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*Spoiler!* :) Umm... new weapons :D


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#1 Gospel

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Posted 04 October 2002 - 05:21 PM

Meow, errr... are the statistics for Kol Sani/Kol Lian from an official AD&D book, or somesuch? :)

If not, could they be a little.... stronger, please? :D

*flattens his ears* Me knows this not power-gaming item crazy mod, but... *purrs* :)

You also need to beat that crazy Sthrommy guy (Cute fight! Like.... Polly cat as a battle) :)

Maybe.... +4 each, saving throw thing on both removed, chance each hit on both removed, and 1D4 (Respective) damage to both, instead of 1D6 ?:)

*hides* Eep...... no hurt cat!
Is kitty :)

#2 Rathwellin the Bard

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Posted 04 October 2002 - 06:37 PM

You know. I have a book called 101 ways to torture your cat, or some such.....

The stuff in it ranges from the funny (put tape on all 4 paws & watch the ensuing chaos) to the sick (they don't bear repeating here).

Something to keep in mind. :P ;) :D

#3 Gospel

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Posted 04 October 2002 - 06:49 PM

:(
Is kitty :)

#4 Rathwellin the Bard

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Posted 04 October 2002 - 06:56 PM

I really do have the book, but I also own 4 cats (or vice versa) who would probably be on your side. So you are safe for now....
:rolleyes: :lol:

#5 Gospel

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Posted 04 October 2002 - 07:04 PM

Umm.... well that's good, I guess ^_^

Do you have Kol Lian/Kol Sani, sir ?:)
Is kitty :)

#6 Cuv

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Posted 05 October 2002 - 04:22 AM

The background on those weapons is from my imagination;) They did not exist until now in any literature. Did you like the story behind them?

+4 seems more reasonable to me also, but I didnt want to overpower the mod. Perhaps 2 more +4 katanas wouldnt do that?? Will wait for Quitch's input on the matter before I go committing to changing them.

Cuv

#7 Xyx

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Posted 05 October 2002 - 05:55 AM

I didnt want to overpower the mod.    Perhaps 2 more +4 katanas wouldnt do that??

*grgl cough hack choke*

Two weapons with higher enchantments than every katana in the game?! Nahhhh, of course that wouldn't overpower the mod.

Dream on. Posted Image

#8 Gospel

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Posted 05 October 2002 - 11:11 AM

Hehe :) The background was just fines bye me, Cuv sir ^_^ Me not knows much about Kara Tur-ies, though ;_; *purrs* :)

Errr.... or any part of the Forgotten Realms :( But that's okies! :D

*taps Xyx sir, with wing* I think there's one +4 katana, sir? ?:) But you'se be rights, methinkthinks :D

*runs around, and screeps* Just main concernies is that the two weapons aren't much more than +3 katanas :)

50% happens.... reasonably lots, yes :D But enemy saves might, too ?:)

Woulds you mind the save and chance thing removed, Xyx sir? :D *licks a paw* Twang :D
Is kitty :)

#9 Delvar

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Posted 05 October 2002 - 03:53 PM

Its wrong to have +4 katana's, but not wrong to throw in another +6 sword. Actually I think these things should just deal 1d4 extra fire/ice damage, I mean a king would have some kind of powerful blades.

#10 Rathwellin the Bard

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Posted 05 October 2002 - 08:13 PM

I didnt want to overpower the mod.    Perhaps 2 more +4 katanas wouldnt do that??

*grgl cough hack choke*

Two weapons with higher enchantments than every katana in the game?! Nahhhh, of course that wouldn't overpower the mod.

Dream on. Posted Image

I could go either way on these. Even at +3 Celestail Fury seems better to me than either of these weapons at +4. On the other hand it does seem a bit silly for uber katana's of any sort to be floating around this part of FR ... but then I guess SoA / ToB are munchy.

#11 Xyx

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Posted 06 October 2002 - 01:05 AM

Ah, yes... Hindo's DOOM (Can You Say It)™.

