This is to let you all know that me and MM75 have undertaken a project to create a balancing mod for BWP.
The goal is to balance the big content mods for BWP, kind of like BP-Balancer did (to some extent) for BP.
To do this however we need feedback and suggestions from you!
We do not have our own forum yet, and will likely not have until we are ready to release an early version of the mod.
In the meantime this thread will be your chance to give us general feedback/suggestions on what the mod should be like.
If you have something to say about a specific mod then please do so at the appropriate thread in each respective mod forum, to which I will provide links below in this post.
As of now the first mod up for revision/balancing is DSotSC. A feedback thread for NTotSC is also up and running.
DSotSC Feedback thread
NTotSC Feedback thread
OneEyedPhoenix
Member Since 06 Sep 2009Offline Last Active Dec 08 2011 08:32 AM
Community Stats
- Group Member
- Active Posts 308
- Profile Views 7462
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Male
-
Location
Norway
Topics I've Started
BW-Balancer general feedback thread
30 December 2009 - 12:06 PM
Balancing NTotSC for BWP
30 December 2009 - 11:29 AM
Me and MM75 have recently undertaken a mod project to balance mods for use with the BWP (BW-Balancer) and one of the first mods up for revision is the NTotSC.
As a means to that end we would like to give you all this opportunity to say what you think should be different in NTotSC.
Is a certain item overpowered? Should some items/spells/etc be removed/revised? Do you have a suggestion for how the items/spells/etc should be altered?
We would like your input on this and if you provide us with good suggestions we might just include them in our mod. The more elaborate the reasoning and the suggestion(s) the better are the odds that we will use it.
Any thoughts?
As a means to that end we would like to give you all this opportunity to say what you think should be different in NTotSC.
Is a certain item overpowered? Should some items/spells/etc be removed/revised? Do you have a suggestion for how the items/spells/etc should be altered?
We would like your input on this and if you provide us with good suggestions we might just include them in our mod. The more elaborate the reasoning and the suggestion(s) the better are the odds that we will use it.
Any thoughts?
Balancing DSotSC for BWP
30 December 2009 - 06:05 AM
Me and MM75 have recently undertaken a mod project to balance mods for use with the BWP (BW-Balancer) and the first mod up for revision is the Dsotsc.
As a means to that end we would like to give you all this opportunity to say what you think should be different in Dsotsc.
Is a certain item overpowered? Should some items/spells/etc be removed/revised? Do you have a suggestion for how the items/spells/etc should be altered?
We would like your input on this and if you provide us with good suggestions we might just include them in our mod. The more elaborate the reasoning and the suggestion(s) the better are the odds that we will use it.
Any thoughts?
Edit: Below follows some suggestions I made three years ago. Feel free to comment on those.
As a means to that end we would like to give you all this opportunity to say what you think should be different in Dsotsc.
Is a certain item overpowered? Should some items/spells/etc be removed/revised? Do you have a suggestion for how the items/spells/etc should be altered?
We would like your input on this and if you provide us with good suggestions we might just include them in our mod. The more elaborate the reasoning and the suggestion(s) the better are the odds that we will use it.
Any thoughts?
Edit: Below follows some suggestions I made three years ago. Feel free to comment on those.
dsamul03
Original:Special: Double all 1, 2, and 3rd level priest spells +1 on all saves
My Version:Special: One extra 1, 2, 3 and 4th level priest spells +1 on all saves
Kind of like the ring of holiness. Not as insane as before, but still very good.
dsamul07
Original:You are a very lucky adventurer indeed. This Bluestone Necklace increases your Dexterity and gives you a +3 THAC0 bonus! Just don't let it fall into the wrong hands..... Special: +3 Dexterity Bonus and +3 THAC0 while wearing
My Version:You are a very lucky adventurer indeed. This Bluestone Necklace increases your Dexterity and gives you a +1 THAC0 bonus! Just don't let it fall into the wrong hands..... Special: +2 Dexterity Bonus and +1 THAC0 while wearing
Just a general down tuning.
dsamul08
This one I'm not quite sure about. Says that wizardslayers are the only ones not able to use it. Would it then give the +1 lvl1 priest spell to non-priests? Should be restricted to Cleric, Druid and ranger, single, dual and multi-classes if it does.
dsarrow1
Original:This arrow will kill any minor dragon or wyvern outright, does extra damage larger dragons and wyrms and has a greater chance of slaying one of the greatest threats to elven forest, the Green or Forest Dragon. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: Slay Minor Dragons and Wyvern upon contact +3 Damage/+3 To Hit all Dragons 10% chance to slay all Dragons
My Version:This arrow will inflict extra damage on any dragon or wyvern. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: +3 Damage/+3 To Hit all Dragons
Ability to instantly slay Dragons is just stupid! I wanted to make this arrow able to penetrate any magical protection a Dragon might have, but I wouldn't know how to code it right...
dsbelt01
Seems to have haste as an equipping effect. Should be changed to a charged effect.
