The 2.5 update beta wraps up today. Don't miss the latest news about it:
http://blog.beamdog.com/2018/01/2018-year-of-beamdog.html
Thank you all for the amazing feedback about the features & fixes added, multiplayer stability, and what you would like to see in future patches!
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News about the 2.5 patch
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favourite video game music
Video game music. Instrumental and vocal. :)
Don't worry about posting something someone else has posted in pages past. We all do it. ^_^
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I can't be the only one who listens to VG music! ^_^
What stuff do you like? :)
Try some Quake II, yeah! >:D
Adrenaline Junkie
Gravity Well
Descent into Cereberon
And while I'm in the mood for it...
Sheila
Neo Fire Cross
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Drizzt killable, with no consequence?
So I agreed to have Drizzt and co. help me out on my Bodhi raid, and after they meat-shielded so I could get the exp, the gang left and Drizzt went downstairs to wait for me. I decided not to attack, despite all the juicy gear I've heard tales about, mostly because I didn't want the hit to my rep (paladin) and I've heard tales of some cat who apparently shows up later and takes all the stuff back.
So imagine my surprise when I went downstairs to find Drizzt waiting for me, and for funsies, started attacking with just my guy, and took him down to Injured before he even turned red, and then killed him, and nothing happened. No horrible rep loss sound effect, no grumbles from my do-gooder companions, just like 12k exp, and his scimitars and armor waiting for me.
My questions:
1. Is this something that has been changed for EE? Or a recent version?
2. Does that mean the friend that steals stuff back will still come?
3. Should I reload and kill his kittie cat and friends?
4. Is any of this worth it, if I get to keep it? Or is everything in ToB just going to be way better?
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Witcher 2 models
So I have been learning blender and have substance painter as well. And I now have a good idea about just how much time and work go's into making game assets from scratch. how much? A LOT.....and I keep coming back to the reality of how much faster and easier it is to just take old content from a game and put it into this one. I have tested and I know it can be done.
why witcher 2 and not 3? Because witcher 3 uses PBR materials and you need a game engine that supports PBR to render them properly,NWNEE's engine will not.
Why witcher 2? the art style fits better with what nwnee is going for and it fits better with the old content better than realistic textures would. And the witcher 2 was a late gen non pbr game like nwnee, so the bit maps normal's and specular maps will port right over.
What I want to know is if this is something you guys would like to see happen. I know that I do not have the rights to use the content. There is that. but it will all be free, and I do not plan to take any creature or npc models.
Why? because they would not fit in with the old models, and they are a part of the witcher lore and not the forgotten realms and I think that is where they should stay.
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Signalement de défaut de traduction ou d'absence anormale de traduction
Cette discussion est destinée à recueillir les fautes et défauts de traduction relevés dans les textes traduits via le mod de traduction partielle.
Elle sert également à signaler les textes restés en anglais bien que figurant dans les thèmes supposées traduits par le mod :
Exemple avec un écran d'option
Exemple avec un dialogue
A noter que sur l'écran de choix des langues, certains ne proviennent pas du fichier dialog.tlk, ce qui explique l'absence de numéro devant eux. Les textes des boutons proviennent du fichier L_fr_FR.lua et peuvent aussi être corrigés en cas de défaut.
Quant aux noms des langues, ils proviennent du fichier BGEE.lua, que le mod a patché pour ajouter le mot "Français" (apparemment sans faute) et les références des numéros de texte à afficher pour les crédits (qui viennent du fichier setup.tra du mod, et peuvent être corrigés aussi).
- quête de Rasaad ainsi que sa romance dans SoA : dialogues, lieux, personnages (des noms de créatures peuvent ne pas être traduits)
- sous-titre des voix pour le personnage principal et pour Rasaad
- objets ajoutés par BG2EE
- sorts ajoutés par BG2EE
- classes et kits ajoutés par BG2EE, description des capacités des classes et kits, y compris ceux du jeu original (descriptions le plus souvent absentes dans BG II, ajoutés par BG2EE)
- textes des tutoriels
- recopier précisément (et avec les fautes éventuelles) au moins une partie du texte : ne serait-ce qu'une suite de cinq mots permet de réduire considérablement le risque qu'il y ait plusieurs textes qui correspondent, et dans ce cas, le contexte devrait nous aider
- prendre une capture d'écran où le texte apparaît à l'écran et la joindre au message en n'oubliant pas de nous préciser de quel texte il s'agit
- nous indiquer le numéro du texte dans le jeu ; inutile faire appel à vos dons de divination, vous pouvez demander au jeu de vous l'indiquer ;) voir ci-dessous comment
Obtenir les numéros de texte
Arrêtez le jeu s'il est en train de tourner Allez dans le sous-répertoire "Mes Documents/Baldur's Gate II - Enhanced Edition" de votre profil utilisateur et ouvrez le fichier baldur.lua avec un éditeur de texte, par exemple le bloc-notes ou équivalent. Cherchez une ligne contenant le mot "StrRef". S'il n'est pas présent, ajoutez simplement la ligne suivante à la fin du fichier, autrement modifiez la valeur sur la ligne trouvée afin qu'elle soit à 1 :SetPrivateProfileString('Program Options','Strref On','1')Enregistrez le fichier Remarque : il vous suffira de remettre la valeur à 0 pour revenir à l'état normal. Quand vous relancerez le jeu, vous verrez les numéros de texte apparaître à l'écran avant le texte lui-même.


