


Posted 04 June 2007 - 12:37 AM
- Liam
Modding Projects
Complete:
Arath NPC - Nephele NPC - Xulaye NPC - Iylos NPC - Ninde NPC - Darian NPC - Yeslick NPC - Adrian NPC - Dace NPC - Valerie NPC - Isra NPC
Viconia Friendship - Mazzy Friendship - Imoen Friendship - Yoshimo Friendship - Sarevok Friendship - Neera Expansion
IEP Extended Banter
Sarevok Romance
Haer'Dalis Romance
In Progress:
Khadion NPC - Delainy NPC - Sarine NPC
Posted 04 June 2007 - 12:38 AM
Posted 04 June 2007 - 03:14 AM
Posted 04 June 2007 - 03:24 AM
Chrysta... could helping her to uncover her past threaten your own future?
"Pity the land in need of Heroes."- Bertolt Brecht
"A little madness, now and then, is relished by the wisest men." - Willy Wonka
Posted 02 July 2007 - 09:59 AM
Edited by Graoumf, 02 July 2007 - 10:00 AM.
Posted 02 July 2007 - 10:11 AM
Posted 02 July 2007 - 01:26 PM
Posted 04 July 2007 - 12:37 AM
Posted 04 July 2007 - 05:13 AM
Posted 04 October 2007 - 10:13 PM
Edited by Salk, 04 October 2007 - 10:21 PM.
Posted 04 October 2007 - 10:41 PM
Posted 29 October 2007 - 02:33 PM
Posted 23 December 2007 - 11:40 PM
Posted 20 November 2008 - 06:21 AM
Posted 21 December 2008 - 01:39 AM
All of these characters have the standard attributes and traits that a regular PC of their level would have. This means that they have no unexplainable immunities, inappropriately high attribute values nor unreasonable AC, THAC0 and hit point values. They wield mundane (non-magical) weapons and wear non-enchanted armor. Their main tactic is to drink Potions of Invisibility and backstab the most susceptible opponent. When severely injured, they will attempt to flee and heal themselves using Potions of Extra Healing. If, for any reason, the thieves lose track of their opponents they will wander around and search for them while occasionally using their Detect Illusion skill should they suspect that the party members became invisible. Furthermore, whenever a Shadow Thief opponent leaves the party's line of sight he will attempt to hide in shadows and sneak back. Note that the Detect Illusion and Hide actions both require proper skill checks, which ensures that the opponents play fair and behave exactly like PC thieves. This also means that they may occasionally fail while attempting to carry out these activities. Furthermore, roughly one third of the Shadow Thieves have a few low-level spell scrolls (arcane spells of level 3 and below) at their disposal and they will attempt to use them in accordance to PnP rules. This means that only thieves of level 10 or higher can use scrolls and that they have a 25% chance of spellcasting failure whenever they attempt to do so. In addition, even the spells which opponents cast form scrolls can be disrupted through damage and are subject to spell failure.
Note that the spellcasting opponents which are introduced by this component never use forced casting, non-disruptable spells or any similarly cheesy tactics. In addition, when enemy mages employ spell sequencers and contingencies, they are bound by the same limitations that are presented to the player's party. This means that a mage opponent (depending on his level) may have at most one Minor Sequencer, one regular Sequencer, one Spell Trigger, one regular Contingency and one Chain Contingency at his disposal. It also means that enemy spellcasters can only trigger their Contingencies under the conditions which are available to the player i.e. "When Hit", "See Enemy", "Hit Points at 50%", "Hit Points at 25%", "Hit Points at 10%", "Helpless" and "Poisoned". Furthermore, spellcasting opponents which are present in this component don't normally pre-cast their spells in order to simulate pre-battle preparations. However, under a single, unique condition a one time pre-cast sequence can occur - if the guildhall basement has been breached and the alarm has been sounded. In that special case, all mages in that area will cast a few long lasting spells like Stoneskin and Mage Armor upon hearing the alarm in order to reflect their awareness of an impending attack. Naturally, if the stealth path is taken, the alarm won't be raised and the spellcasters won't be warned.
Whenever an invisible party member passes near an opponent who is not actively engaged in battle (and thus unaware of his presence) the opponent makes a check against the Move Silently skill of that party member. If the Move Silently score of the passing character is too low (or non-existent) a spellcasting opponent may become suspicious of the noise and attempt to cast a divination spell (but only if he has one memorized). Similarly, a Thief opponent will attempt to use his Detect Illusion skill in such a situation. In case the party member is both invisible and silenced (i.e. by the level 2 priest spell - Silence 15' Radius) opponents will automatically fail their Move Silently checks and completely ignore the presence of that party member unless they are attacked. Note: during the stealth path opponents will ignore invisible party members regardless of their Move Silently score unless the alarm has been raised.
Edited by aVENGER, 21 December 2008 - 03:10 AM.
Posted 04 October 2009 - 11:19 PM
Posted 05 October 2009 - 04:20 AM
Hi aVENGER!
Just a thing I've noticed. The Italian assassin kit description isn't up-to-date in the RR.tra translation file.
Posted 05 October 2009 - 07:32 AM
Posted 28 January 2010 - 07:24 PM