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Creature Revisions - part II


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#101 Feanor

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Posted 20 August 2004 - 04:40 AM

Do you intend to revise Pit Fiends too (I always felt they fall to easy for the most powerful of the devils... <_<

#102 T.G.Maestro

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Posted 20 August 2004 - 04:49 AM

Here is one of my old replies, I guess to a similar question of Efreet:

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...


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#103 Schatten

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Posted 20 August 2004 - 01:13 PM

Come on, we couldn't really keep that pace forever ;)

less sleep more work helps. and remember to cancel your rl job 'cause it takes a lot of time, too. :nana: ;)
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#104 Feanor

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Posted 15 September 2004 - 12:21 AM

At observation, TG, about what could be revised to fiends : if you cast protection from evil on your party, fiends ignore you, even if you attack them. That is not normal. ;)

#105 the bigg

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Posted 15 September 2004 - 12:33 AM

This is what the engine does: PFE10'R makes you immune to demons. It's the same deal as Protection from Undead while bashing a lich.
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 :angry: , but only on the lich being bashed / dispelled / spellcasted at. It would be dead easy (me hopes :) ) to port this to demons.

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#106 T.G.Maestro

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Posted 15 September 2004 - 12:46 AM

Good news Bigg, we'll include it once we start that component. ;)
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#107 Feanor

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Posted 15 September 2004 - 12:56 AM

Bigg, my main objection is not that you are immune to fiends, so they can't hurt you. The problem is another one (and I speak about summoned fiends) : if you attack them, they have no reaction. They just stand with finger crossed and let you kill them, without even trying to strike back.

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 T.G.Maestro

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Posted 15 September 2004 - 10:16 AM

This is a good point Feanor. I'm not sure if there is a way to help this however.
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#109 hlidskialf

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Posted 15 September 2004 - 10:30 AM

The summoning spells make mention of it however. I believe this is the game's solution to the "Protective circles" we all know about for when a mage truely summons a being from a lower plane.
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. ;)

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#110 T.G.Maestro

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Posted 15 September 2004 - 10:56 AM

Very nice ideas Hlid, we'll definitely discuss them once we get to that point. ;)
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#111 Stone Wolf

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Posted 25 September 2004 - 12:14 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. ;)

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. :D

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 Stone Wolf

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Posted 25 September 2004 - 12:26 AM

Okay, just a few questions since something much like this is part of my mod plan, and I love avoiding work. ;)

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 the bigg

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Posted 25 September 2004 - 12:29 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.  ;)

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. :D

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.)

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).

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 T.G.Maestro

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Posted 25 September 2004 - 12:50 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?

Yes, I have many sources atm.
To answer the other question, I don't think we will add new animations (mostly because I completely lack the skills to do that :( ).

2) Are you using 2E or 3E rules? I was planning on using 2E with maybe a few 3E tweaks if I thought appropriate.

Thats exactly what we are going to do - and its the most suitable option in the BG2 world.

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.

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.

4) What's the status on your project?

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.

something much like this is part of my mod plan, and I love avoiding work

As I said above, we always welcome assistance. :)
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#115 Stone Wolf

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Posted 25 September 2004 - 12:53 AM

Well, in PnP the Death Spell specifically states that it won't work on creatures not native to the Prime Material Plane.

#116 T.G.Maestro

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Posted 25 September 2004 - 12:55 AM

Another question is that if BG2 follows this rule, or not? ;)
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#117 Stone Wolf

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Posted 25 September 2004 - 03:31 PM

Hmm, are there any demons with fewer than 9 HD in the game? I can't think of any. No, wait! Mephits! They all have fewer than 9HD, and I think they're vulnerable to Death Spell. I have tried it since it's a waste of a spell. Of course, they could be summoned, so they'd die anyways.

#118 Feanor

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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 ? :huh:

#119 Stone Wolf

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Posted 26 September 2004 - 01:13 AM

Not yet. ;)

#120 -Child of Destiny-

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Posted 26 September 2004 - 01:11 PM

Just my thoughts on pit fiends and their improved powers. Some of the changes you wish to make are very similar to those that the modded pit fiends already have.

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).