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Did you know?
So this is just a thread for interesting things that people have picked up over the years. While most of the information has been freely available for some time, the game is big enough that you might find something you missed. If not, it's still fun to see just how much detail the developers put in.
Did you know that if you are playing an elf named Drizzt, and your reputation is under 12, Drizzt will attack you? Did you also know that if you kill the three mages guarding the skyship devices in Baldur's Gate, then Shandalar skips the 'asking' part of sending you to the Ice Island? Not surprising, given that they were his daughters. Guy is probably a bit angry at you.
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[MOD] [BETA] Monastic Orders of Faerun
Monastic Orders of Faerun v0.41 is now available for download.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms. The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system. (All other components of this mod require this component to be installed.) EXPANDED RACE OPTIONS This component allow races other than Humans to become Monks. - Monk: Any race - Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling - Dark Moon: Human, Half-Elf, Elf, Half-Orc MONK MULTICLASSES (Yes, you read that right.) This component introduces 6 multiclass kits for Monks. - Fighter/Monk, Cleric/Monk, Mage/Monk - Illusionist/Monk (for Gnomes, if available) - Fighter/Sun Soul Monk, Cleric/Sun Soul Monk - Illusionist/Dark Moon Monk (Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.) NEW KITS This component adds four more Monk kits to the mix. - Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn - Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters - Long Death Monks: sneaky assassins devoted to the idea of death - Broken One Monks: resilient devotees of Ilmatar who protect the weak If you installed the Monk Multiclasses component, you also get the following multiclass options: - Fighter/Hin Fist Monk - Mage/Shining Hand Monk - Fighter/Long Death Monk - Cleric/Broken One Monk - Fighter/Broken One Monk ITEM RESTRICTIONS PATCH (This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions. A full readme is available on the Monastic Orders GitHub page.
INSTALLATION Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.4 - Multiclass monks receive the Set Snare innate ability. - Dual-classing removes the Monk animations. - The non-human Monk animations have slight graphical issues when wielding weapons. [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.42 - Changes to various Monk items to be usable by Thieves. - Slight fix to IWDEE components (no multiclass kits right now). Version 0.41 - Slight refinement of inter-component compatibility - Added the Illusionist/Monk multi-class kit for Gnomes Version 0.4 - Total feature overhaul (available on GitHub) - Improved compatibility with mods and EET - Removed the items component (for now) Version 0.3 (available via the attached .rar) - Fixed Shadowstep ability bug (discovered by @Draylyn). - Added Polish translation (courtesy of @Cahir). Version 0.2 - Renamed to Monastic Orders (of Faerun) - Added IWD:EE compatibility - Fixed a text string with the improve fists - Fixed bugs with the fist progression Version 0.1 - First public release as Monks Remastered [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms. The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system. (All other components of this mod require this component to be installed.) EXPANDED RACE OPTIONS This component allow races other than Humans to become Monks. - Monk: Any race - Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling - Dark Moon: Human, Half-Elf, Elf, Half-Orc MONK MULTICLASSES (Yes, you read that right.) This component introduces 6 multiclass kits for Monks. - Fighter/Monk, Cleric/Monk, Mage/Monk - Illusionist/Monk (for Gnomes, if available) - Fighter/Sun Soul Monk, Cleric/Sun Soul Monk - Illusionist/Dark Moon Monk (Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.) NEW KITS This component adds four more Monk kits to the mix. - Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn - Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters - Long Death Monks: sneaky assassins devoted to the idea of death - Broken One Monks: resilient devotees of Ilmatar who protect the weak If you installed the Monk Multiclasses component, you also get the following multiclass options: - Fighter/Hin Fist Monk - Mage/Shining Hand Monk - Fighter/Long Death Monk - Cleric/Broken One Monk - Fighter/Broken One Monk ITEM RESTRICTIONS PATCH (This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions. A full readme is available on the Monastic Orders GitHub page.
