again, so, so much work!
I also had an idea for a 'rogue's bag of tricks' ability that allowed the rogue types--thieves and bards--to create useful items that helped them in sticky situations. My favorite was a 'smoke bomb' that gave a very short duration invisibility--with a nice puff of smoke!--that they could use just after a backstab, when surrounded by a bunch of angry bad guys. It's been a while. I think I also had an 'intimidate' ability that gave a penalty of some kind for a failed saving throw. Ahh, some more ideas are coming to me. A makeup kit that gave a +1 to charisma for a short period of time, and caltrops--I don't think that I got that last one to work. Also, however, I ran out of ideas...
buuut, there are some ideas here:
http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents
Dirge Songs
-- Dirge of Demoralization (Lower enemy THAC0 [and maybe AC?])
--Dirge of Fear (Horror)
--Dirge of Pain (Skull Trap)
--Dirge of the Dead (Animate Dead)
--Dirge of Death (Finger of Death)
I'd really like to see Archer Rangers get some love! I'm really missing my animal companion, too. Haven't played BG since late 90s, I forgot they weren't in.
I just tried to find Marksman in the Fighter kit list, and it's missing too. Mot sure if it has anything to do with it being misspelled in the WeiDU log (which may pull it from elsewhere?) "Add the Marskman (fighter kit): v1.0". You don't see Elven Archer in the log because I uninstalled it so I could play a regular Archer for now.
This is for BGEE, Beamdog versions, both the stand alone installer and the Beamdog client version (uninstalled already partially modded stand alone version, reinstalled from Beamdog client thinking another mod was causing initial errors. Nope.)
Full text of the error is:
ERROR Installing [160: STO: Saving Throw Overhaul, rolling back to previous state will uninstall 42 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 160.
Uninstalled 42 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 160.
ERROR: Unix.Unix_error(20, "stat", "scales_of_balance/spells/sppr409.spl")
PLEASE email the file SETUP_MIGHT_AND_GUILE.DEBUG to SubtleD using Language [English]
// 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]
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #100 // 100: IWO: Item & Weapon Overhaul: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #120 // 120: WPO: Weapon Proficiency Overhaul: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #180 // 180: MRO: Magic Resistance Overhaul: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // 200: Revised Stat Bonuses: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // 205: Revised Hit Point Tables: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // 210: Revised XP Tables: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #215 // 215: Revised Spellcasting Tables: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // 220: Revised Movement Bonuses (Quickstride): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // 250: Revised Berserker and Rage: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #255 // 255: Revised Rangers: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // 260: Revised Kensai: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // 265: Revised Monk Fists: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #270 // 270: Revised Bards: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // 310: Add the Corsair (fighter kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // 320: Add the Marskman (fighter kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // 324: Add the Halfling Slinger (ranger or fighter kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // 350: Add the Mage Hunter (ranger kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // 410: Add the Sniper (thief kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // 420: Add the Scout (thief kit) and revise the Swashbuckler: v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // 450: Add the Jongleur (bard kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // 460: Add the Loremaster (bard kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // 470: Add the Gallant (bard kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // 480: Add the Meistersinger (bard kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // 490: Add the Loresinger (bard kit): v1.0
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // 500: Add Multiclass Kits: v1.0