[Fighter Kit] Militia Officer v1.8 [IWDEE, EET, BGEE, BG2EE]
Raduziel
Member Posts: 4,714
Introducing the new kit no one asked for:
1) Adds the Militia Officer Fighter Kit:
2) Khalid, the Militia Officer!
Yes, ladies and gentleman! The stutterer isn't just a pool of pity for his wife. Now he is a respectful Militia Officer, a protector of the common people and can be Charname's too! With this kit, the most underrated Fighter of all time can truly be an awesome tank! Give this awesome poor fellow the Gauntlets of Strength and watch a miracle!
Feel free to make any bug, grammar and spelling reports here.
Enjoy!
The Militia Officer
This mod contains two components:1) Adds the Militia Officer Fighter Kit:
MILITIA OFFICER: This fighter is, first and foremost, a defender of land and the people that live in it. More than a common soldier, the Militia Officer is a commander, someone who leads the way into a battle, inspire those around PRO_HIMHER and plan what to do next. It is PRO_HISHER duty to protect every person in the territory under PRO_HISHER authority, no matter the consequences.
Advantages:
- May use the Cover ability. Gains one use at level 1 and another one every two levels, up to five uses at level 9.
- May use the Charge ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17.
- May use the Second Wind ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17.
- May use the Hold the Line ability. Gains one use at level 2 and another one every four levels, up to five uses at level 18.
- May use the Inspire ability. Gains one use at level 3 and another one every two levels, up to five uses at level 11.
- May use the Last Stand ability. Gains one use at level 10 and another one every five levels, up to three uses at level 20.
CHARGE:
The Militia Officer gathers strength and charges an enemy. This ability doubles the Officer's movement rate and increases PRO_HISHER attack per round by 0.5. When this ability effect ends PRO_HESHE will be fatigued.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
COVER:
The Militia Officer covers an ally giving them a +3 bonus to Armor Class.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
The Militia Officer can't Cover PRO_HIMHERself.
INSPIRE:
The Militia Officer inspires an ally giving them a +3 bonus to damage, hit and saving throws. Besides those benefits, the target becomes immune to non-magical moral breaks for the duration of the effects.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
The Militia Officer can't Inspire itself.
LAST STAND:
The Militia Officer holds a firmly defensive position. This ability gives the Militia Officer +30% bonus to its damage and magic resistance and a +10 bonus to Armor Class. When this ability effect ends PRO_HESHE will be fatigued.
The effects last for 1 turn.
HOLD THE LINE:
The Militia Officer protects a position at any cost. This ability gives the Militia Officer a +5 bonus to Armor Class and saving throws. While this ability is in effect the Militia Officer cannot move and after the duration PRO_HESHE will be fatigued.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
SECOND WIND:
The Militia Officer concentrates and takes a deep breath, getting rid of any fatigue that PRO_HESHE has accumulated.
Disadvantages:
- Requires at least 9 Intelligence and Charisma.
- Can only put two slots in missile weapons.
- Cannot use Katana, Scimitar, Wakizashi, and Ninja-To.
- Alignment restricted to non-Chaotic.
Advantages:
- May use the Cover ability. Gains one use at level 1 and another one every two levels, up to five uses at level 9.
- May use the Charge ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17.
- May use the Second Wind ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17.
- May use the Hold the Line ability. Gains one use at level 2 and another one every four levels, up to five uses at level 18.
- May use the Inspire ability. Gains one use at level 3 and another one every two levels, up to five uses at level 11.
- May use the Last Stand ability. Gains one use at level 10 and another one every five levels, up to three uses at level 20.
CHARGE:
The Militia Officer gathers strength and charges an enemy. This ability doubles the Officer's movement rate and increases PRO_HISHER attack per round by 0.5. When this ability effect ends PRO_HESHE will be fatigued.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
COVER:
The Militia Officer covers an ally giving them a +3 bonus to Armor Class.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
The Militia Officer can't Cover PRO_HIMHERself.
INSPIRE:
The Militia Officer inspires an ally giving them a +3 bonus to damage, hit and saving throws. Besides those benefits, the target becomes immune to non-magical moral breaks for the duration of the effects.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
The Militia Officer can't Inspire itself.
LAST STAND:
The Militia Officer holds a firmly defensive position. This ability gives the Militia Officer +30% bonus to its damage and magic resistance and a +10 bonus to Armor Class. When this ability effect ends PRO_HESHE will be fatigued.
The effects last for 1 turn.
HOLD THE LINE:
The Militia Officer protects a position at any cost. This ability gives the Militia Officer a +5 bonus to Armor Class and saving throws. While this ability is in effect the Militia Officer cannot move and after the duration PRO_HESHE will be fatigued.