INSTALLATION Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.4 - Multiclass monks receive the Set Snare innate ability. - Dual-classing removes the Monk animations. - The non-human Monk animations have slight graphical issues when wielding weapons. [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.42 - Changes to various Monk items to be usable by Thieves. - Slight fix to IWDEE components (no multiclass kits right now). Version 0.41 - Slight refinement of inter-component compatibility - Added the Illusionist/Monk multi-class kit for Gnomes Version 0.4 - Total feature overhaul (available on GitHub) - Improved compatibility with mods and EET - Removed the items component (for now) Version 0.3 (available via the attached .rar) - Fixed Shadowstep ability bug (discovered by @Draylyn). - Added Polish translation (courtesy of @Cahir). Version 0.2 - Renamed to Monastic Orders (of Faerun) - Added IWD:EE compatibility - Fixed a text string with the improve fists - Fixed bugs with the fist progression Version 0.1 - First public release as Monks Remastered [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
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Castle Greyhawk Treasure List (Found so far)
904cp, 2557 sp, 636gp
Gemstones
Tiger Eye Gem w/25 gp
3 Bloodstones w/50 gp each
2 Moonstones w/50 gp each
5 Onyx Stones w/50 gp each
1 Piece Amber w/an insect in it w/80 gp
3 Amethysts w/80 gp each
Fragments of Blue Quartz w/ 110 gp total
3 Pieces of Obsidian w/150 gp each
2 Sapphires w/300gp
1 Peridot w/500 gp
1 Pink Pearl w/500 gp
1 Emerald w/1000gp
1 Emerald w/2000gp
1 Star Sapphire w/2000 gp
Jewelry
Thin, Crumpled Copper Sheet w/5 cp
Bronze Snake Amulet w/1 gp
6 Silver Buttons w/1 gp each
Silver Snake Charm w/1 gp
Silver Snake Charm w/5 gp
3 Small Gold Earrings w/5 gp each
2 Plain Electrum Headbands w/5 gp each
2 Gold Earrings w/10 gp each
Hematite Stone on a Silver Chain w/10 gp
4 Pieces Crude Jewelry w/10 gp each
Electrum Bangle w/15 gp
Gold and Silver Threads w/15 gp total
6 Gold Bracelets w/20 gp each
Silver Dagger w/20 gp
3 Silver Rings w/20 gp each
Gold and Malachite Earrings w/25 gp the pair
Pieces of Glowing Eggshell w/25 gp total
Bone and Mother of Pearl Spear w/40 gp
Broken Gold Bracelet w/40 gp
Gold Buckle w/40 gp
Copper Belt w/ Ornamental Stones w/50 gp
Gold ring with the Initials "DB" carved inside w/50gp
Gold Ring w/50 gp
Gold Snake Statue w/50 gp
Gold Buckle w/80 gp
Jade and Gold Pendant w/100 gp
Silver Chain and Medallion w/500 sp
Silver Bracelets w/80 gp
Bronze-Framed Mirror w/90 gp
Silver Mirror w/90 gp (being used by Alora)
Sleeping Onyx Cat w/90 gp
Gold Headband and Armbands (Matched Set) w/110gp the set
Gold Snake Amulet w/Turquoise Eyes w/120 gp
Violet Garnet Earrings w/120 gp the pair
Ivory Sword Pommel w/125 gp
Gold Headband and Armband set w/Citrines w/180 gp the set
Horse Statue carved of Jet w/200 gp
Jade ring carved with dragons w/250 gp
Helmet w/Gold Inlays w/600 gp
Other items
20 Arrows
6 Silver Arrows
Axe
20 Brass Dragon Scales
8 Garlic Buds
Pink Dolphin-shaped Soap
50' Rope
Small Wooden Shield
Short Bow
Scrolls
Scroll (Sleep)
2 Scrolls (Web)
Scroll (Neutralize Poison)
Magic Items
P. Healing
2 P. Invisibility
2 P. Speed
+1 Ring of Protection (used by Edwin)
+1 Ring of Protection made of Gold and Ivory (used by Aerie)
+1 Shield (being used by Tiax)
+1 Chainmail (Being used by Anomen)
+1 Two-Handed Sword (Being used by Minsc)
+1 Short Bow
+1 Spear, +2 vs. Giants, +3 vs. Orcs and Ogres
+2 Spear (Being used by Anomen)
Elven Boots (Being used by Alora)
Ring of Warmth (apparently w/50 gp)
Unchecked
Throwing Dagger
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The Weather Thread.
Apologies to @Rik_Kirtaniya for stealing his thunder, but I decided to start this thread for discussing the weather. Feel free to talk about the weather where you live and other things related to the weather.
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Pillars of Eternity 2 praise/criticism/gameplay and story analysis thread [SPOILERS ALLOWED]
EDIT: I started this discussion without realising that the Project Eternity megathread also covers PoE2 related things. However, seeing that the existing thread is strictly no spoilers, I decided to rebrand this thread as a [SPOILERS ALLOWED] discussion of the game to avoid overlap. So fire away, fellow Principi!
Original post:
I started playing PoE2 a week ago and I'm completely sucked in. It is as if the rest of the world has faded into obscurity. I find myself playing every chance I get, and when I'm not, it is all I can think about. I simply can't think remember the time I've been so excited about a new CRPG. Seriously, this game is that good.
PoE2 has definitely caught me off guard. I usually find modern games, even the critically acclaimed ones, to be lacking in comparison to the Infinity Engine classics. In one of my past threads, I bitched about how no game except Baldur's Gate seems to do it for me anymore. On top of that, I didn't really enjoy the first Pillars of Eternity all that much. I found it heavy, clunky and lacking in that ephemeral hard-to-trace something that separates a good game from a truly great one. As such, when PoE2 was announced, I was completely indifferent. I didn't back it and wasn't looking forward to playing it. I definitely didn't expect it to blow me away. Rarely have I been so glad to be proven wrong.
