Creature Revisions - part II
#101
Posted 20 August 2004 - 04:40 AM
#102
Posted 20 August 2004 - 04:49 AM
Steel your heart, they will be refined as Balors - which means they'll get almost all of their powers. Expect some nasty times when you see these things in BG2...
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#103
Posted 20 August 2004 - 01:13 PM
less sleep more work helps. and remember to cancel your rl job 'cause it takes a lot of time, too. :nana:Come on, we couldn't really keep that pace forever
#104
Posted 15 September 2004 - 12:21 AM
#105
Posted 15 September 2004 - 12:33 AM
Let's just repeat the Tactics trick; BTW, I happen to have a much better implementation of this, so that this doesn't trigger on cleric casting heal twenty screens away, like in tactics , but only on the lich being bashed / dispelled / spellcasted at. It would be dead easy (me hopes ) to port this to demons.
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#106
Posted 15 September 2004 - 12:46 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#107
Posted 15 September 2004 - 12:56 AM
And, BTW, Bigg, if the engine makes you immune to demons with this spell, then we have a contradiction. The description of the spell says : "When this spell is cast, all creatures within a 10 foot radius are affected individually by Protection from Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus." It does not specify anything about being totally immune to demons.
#108
Posted 15 September 2004 - 10:16 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#109
Posted 15 September 2004 - 10:30 AM
The Protection from Evil spells actually use a "Protection from creature type" targeting Summoned_Demon. Removing this effect would take away the "demon ignores you" component of the spell. If it was up to me, I'd do this for all version of the spell, then create a new spell for "Protection from Demons", etc... I'm doing something similar to this for my project as I need/am creating a plethora of "Protection from xxxxxx" spell scrolls. (*sniff* I love 1st edition.) Just a thought.
Edit: Another cool idea would be to create the protective circle spells for summoning hostile extraplanar beings, and set a zero movement modifier on the caster. (To represent the actual circle.) Or better yet, a invis/invul cre, with a vvc on it to show the circle. The cre would have a script on it to remove the "Protection" factor if the caster/party moved out of a specified range. If you're going to make demons tougher, best to make them harder to control IMO.
The great wolf Fenrir gapes ever at the dwelling of the gods.
#110
Posted 15 September 2004 - 10:56 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#111
Posted 25 September 2004 - 12:14 AM
Well, it only protects against summoned demons, not Gated demons, which is what their innate ability summons. If a demon sees someone with that protection up, it could just gate in a buddy and watch the new demon rip the caster into tiny bits. I love that distinction.The Protection from Evil spells actually use a "Protection from creature type" targeting Summoned_Demon. Removing this effect would take away the "demon ignores you" component of the spell. If it was up to me, I'd do this for all version of the spell, then create a new spell for "Protection from Demons", etc... I'm doing something similar to this for my project as I need/am creating a plethora of "Protection from xxxxxx" spell scrolls. (*sniff* I love 1st edition.) Just a thought.
Edit: Another cool idea would be to create the protective circle spells for summoning hostile extraplanar beings, and set a zero movement modifier on the caster. (To represent the actual circle.) Or better yet, a invis/invul cre, with a vvc on it to show the circle. The cre would have a script on it to remove the "Protection" factor if the caster/party moved out of a specified range. If you're going to make demons tougher, best to make them harder to control IMO.
The game makes a point of distinguishing summoned and gated creatures for just this reason. It makes the spells that kill summoned creatures useless against most demons (well, a lot are immune to death effects anyways iirc.)
#112
Posted 25 September 2004 - 12:26 AM
1) From what I've read, you're doing Tanar-ri and Baatezu, right? What about Yugoloths? Do you have a full list of the creatures you're adapting? Many Tanar-ri and Baatezu aren't in the game and have no suitable animations, so I'm wondering which you're doing.
2) Are you using 2E or 3E rules? I was planning on using 2E with maybe a few 3E tweaks if I thought appropriate.
3) Since I mentioned it--animations. What are you doing about the lack of appropriate fiend animations in the game? I have Poser and 3DSMax, and I'm trying to learn how to make animations for my mod. I'm nowhere near ready, though the small size of the images will make it much easier to do.