The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.
SECOND WIND:
The Militia Officer concentrates and takes a deep breath, getting rid of any fatigue that PRO_HESHE has accumulated.
Disadvantages:
- Requires at least 9 Intelligence and Charisma.
- Can only put two slots in missile weapons.
- Cannot use Katana, Scimitar, Wakizashi, and Ninja-To.
- Alignment restricted to non-Chaotic.
2) Khalid, the Militia Officer!
Yes, ladies and gentleman! The stutterer isn't just a pool of pity for his wife. Now he is a respectful Militia Officer, a protector of the common people and can be Charname's too! With this kit, the most underrated Fighter of all time can truly be an awesome tank! Give this awesome poor fellow the Gauntlets of Strength and watch a miracle!
Link to Download
This mod is fully traed, so now it can be ignored in any language you guys want!Feel free to make any bug, grammar and spelling reports here.
Enjoy!
Post edited by Raduziel on
8
Comments
---
Ok, seriously now: if you take an Undead Redeemer into your party the whole game will be a piece of cake. I did a full IWDEE run using the I Hate Undead Kitpack (all except the monk, wizard and the bard classes) and it was really, really, really easy (playing a no-rest-in-dungeons Insane run).
The Mercenary will struggle in IWDEE for the same reason the Undead Redeemer will be awesome: lots of undead, which means lots of enemies immune to Dirty Fight.
With Unfailing Endurance the Militia Officer can be used to its full potential in IWDEE - basically, it will be able to sweep anything that the Redeemer won't explode with Turn Undead or protect the party when tons of enemies start to pop up.
I'm looking forward for your feedback and hope you enjoy it as much as I did when I played it.
Cheers!
Hope you enjoy it
Ok, fixed it the best way I could. These animations had their timer set as permanent, changed it for a duration.
The thing is: if you save during the animation play it will keep repeating. That's something of the engine that's beyond me.
The animation time is now reduced to 2 seconds. Just wait a bit and everything will be fine.
Version 1.1 up, fixing the issues reported.
If you rest-abuse, sure, the drawback is not that serious. Really few drawbacks are to be honest. The limitation over missile weapons can be hurtful in BG1 and IWD, for what I tested.
I'm open to suggestions that go beyond a one-line analysis - especially coming from those players that played with the kit.
Feel free to share any deeper insights.
sacrifice: during the duration of this ability, any damage dealt to other party members within 5feet will be given to the bodyguard instead.
sacrifice2: during the duration of this ability, any death of a party members within 5feet will be absorbed by the bodyguard. he will go to 0HP and go unconscious
sacrifice3: during the duration of this ability, any bad effects occuring to other party members within 5feet will be given to the bodyguard instead.
bodyguards start out with 3 pips in spears (just because, then there is at least some chance that the player will choose to use spears. A weapon that otherwise is used very rarely in BG)
drawbacks:
bodyguards cannot start out their adventuring campaign with more than 17 in strength.
bodyguards cannot go beyond 2 pips in blunt and ranged weapons.
Why not two pips for blunt weapons?
The restriction to ranged weapons is something I'm using already.
Thanks
Long story short, this was supposed to be the Militia Officer. I fixed it. Thanks for your feedback.
Should probably be:
The Militia Officer covers an ally giving them a +3 bonus to Armor Class.
Should be:
The Militia Officer gathers strength and charges an enemy. This ability doubles the Officer's movement rate and increases their attack per round by 0.5. When this ability effect ends PRO_HESHE will be fatigued.
To
The Militia Officer inspires an ally giving them a +3 bonus to damage, hit and saving throws. Besides those benefits, the target becomes immune to non-magical moral breaks for the duration of the effects.
To
The Militia Officer protects a position at any cost. This ability gives the Militia Officer a +5 bonus to Armor Class and saving throws. While this ability is in effect the Militia Officer cannot move and after the duration PRO_HESHE will be fatigued.
Me are gretefuw.
Actually shouldn't
Be
As its the Officer's APR that is raised.
Khalid is Militia Officer allright. All innates are there and working fine 100% but there is no icon/bam. at all.
Fixed, just download again from Github and reinstall it.
Sorry about that.
EDIT: Or you can alter it yourself. All the spells have a casting icon of RABDXX, just change it to RAMOXX using NearInfinity. That should save you the trouble of reinstalling.
* Integration with Project Infinity
Stumbled on small problem. It's in BG EE and IWD EE too. After leveling up, icons missing innate abilities. I know it can be fixed with NearInfinity, I did it. But every time fix when install a new game-not very convenient.
I'll look into it, thanks!
Cheers!