It seems like Obsidian really did their homework, because everything that annoyed me about the first installment seems to be either improved, changed or removed in the second. The double health bar, annoying stacking rules, unnecessarily verbose gold plated NPCs that added nothing to the story - all gone. The story companions, which I found dull and hard to relate to in the first game are much more fleshed out here. They banter, joke and involve themselves in conversations much more readily than in the first game. There are even romances now, which I honestly didn't expect. Overall, there seems to be a lot more humour around, in and out of conversations. Whereas PoE1 felt at times grim and overly serious, PoE2 is much more easygoing and lighthearted.
The colonial setting is a perfect change from the cookie-cutter medieval countryside of PoE1. The world of Deadfire reminds me of the Monkey Island games more than anything in the fantasy CRPG canon, and I mean this in a good way. I appreciate that Obsidian went for something fresh and quirky rather than clinging to more conventional, epic-writ-large high fantasy tropes. The ship is also a vast improvement over the original stronghold. Investing in upgrades and hirelings actually makes sense now. In fact, it is vital for getting ahead in the game, just as it should be.
The new multiclass system. Where do I even begin? It's brilliant, so much more intuitive and streamlined, yet so much more varied and complex than anything the first game had to offer. I've tried several multiclass builds and combos and they all seem to have their place, even the more unorthodox ones. And there's kits, too! Obsidian has really outdone themselves here. I'm currently playing a Herald (Troubadour/Shieldbearer) and it's exactly as fun as I'd imagine a D&D bard/paladin type of character to be, both rp and gameplay wise. I also appreciate that you get to multiclass story companions, too.
The combat, too, seems significantly improved from the first game. I'm playing on PotD with the latest difficulty patch [1.1 beta] and so far, the game has successfully kept me on my toes. Encounters are more varied and often require you to come up with creative solutions and strategies to handle. There's just something so satisfying about aiming your pistol at a barrel of gunpowder and have it demolish the enemy backline in a big bwoosh. I dig how spells and abilities are replenished after each battle, as this encourages a more all-out playstyle over carebear tactics. Also I like that there seem to be less filler encounters in dungeons, meaning the battles you fight are fewer but more challenging.
Excuse my rambling. The point I'm trying to make is that this game delivers. Do yourself a favour and give it a try, even if you, like me, didn't particularly enjoy the first game. In closing, I want to say that for the first time in a long, long while, I'm playing a game that doesn't make me wish I was playing BG instead. And this means a lot coming out of a grizzled BG-veteran's mouth.
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how do you make npc level 1 when he joins your party
how do you make npc level 1 when he joins your party? no matter what i try he joins at level 13 and i save the game and reload and im level 1 but with super inflated health
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Between an Archer and a Kensai witch is more interesting to play as?
I am wondering which one you guys find the most fun and also which is most powerful in your opinion.
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[MOD] -Will to Power- a 2E-inspired psionics system for the Infinity Engine
* (working title. Also under consideration: "the Will and the Way," "the Ardent Mind," "the Mind's Eye," and "Time-Life Books: Mysteries of the Unknown.")
I'm creating this thread for discussion about the psionics mod I'm working on. It started as a single component in Might & Guile, adding a rogue kit that could use psionic powers as feats. I have since improved the reliability of the way psionics abilities work, and greatly expanded the number of abilities available for use. Now I am breaking it off as an independent mod.
The mod is not ready yet; there's still a hefty 'to-do' list:
[spoiler]- create all abilities (97% done)
- write descriptions of each ability (95% done)
- set up system to apply under-the-hood stats to keep track of which powers you have learned (done!)
- set up spell files to use abilities in-game (done!)
- make Beamdog enable target mode 7 for item abilities (done! :tongue: )
- set up dialogue for learning new abilities (done!)
- organize installation of mod components (95% done)
- code integration with the Might & Guile feat system so that warriors and rogues can be "wild talents" (15% done)
- proper readme (50% done)
- modify strongholds (0% done)
- integrate "psionic" abilities of illithids and Planar Sphere halflings etc. (0% done)[/spoiler]
Here is the description of the way psionics works, and the classes and abilities involved:
THE WtP PSIONICS SYSTEM
In the Forgotten Realms you may commonly find magic users, who use words and gestures to harness, control, and shape external energies that infuse the world. A psion, on the other hand, learns to harness, control, and shape the energy that infuses his own being. The ability to utilize that energy results from a combination of long study, intense meditation, and rigorous physical conditioning. Through that training, a psion develops the ability to expand his mind past the limits of his body. With experience, he may perform great feats of strength, manipulate energy, move objects, or touch others' minds. While this seems supernatural, for a skilled psion it is no different from the way he uses his mind to lift his arm, or move his legs to walk.
Of course, hard running and heavy lifting take a toll on the body, and psionics is no different. Just as muscles contain stores of chemical energy that can be depleted, only to be recharged by rest and eating, so do psionic powers temporarily utilize stored biological energy. In-game, this is represented by a temporary reduction in your maximum hit points.
