This mod originally began as one small dialogue convenience tweak. Then it grew to a few dialogue tweaks. Then a rule tweak. Then a few more tweaks. Eventually, it grew into a full-fledged tweak pack of its own, and continues to grow to this day. This pack includes tweaks for dialogue, rules, stats, graphics, animations and any other things that my experiments find some success with.
New racial enemies?
Better shapeshifting?
A buff to Sword and Shield style?
Whether you're looking for something in particular or just trying to shake things up a little, my house rule tweaks may have something that will interest you.
Honest question: why do +damage in addition to +thac0 for the ranged thing? I mean, regular thac0 advancement doesn't work that way. I get an idea like "this thief kit uses Fighter thac0 advancement" but I don't get the concept of extra damage. This means Imoen (if non-dual-classed) with 9 strength can do more damage with a hit from a shortbow than Minsc can do woth a hit from a mace. Which just seems weird.
I'm lazy and C+P'ed the Archer CLAB table with Set Snares added to the last row.
Also, purely a stylistic criticism: "Adventurer" sounds very vague for a kit that is very, very focused on missile attacks. There are already a bunch of mods that use the "Adventurer" name, and the PnP adventurer kit is very different from this. This is basically the Archer kit, so why not call it "Archer?" Or "Rogue Archer" if you want to distinguish it. (Though I see no need to distinguish it... 2E has Swashbuckler kits for both thief and fighter.) Or "Sharpshooter" or "Sniper" or "Deadshot" or something lime that?
I'm lazy and used a kit name that's been attributed to Imoen in a prior mod kitpack.
Hmm, I always liked this mod, but now it's getting a lot of things mixed in that fit an entirely different category. Seems weird to combine in-game event tweaks with rules changes, and sounds to me like this is now two different mods squashed together into one.
I hope it's still possible to install the old components without including the new components?
Added Monks Can Use Quarterstaves. This enables all quarterstaves that are normally usable by warriors to be used by monks, complete with two-handed animations... sort of. What this actually does is patch all staves so that when a monk equips them, it changes their avatar to a slightly different one that uses normal two-handed animations. The avatar is that of the original BG2 chainmail-wearing fighter, which the monk animation closely resembles except with a different palette. Depending on your monk's leather and metal colors, the change in avatar can either be fairly subtle or very noticeable. Comparison using the default monk colors shown below:
This component should be installed after any mods that add new monk kits or quarterstaves in order for them to be included in the patching process.
Very cool set of tweaks! I'll definitely include this mod into my EET run when IWD-in-EET will finally be available. Do you plan to add more components? I may be interested in translating it to Polish in the future, but would rather do it when the mod will be in its final state.
Comments
Please move this to General Modding as it covers more than just BG:EE now.
All of this.
I hope it's still possible to install the old components without including the new components?
Every component is installed individually.
Spell A: apply an on-hit effect that casts spell B
Spell B: apply an effect that removes spell A targeted on self
I also have an as of yet unused spell that does ‘apply effect on x number of attacks/once per x attacks’ that I have plans for.
This component should be installed after any mods that add new monk kits or quarterstaves in order for them to be included in the patching process.
PS: That armor could really reappear in BG2EE.
It's a default feature now. I'll find some suitable place to throw it in for BG2.
Btw, thanks for the mod collection - this is great!
Bad coding, fixed now. Sorry for the inconvenience.
v1.4.1