The idea is that people play the mod because it plain r0x0rs, not because they want the ph@t l3wt™. Handing out +8 swords left and right breaks the rest of the game (Ascension). In fact, anything that makes Ascension significantly easier is unbalanced. Just about every other mod out there grossly violates this principle and (unlike many, apparently) I don't consider that a good thing.

The +6 sword is there because we can balance it out by taking Carsomyr.

#12 Gospel

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Posted 06 October 2002 - 01:14 AM

*purrapurrs* Me play because there's talk-talk-talk, Quitchy cats wrotes! :D Me likes that :)

And Immy kitty conversations! ^_^

I actually think Ascensionies is waaaay scary! :'(

But me not best battling catbat *flaps his wings* :)
Is kitty :)

#13 Rathwellin the Bard

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Posted 06 October 2002 - 02:46 AM

Xyx I agree with you re +8 weapons & see what you are saying about the +6 weapon. However I don't really see what that has to do with Kol Lian & Kol Sani. +4 weapons are common in ToB.

My first run through I used Celestial Fury as my Blade's main weapon though most of ToB. The only reason I stopped was because it got a bit boring & I felt like I was wasting all those +5 & better weapons he could have been using. Even if you made these two Katanas +5 and did elemental damage on every hit Celestial Fury's stunning would make it a better weapon in many situations.

As it is making them +4 doesn't really seem out of line or break much.

I just keep wondering why new Katanas though? Sure they are cool, but I would have been happier with a new club or scimitar for instance.

Oh and why doesn't King Strohm actually wield Kol-Sani?

#14 Rathwellin the Bard

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Posted 06 October 2002 - 02:48 AM

Oh and I'm with Gospel on the talk issue. The main reason I would play RtW is the plot & the dialogue.

#15 Quitch

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Posted 06 October 2002 - 09:35 AM

Xyx I agree with you re +8 weapons & see what you are saying about the +6 weapon. However I don't really see what that has to do with Kol Lian & Kol Sani. +4 weapons are common in ToB.

My first run through I used Celestial Fury as my Blade's main weapon though most of ToB. The only reason I stopped was because it got a bit boring & I felt like I was wasting all those +5 & better weapons he could have been using. Even if you made these two Katanas +5 and did elemental damage on every hit Celestial Fury's stunning would make it a better weapon in many situations.

As it is making them +4 doesn't really seem out of line or break much.

I just keep wondering why new Katanas though? Sure they are cool, but I would have been happier with a new club or scimitar for instance.

Oh and why doesn't King Strohm actually wield Kol-Sani?

They're there because he is a Kensai, and it was felt Katana's suited this. We're not including items to make people happy.

I don't do things to make people happy.

#16 Eocine

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Posted 06 October 2002 - 09:41 AM

I have to agree, I've always tried to have my Kensai's use Katanas, they just seem to fit right.
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#17 Delvar

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Posted 06 October 2002 - 05:26 PM

I think a scimmy or ninja-to thing would be nice, I mean it is hard to dualwield 2 katanas. Anyway adding 1 bonus to two weapons won't make this game just uber loot.

#18 Merlin Al'Thor

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Posted 06 October 2002 - 09:14 PM

Gospel u are so friggin funny. maybe i should adopt an animal take, like Merlin the magnificent dog or something. ahh no comment on the weapons.

#19 Rathwellin the Bard

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Posted 07 October 2002 - 04:25 AM

They're there because he is a Kensai, and it was felt Katana's suited this.  We're not including items to make people happy.

I saw that he was a Kensai/Mage. Honestly I thought it was a bit lame, but it's not that big a deal.

I don't do things to make people happy.


I've noticed. :P

#20 Xyx

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Posted 07 October 2002 - 08:07 AM

+4 weapons are common in ToB.

Not katanas. There's only one and you have to upgrade it from +3.

As it is making them +4 doesn't really seem out of line or break much.

+4 weapons can damage Melissan, +3 weapons can't.

I must have missed something... Why should these things be +4 again?