- Example 1: a low-level psion with 10 hit points has been struck by a dagger, and now has 8 left. He decides to put some space between himself and his attacker, using Project Force. The stated cost of Project Force is 4 max hp. The target is knocked down and flung away; the psion is reduced from 8/10 hp to 4/6 hp. He will regenerate 1 hp every 12 seconds, until he is back to 8/10 hp 8 rounds after using Project Force.
- Example 2: that same psion next faces an Enchanter and wants to protect himself against mental attacks by raising a Mind Ward. The stated cost of Mind Ward is 4 max hp, just like Project Force, but Mind Ward is a maintainable power. The psion can raise the Ward and his hp will drop to 4/6; and they will stay that way as long as he maintains the protection. After the magical threat is gone he can cancel the Mind Ward, and from that point his max hp will be restored over 8 rounds.
That's right: there are no PSPs in this mod. I couldn't figure out a good way to do it. Moreover, 2E-style PSPs only regenerate when you rest (sort of), so playing a psion with PSPs would be not much different from playing a sorcerer. Using health and allowing it to regenerate makes the gameplay associated with the class more unique and interesting compared to the vanilla classes. (It also makes game balance difficult to get just right, so I will happily listen to critiques from players about how this actually works in the game.) The convenient thing is, your hp go up as you level, which means your store of psionic power will automatically go up as well. Now, psionic effects will tend to be noticeably weaker than the magic spells used by a spellcaster of a similar level. Likewise, psionic attacks may be weaker than the melee attacks of a warrior of a similar level. However, a psion has a flexibility unmatched by warrior or wizard.
- Compared to the warriors, a psion may create pseudo-superhuman effects to react to the circumstances: hardening his skin to resist physical damage, or shoving dangerous enemies out of weapon range, or superheating the edge of his weapon to make it more deadly.
- Compared to spellcasters, a psion is not bound by the limits of memorization. As long as his body can continue to recharge his stores of energy, he can use his abilities indefinitely. And while it takes several seconds for spellcasters to clear their magical aura and cast again, a psion may use powers at will, only slightly slowed down by the mental fatigue of using them in rapid succession. (In game terms, psionic powers have a 'casting time' of 1 and behave as if the player has Improved Alacrity active; but the use of each power induces a +2 penalty to casting time for one round, so their use become progressively slower if you use them quickly.)
THE WtP PSIONIC CLASSES
There are three psionic classes in this mod. They all fall under the broad term "psion" which I use to mean any character focused on the use of psionics.
The Psionicist is in the Rogue class. This kit focuses on learning and intellectual prowess; to a Psionicist, psychic powers are a skill to master through study and practice, not much different from sleight of hand or picking locks. A psionicist has the following characteristics:
- May learn one psionic ability per level
- HD: 1d6+1 per level
- Attacks: as a rogue
- Reduced thief skill development (12 points per level)
- Backstab multiplier limited to x2
- Cannot dual-class to a spellcasting class
The Soulblade combines meditation and the study of psionics with intense physical conditioning, understanding that the body is a battery that powers his abilities. A Soulblade has the following characteristics:
- May learn one psionic ability every two levels
- HD: 1d8 per level
- Attacks: as a warrior
- Limited to Mastery (3 stars) with weapons
- Limited to light/medium armors
- Cannot dual-class to a spellcasting class
- The Psypher is an ascetic monk who achieves a near-mystical union of body and mind. A Psypher has the following characteristics:
- May learn one psionic ability per level
- HD: 1d8 per level
- Attacks: as a monk, including monk unarmed attacks
- Does not gain the magical abilities or resistance of other monks
- Cannot dual-class
Get the latest release of the mod here.
See the readme here.
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What changed?
So I just decided to come back to BG:EE after a while and now all my kit mods have their names and descriptions screwed up when they were fine the last time I played, which was immediately after the release of SoD and the modmerge (which I have on my game). I've looked through the tp2s to try and work out what would cause the SAY things to get screwed up, but no dice. For the ones that change strings I checked and they still point to the right place, so I have no idea. Can anyone help? What did Beamdog change between the release of modmerge and now that would explain this nonsense and how to fix it?
edit:
For the record, I also tried BG2:EE and it's screwed up there too, though less so
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The full control of AI party summons, henchman, companions, and familiars card discussion
https://trello.com/c/lmXsvl13/158-allow-full-control-of-ai-party-summons-henchman-companions-and-familiars
We are planning on doing this but would like to know more about the specific features the NWN community would like to see.
Please, provide your feedback in this thread.
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[v0.8] Warlock Mod
This mod adds my version of the Warlock as a kit/pseudo-unique class.
Description:
WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power.
CLASS FEATURES:
– May not wear armor heavier than chain mail.
– May not equip shields larger than bucklers.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– Thieving abilities: Pick Pockets.
– Eldritch Lore: The warlock gains 10 base Lore per level.
– May cast Invocations.
– May use the Eldritch Blast ability at will.
ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it.
As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms.
3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast.
7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path.
11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies.
15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage.
