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Anyway, don't bother with that sphere for now, I don't think we would able to use it for version 1 (unless TGM claimed otherwise... well, he would be wrong but still...)
Posted 28 February 2004 - 01:12 AM
Ever forward, my darling wind...
Posted 29 February 2004 - 07:34 PM
I think more thief kit exclusive items would work better, like daggers that grant AC bonuses and poison or render enemies unconscious.I think a "Poison Trap" HLA for BHs would be fitting, while Assassins should get an improved version of Alchemy where they could create different types of potions (all dealing with poison effects and some antidotes).
Posted 05 March 2004 - 06:37 AM
Many item mods add such to the game, while there is an obvious lack in specified abilities and innates. My vote goes definetly for the latter (at least for v1-2).I think more thief kit exclusive items would work better, like daggers that grant AC bonuses and poison or render enemies unconscious.
Posted 05 March 2004 - 07:12 PM
Posted 05 March 2004 - 11:45 PM
Posted 06 March 2004 - 02:16 PM
Posted 06 March 2004 - 02:30 PM
Posted 06 March 2004 - 02:46 PM
Posted 06 March 2004 - 03:20 PM
Why wield a +3 dagger when you can wield Celestial Fury? The balance isn't there. What the game needs is a few more +4 daggers early in the game, and 6+ ones in TOB with abilities unique enough to make them viable weapons.A fighter's not gonna equip daggers either, really. But a mage is. So what, are you saying all weapons should be equally useful for all classes?
Posted 06 March 2004 - 03:22 PM
Even when upgraded this dagger is too weak. It has a 5% chance of doing a nice amount of elemental attack damage, which should be higher IMO.I know that the dagger you get in ToB is something my thieves always pick up (can't remember the name, but it does have some nice effects like a %chance to invis the thief. Pretty powerful when combined with all the backstabs the thief gets)
Posted 06 March 2004 - 04:21 PM
Because you are roleplaying your character. Thats why.Why wield a +3 dagger when you can wield Celestial Fury?
No. This would terribly unbalance that part of the game - actually, any weapons that can harm Kangaxx and can be obtained before the Underdark are a joke for me.What the game needs is a few more +4 daggers early in the game
Posted 06 March 2004 - 05:15 PM
Posted 07 March 2004 - 01:36 AM
Yes, and they are more than enough. Many mods out there seem to completely leave this fact out of consideration.Well there's always the Mace of Disruption and the +4 staff you can purchase from Ribald's store.
Posted 07 March 2004 - 02:25 AM
Posted 07 March 2004 - 09:31 AM
I tend to be a purist when it comes to playing Baldur's Gate 2. When I install Avenger's mod in order to role play a thief I can't help but feel I'm cheating even though I know thieves can dual wield well etc.Yes, and they are more than enough. Many mods out there seem to completely leave this fact out of consideration.Well there's always the Mace of Disruption and the +4 staff you can purchase from Ribald's store.
BTW Longinus, have you ever tried Deano's Freedom's Reign item pack? If you put aside that its itmes are TERRIBLY overpowered and unbalancing sometimes, plus it contains some grammar mistakes, many of them are very well planned, and there are several thievish weapons as well.![]()
Posted 07 March 2004 - 09:37 AM
I disagree strongly; there are definitely others. And I'd also like to point of that no way does Avenger's mod fit in seamlessly. How many other game dialogs have options like [scan terrain] in? Good for roleplaying, you might argue, but that's not the issue here.So far, the best mods for players concerned with content blending seamlessly with existing content is Avenger's mod (though his improved thieves are perhaps a little too powerful), the unfinished business mod, and this one.
Posted 07 March 2004 - 10:14 AM
Avenger's mod has worked well for me as I tend to roleplay as a thief or thief kit (thieves are emasculated in BG2 and this mod evens the scales without disrupting the game balance too much).I disagree strongly; there are definitely others. And I'd also like to point of that no way does Avenger's mod fit in seamlessly. How many other game dialogs have options like [scan terrain] in? Good for roleplaying, you might argue, but that's not the issue here.So far, the best mods for players concerned with content blending seamlessly with existing content is Avenger's mod (though his improved thieves are perhaps a little too powerful), the unfinished business mod, and this one.
Posted 07 March 2004 - 10:17 AM
Posted 07 March 2004 - 10:30 AM
Yes, but the Icewind Dale weapons and items in Avenger's mod do help create the illusion of authenticity (the revised thieves are based on their D&D counterparts as well). Many of the more powerful weapons can't be acquired until late in the game. You can't buy a +5 two handed vorpal sword in chapter 2, or acquire the aid of an uber vampire who can kill all the bosses in the game in a few hits in Chapter 3.But now you're talking about balance, not seamless integration. Stuff not sticking out as mod content is also significant, and lots of mods fall down there, Avenger's included.
Posted 07 March 2004 - 10:38 AM