4) What's the status on your project?
That's all for now.
#113
Posted 25 September 2004 - 12:29 AM
Actually, Death Spell uses an effect of "destroy", not of "kill" or "slay". This way, it can also kill the genie of the Wish Spell, or other minhp1 summoned creatures (that is what I solve with Unlimited Wish in tB#Pack).Well, it only protects against summoned demons, not Gated demons, which is what their innate ability summons. If a demon sees someone with that protection up, it could just gate in a buddy and watch the new demon rip the caster into tiny bits. I love that distinction.The Protection from Evil spells actually use a "Protection from creature type" targeting Summoned_Demon. Removing this effect would take away the "demon ignores you" component of the spell. If it was up to me, I'd do this for all version of the spell, then create a new spell for "Protection from Demons", etc... I'm doing something similar to this for my project as I need/am creating a plethora of "Protection from xxxxxx" spell scrolls. (*sniff* I love 1st edition.) Just a thought.
Edit: Another cool idea would be to create the protective circle spells for summoning hostile extraplanar beings, and set a zero movement modifier on the caster. (To represent the actual circle.) Or better yet, a invis/invul cre, with a vvc on it to show the circle. The cre would have a script on it to remove the "Protection" factor if the caster/party moved out of a specified range. If you're going to make demons tougher, best to make them harder to control IMO.
The game makes a point of distinguishing summoned and gated creatures for just this reason. It makes the spells that kill summoned creatures useless against most demons (well, a lot are immune to death effects anyways iirc.)
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#114
Posted 25 September 2004 - 12:50 AM
Yes, I have many sources atm.1) From what I've read, you're doing Tanar-ri and Baatezu, right? What about Yugoloths? Do you have a full list of the creatures you're adapting?
To answer the other question, I don't think we will add new animations (mostly because I completely lack the skills to do that ).
Thats exactly what we are going to do - and its the most suitable option in the BG2 world.2) Are you using 2E or 3E rules? I was planning on using 2E with maybe a few 3E tweaks if I thought appropriate.
All forms of help and assistance are welcome. If you can help with this part, we'll dicuss it laer, once we come near implementing these modifications.3) Since I mentioned it--animations. What are you doing about the lack of appropriate fiend animations in the game? I have Poser and 3DSMax, and I'm trying to learn how to make animations for my mod. I'm nowhere near ready, though the small size of the images will make it much easier to do.
Currently in the planning stage. First we'll take care of the Five Revisions, and most likely it will be followed by the Dragon Revisions component. After these we'll start the work on Fiends.4) What's the status on your project?
As I said above, we always welcome assistance.something much like this is part of my mod plan, and I love avoiding work
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#115
Posted 25 September 2004 - 12:53 AM
#116
Posted 25 September 2004 - 12:55 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#117
Posted 25 September 2004 - 03:31 PM
#118
Posted 26 September 2004 - 01:09 AM
1) From what I've read, you're doing Tanar-ri and Baatezu, right? What about Yugoloths? Do you have a full list of the creatures you're adapting? Many Tanar-ri and Baatezu aren't in the game and have no suitable animations, so I'm wondering which you're doing.
Khmm, there are any yugoloths in BG2 ?
#119
Posted 26 September 2004 - 01:13 AM
#120 -Child of Destiny-
Posted 26 September 2004 - 01:11 PM
I personally don't believe that pit fiends need to be refined. there are plenty of mods out there (including improved battles i think) that give the pit fiends impressive abilities.
With some of these mods, pit fiends are now partially invisible (ie you can't target them with spells), are immune to most spells, and worst of all, can gate in other pit fiends when they reach the point of death (and the gated pit fiends have exactly the same abilities as the original) .
In my modded game, pit fiends accompany most major liches and mages and in almost every battle they outlast their "masters". They take down PLANETARS on a regular basis and are quite capable of ripping a 20th level party to pieces. I've had trouble taking down these guys with the druidic sorcerer kit (and believe me, that kit packs ALOT of power).