19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage.
– 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35.
– 8th level: The warlock regenerates one hit point per three rounds.
– 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40.
– 16th level: Regeneration rate increased to one hit point per two rounds.
– 22nd level: Becomes immune to non-magical weapons.
– 24th level: Regeneration rate increased to one hit point per round.
– Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil.
– Hit Die: d6
Invocations:
LEAST
Beguiling Influence - +2 CHA for 8 hours, increases to +4 at 8th level and +6 at 16th level
Dark One's Own Luck - +2 to luck and saving throws, bonus +1 for every two CHA above 16
Draining Blast - slows target, -1 to hit, AC, saving throws for 3 rounds. Save vs. spells to avoid.
Frightful Blast - rolls d3 for damage, -2 to hit, saving throws and morale for 1 turn. Save vs. spells to avoid. Creatures above 6th level get +4 to save.
Darkness - -4 to hit and reduced vision in a 20 ft. zone. Area lasts for 3 rounds.
Entropic Warding - +4 to AC vs. missiles. Sets base AC to 6.
Leaps and Bounds - +2 to dexterity and AC, bonus +1 for every two CHA above 16
See the Unseen - detect invisibility and traps for 5 rounds.
LESSER
Beshadowed Blast - rolls d4 for damage, blinds (-4 to hit and AC) and reduces movement rate for one round. Save vs. death to avoid.
Brimstone Blast - deals fire damage, additional 2d6 damage per round for 3 rounds. Save vs. breath to avoid.
Hellrime Blast - deals cold damage, -4 DEX for 1 turn. Save vs. death to avoid.
Charm - charms for 5 rounds. Save vs. spells to avoid. Non-hostile.
Curse of Despair - permanent -3 to all stats on failed save vs. spells. Remove Curse to cure. Inflicts -1 to hit for one turn (no save).
Dread Seizure - -3 to hit and AC and reduced movement rate for 3 rounds. Save vs. Death to avoid.
Flee the Scene - teleports target, mislead in original position for 1 round.
The Dead Walk - Animate Dead
Voracious Dispelling - touch range dispel magic, deals magic damage to target
Walk Unseen - Invisibility, 24 hours
GREATER
Bewitching Blast - rolls d4 for damage, confuses for 3 rounds. Save vs. spells to avoid.
Electrifying Blast - deals electrical damage, paralyzes for 1 round. Save vs. breath at -2 to avoid. Does not affect creatures immune to electricity.
Noxious Blast - -2 to all stats and -4 to saving throws for one turn. Save vs. death at -2 to avoid. Does not affect creatures immune to poison.
Vitriolic Blast - deals acid, additional 2d6 damage per round for 3 rounds. Ignores magic resistance.
Chilling Tentacles - deals 2d6 cold damage. Additional 1d6+4 crushing damage and paralyzes on failed save vs. breath. Area lasts for 4 rounds.
Devour Magic - Remove Magic, +2 hit points per target affected for four rounds.
Tenacious Plague - AoE Summon Insects
Wall of Perilous Flame - 2d6 fire damage and 2d6 magic damage for 3 rounds. No save.
DARK
Binding Blast - rolls d4 for damage, stuns for 1 round. Save vs. spells at -4 to avoid.
Utterdark Blast - rolls d4 for damage, drains HP to caster. Drains four levels for 1 hour on failed save vs. death
Dark Foresight - +10 AC, +5 to all saves, +20% damage resistance, immunity to backstab. Lasts 2 rounds.
Retributive Invisibility - improved invisibility for four rounds, cannot be dispelled. Deals 4d6 magical damage and stuns upon expiring. Save vs death to avoid stun and half damage.
Word of Changing - shapeshift into devil for 10 turns.
HLAs:
Eldritch Pact (non-evil only) - permanent 20% MR, +50% spell duration, +1 casting time
Eldritch Focus (requires Eldritch Pact) - +100% damage and immunity to weapons for 3 rounds
Eldritch Paragon (requires Eldritch Focus) - permanent +20% magical damage and +50% magical damage resistance
Hellfire Pact (non-good only) - permanent +50% fire/cold resistance, +20% elemental damage
Hellfire Shield (requires Hellfire Pact) - 125% fire resistance, immunity to +2 weapons, damages enemies in melee. Drains 1 constitution per cast for 24 hours.
Hellfire Blast (requires Hellfire Shield) - unmitigated fire damage, drains 1 constitution per cast for 24 hours.
Use Any Item
Alchemy
Scribe Scrolls
Extra Invocation I
Extra Invocation II (requires Extra Invocation I)
Extra Invocation III (requires Extra Invocation II)
Extra Invocation IV (requires Extra Invocation III)
Call Fiend - summons a nabassu, glabrezu or pit fiend under the warlock's control for 1 hour.
Notes:
- The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
- You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
- The warlock can use invocations while wearing armor.
- The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
- You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
- The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
- Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
- The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
- The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
- Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
- I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.
NEW ITEMS
Three new items usable by warlocks only are added to Baldur's Gate. In BG1, they can be found in various parts of the Sword Coast, while in BG2 they can be bought from Ribald at a high price. Darkfire GauntletsThis pair of black iron gauntlets was enchanted by a powerful warlock, using infernal magics to combine the contradictory elements of fire and ice. Those same enchantment prevent its magic from being accessed by anyone other than a warlock.
STATISTICS:
Charge abilities:
– Darkfire Shield (Fire Shield Blue and Red) once per day
Range: Self
Duration: 1 turn
Equipped abilities:
– Casting Time: +1
– Fire Resistance: +20%
– Cold Resistance: +20%
Weight: 2
Location in BG1: Sorcerous Sundries
Frozen Ring of Stygian Winds
The frozen sea of Stygia is a deathly cold place. Once, eons ago, the archdevil Asmodeus imprisoned the Prince of Stygia, Levistus, within a tomb of impenetrable ice as punishment for a slight against him. The Lord of the Fifth's icy prison was reinforced by the cold winds of his plane, and although the devil's minions chip away at the ice without rest, for every inch they break, two more inches build from the sleet and snow constantly blowing across its surface. This ring is suggested to be chiseled from a piece of the Prince of Stygia's prison, and contains significant power of its own.
STATISTICS:
Equipped abilities:
– Cold Resistance: +50%
– Physical Resistance: -15%
– All cold damage inflicted by the wearer is increased by 40%
– May only be removed with a Remove Curse spell
Weight: 0
Location in BG1: Dezkiel in Ice Islands
Hellfire Blade of Azythanoth +2 (may be upgraded by Cromwell)
The blade of this weapon appears dull and useless in the hands of a regular wielder. When drawn from its sheath by a warlock, however, it becomes engulfed in a blazing hot tongue of flame, impossible to extinguish by any normal means short of resheathing it. The markings on the weapon's hilt are words in the Abyssal language, suggesting its origin from the Nine Hells. The raging hellfire that empowers this blade burns through metal and flesh, and maims even those resistant to regular fire. Even being close to the flames makes one feel drained and weak.
STATISTICS:
Equipped abilities:
– All fire damage inflicted by the wielder is increased by 20%
– Constitution: -2
Combat abilities:
– Deals an additional 2 points of unmitigated fire damage per round for 3 rounds on a failed Save vs. Death at -2
THAC0: +2
Damage: 2d4, +2d6+2 unmitigated fire damage
Damage type: slashing
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: One-handed
Requires:
11 Strength
Weight: 7
Location in BG1: Death Knight in Durlag's Tower
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The New Party Challenge
I've been trying for a long time to shake off my restartitus and I believe I may have found the solution: a playthrough challenge thread where all of us can update each other on our new experiences. So here's what I have in mind
THE NEW PARTY CHALLENGE:
1. You must play on Core Rules or Higher
2. You may use any mod you wish but Cheat Codes are off limits unless they are specifically required for the situation such as fixing a glitch in the game
3. You may not play a basic class. You must play either play a Kit or Multi/Dual Class.
4. If you choose to Dual Class you must do so no later than the start of Chapter 2 of Shadows of Amn
5. You are allowed to reload if your main character dies but not if one of your party members is chunked (Note: If the party member is chunked and then you proceed to also die in the same battle then you may reload and continue using that NPC)
6. You are not allowed to use any of the same party members that you used in your most recent previous playthrough with the following exceptions:
6A. If you are required to do so due to Rule #5
6B. If you are required to do so due to the limited NPC roster of Siege of Dragonspear
6C. If you are required to do so to complete a sidequest (Ex: Valygar for the Planar Sphere)
7. You must complete the entire saga as well as the Watcher's Keep Dungeon (Tales of the Sword Coast and choosing to fight Demogorgon are optional)
8. Before starting the challenge you must record the following for the record:
-Character Name
-Character Race
-Character Class (Including intended Dual Class Decision)
-Difficulty Level
-List of Mods you will using (that you can recall)
Have Fun!
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BG1NPC v23.3
BG1NPC Project has been updated and officially released with BGEE compatibility!
BG1NPC Project
This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down).
Project Website: http://www.gibberlings3.net/bg1npc/
Download: https://github.com/Gibberlings3/BG1NPC/releases/latest
README: http://www.gibberlings3.net/readmes/readme-bg1npc.html
Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.
https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1
Changes for version 23.3: 2017-12-29
[spoiler]
- Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
- Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.
- Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.
- Fixed Tutu install + more German proofreadings - Thanks @jastey!
- Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
- Moving some large code blocks to .tpa files to clean up bg1npc.tp2
- Fixed hardcoded strings in x#mag14d.baf
- Fixed bug with Amarande dialog
- Fixed bug with Edwin's golems in Spiderwood
- Fixed bug with Winski's demon spawning neutral
- Fixed minsc dialogue problame x#miint.d + x#miint2.baf
- (BGT) Jaheira's interjection in Black Lotus tent
- Remove added trans triggers from Seniyad's dialog
- Replace David Jansen's "shout" script
- tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
- corrected Imoen-Yeslick rest banter for BGT
- added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
- lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
- unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
- x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
- Typos and many small bugs quashed!
- Un-hardcoded strings for Imoen's Tome
- Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
- Copying over x#blank.wav to silence default dialog sounds
- Updates to German, French, and Polish translations
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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)
Faiths and Powers
2018-05-28 Download Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs. A quick and useful guide to kits and spheres Special thanks to @ineth for this Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp. Attached Hotfixes for earlier versions (install after fnp): - Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip" - Version 0.74h: use the file titled "fnp74_use_hotfix.zip" Most recent update:0.74.37 Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs. Version 0.74.37 2018-07-26 - Upgraded Weidu to v246 2018-07-06 - Revised several kit description entries. Version 0.74.36 - 'officially' depreciated component 101 - Further updated the readme Version 0.74.35 - Added 'radical version' descriptor for full install Version 0.74.34 - Updated Weidu to 245 2018-07-05 - Started Proper Github readme - Corrected a discrepancy in Acolyte of Ilmater description Version 0.74.21 2018-01-06 Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon Created Acolyte/thief of Shar Created Cleric/fighter of kelevmor Created cleric/mage of kelevmor Created Cleric/Mage of talos Created Acolyte/mage of Deneir Created Acolyte/mage of Sune Created Acolyte/mage of Moander Created Acolyte/thief of moander version 0.74.20 2017-12-09 Updated Text: Everwatch Knight of Helm Updated Text: Cherub of the Ruby Rose version 0.74.19 2017-12-07 Updated Kelevmor Kit Description Updated Cyric kit description Updated Umberlee kit description Updated Pally of Tyr kit description Updated Harvester of Myrkrul kit description 2017-12-06 - Updated Stormwall - Updated a few kit descriptions - Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza) 2017-08-26 Version 0.74j - priest of Umberlee abilities and usability - multiclass kit usability (e.g. C/M of Baervan and druid/mage) - mystic warrior abilities 2017-08-14 Version 0.74g - fixes Contingency spells. Sort of. Mostly. - changes to spellbinder 2017-08-13 Version 0.74f - added conjure water elemental to water sphere - fixed shades and shadow monsters - fixed mystic warrior - improves the cross-mod compatibility stuff. 2017-08-10 Version 0.74b - Fixed an error with an errant "/" 2017-08-09 Version 0.74 This is v0.74. I bumped the version number because there are a few meaningful changes: - Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits. - Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.) - DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT... - Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level. - This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works. 2017-08-08 Version 073b - All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups. - Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables. - Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.) - Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.' - Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits. - If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.) - Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times. 2017-08-06 Version 0.72 -diff install options for BG(2)EE/IWDEE 2017-08-02 Version 0.71b - Fixed issue with option 2 2017-08-01 version 0.71a Fixed installation issue with option 1 -2017-07-31 version 0.71 Lots of fixes: -fixes for spells -fixes for HLAs -two new spheres: Exploration and Perdition -variables for custom weapon use for kits -cleaned up a ton of code everywhere -updated compatibility packet for other mods 2017-06-03 Version 0.64a Minor changes to sphere access 2017-06-03 Version 0.64 -Fixed cleric of Kelevmor death ward and neg plane protection -Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability) -Added misfire reference to spell in for Beshaba Acolyte description -Fixed icons in misfire spell/special ability for Beshaba Acolytes -Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell... -Grammar issues: Champions -Grammar issues: Zealots -Zealot of Ilmater: Correctly added frenzy in 2da -Acolytes: Added bonus spells (and lore bonuses in a few cases) -Changed Beshaba's spheres around. Focus: Dread. -Removed override references to COMPILE lines 2017-03-13 Version 0.63b - NPC cleric kits - Fixed bug re acolyte of mystra - Bug fixes re: kit adding code - Fixed deity dialog issue with mc clerics 2017-02-27 Version 0.61a - Added a valid marker for IWDEE divine spells If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder. Version 0.61 - Removed references to SoD in engine check - Added Clangeddin cleric - Added a draft of Baravar (but not added in the game via tp2 or otherwise) - Removed backup folder - Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed. Known Issues: - Water and fire elemental scripts need to be looked at - Shout spell doesn't seem to work - Summoning shadow monsters crashes the game - Doomguide cleric Turn level issue - b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy) - At 11th level the Ur-Priest received Shadow Step as a special ability - Elemental sphere descriptions are all over the place (only for custom spells) - Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere) - Many multi class kits missing - prayer and rec spells Faiths and Powers: Gods of the Realms This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and↧
Assassin's Creed: Odyssey - AC is going RPG
I have never played an Assassin's Creed game. And then I stumbled upon this gameplay footage and my interest was piqued.
https://www.youtube.com/watch?v=XC0kMM_60Vs
I think it's breathtakingly beautiful. Unlike it's predecessors AC:Odyssey is going to be an RPG. Also, a little bonus for me, it will contain ROMANCES (also same sex ones) :heart: :heart: :heart:
You can play as either Alexios or Kassandra and you decide the fate of ancient Greece.
Watch, the first official trailer:
https://www.youtube.com/watch?v=PQ-g1yhaFws
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