Original:STATISTICS: Armor Class Bonus: +3 vs. piercing and missile weapons Special: Haste
My version:STATISTICS: Armor Class Bonus: +3 vs. piercing and missile weapons Special: Haste (3 charges)
Not sure if I got the coding right. Just added 3 charges and made it rechargeable.
dsbook01
Original:This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you begin to become more knowledgeable and somehow feel that you have the abilities of a mage of twice your level. STATISTICS: Doubles all experience points upon reading
My version:This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you become more knowledgeable. STATISTICS: Adds 10000 exp upon reading
I don't like these kind of items at all! Seriously toned this one down...
dsbrac01
Original:Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent. It was for just these times that Sharga commissioned these gloves to be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat. STATISTICS: Armor Class: 0 Special: Increased Attacks Increased Saving Throws +25% to Magic Resistance
My version:Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent. It was for just these times that Sharga commissioned these gloves to be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat, unfortunately they prevent spells from being cast and must be removed by magical means. STATISTICS: Armor Class: 2 Special: Increased Attacks Increased Saving Throws +25% to Magic Resistance
Added 100% chance to miscast magic, and made it cursed.
dsbrac02
My version:STATISTICS: Special: Increased Attacks Increased Resistance to Petrification
Original had +2ac, which I removed.
dsbrac04
Original:STATISTICS: THAC0: +3 bonus Damage: +3 bonus
My version:STATISTICS: THAC0: +2 bonus Damage: +2 bonus Increased attacks
I slightly altered it, because in bg1 clerics would be quite useless as fighters, with just one lousy attack per round. Added 1 extra attack.
dsclck04[/i]
Just changed this from +3 to +2ac.
dscoswd
Original:STATISTICS: Damage: 1D10 + 4 (+3 vs All Dragons) THAC0: +4 (+3 vs All Dragons) Special: AC Bonus +1 Has a slight chance of slaying any dragon on contact 50% Resistance to Fire and Acid Provides an Aura of Protection +2 Bonus to Save vs. Breath Weapons
My version:STATISTICS: Damage: 1D10 + 4 (+3 vs All Dragons) THAC0: +4 (+3 vs All Dragons) Special: AC Bonus +1 50% Resistance to Fire and Acid Provides an Aura of Protection +2 Bonus to Save vs. Breath Weapons
I still think that instant dragon slaying is a bad idea.
dscuswd
Changed it to +3 and removed undescribed ac bonus and bless effect.
dsdrgskn
Changed base ac to 4.
dsebplat
My version:Not Usable By: Bard Druid Mage Thief Monk Archer Stalker Barbarian Beast Master Kensai Shapeshifter
Made it unusable by restricting kits.
dshamm02
Changed it's damage from 3d6+1 to 2d6+1
dskorim
Original:Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet nearly impervious to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer. STATISTICS: Armor Class: 0 Special: Regeneration 1HP every 2 rounds Mage Skills Unimpaired
My version:Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet very resistant to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer. STATISTICS: Armor Class: 5 Special: Regeneration 1HP every 2 rounds Mage Skills Unimpaired
Mage armors seriously shouldn't give this good ac.
dsrngfsh
Changed ac bonus from +4 to +2 and removed protection from non magical weapons.
dsrobe03
Original:This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance. Due to the nature of its enchantment, it can only be removed by remove curse. STATISTICS: Armor Class: 3 Magic Resistance: +50% Special: Immune to 1st, 2nd & 3rd level spells +4 to 1st, 2nd & 3rd level spells Sets Intelligence and Wisdom to 19 Increased spell casting speed Immune to all non-magical weapons Weight: 6 Usable by: All
I'm open to suggestions on this one. Should maybe restrict it to mage classes and give it some serious drawbacks to balance it's outrageous bonuses...? Personally I changed dsmortus.cre so that he wouldn't drop it at all.
dsrobe05
Original:STATISTICS: Armor Class: 3 Special: Raises Intelligence by 2 Memorize one extra spell per level up to level 9 +6 Save vs. Breath Weapon +75% to Fire Resistance Non-Detection
This robe is also seriously overpowered, but I didn't change it as it disintegrates and is used by several creatures ingame. Should perhaps disintegrate as soon as it's hit by sunlight...?
dsrobe06STATISTICS: Armor Class: +5 Bonus Magic Resistance: +25% Saving Throw: +5 bonus Bonus Spells: +3(Lv 1-5) +1(Lv 6-8) Constitution: -30% Special: Never Need Sleep
Does anybody seriously want to imagine a Neversleeping-ubergod-Edwin? I leave this one to you guys though...
dsswd07
Original:STATISTICS: Damage: 1D8 + 1 THAC0: +5 bonus Special: Dexterity bonus +2 AC bonus +3 1 extra attacks per round
My version:STATISTICS: Damage: 1D8 + 1 THAC0: +2 bonus Special: Dexterity bonus +2 AC bonus +1 1 extra attacks per round
dstears
Original:STATISTICS: Damage: 1D8 + 3 THAC0: +3 bonus Special: Ac +2 Cast Charm Person or Mammal 3 times per day Stun target unless save vs. Spell
My version:STATISTICS: Damage: 1D8 + 3 THAC0: +3 bonus Special: Cast Charm Person or Mammal 3 times per day Stun target unless save vs. Spell at +4
Removed ac bonus and made it harder for the stun target to take effect.
dswrkarm
This one is coded wrong to begin with. Toned my version down to base ac 4.
DSWRLSTF
My version:This staff is of the Chanah'Rea, forged by lightning striking the tree of power, Chitiruhkha is possessed of lightning. STATISTICS: Damage: 1D8 + 3 THAC0: +3 Special: casts "Lightning Bolt" 1 time per day
Changed it to +3, removed ac bonus, removed +6d6 Electrical damage and reduced "Lightning Bolt" charges to 1 per day.
Out of place vertical line in ar7256.wed
22 October 2009 - 12:30 PM
Not sure where to put this, but I have noticed an out of place vertical line on the far left edge of ar7256.wed (second floor of many Baldur's Gate houses).
Change-log reveals nothing so I'm just guessing that BGT is the only mod handling this .wed.
It might well be that this line only becomes visible because I run the game at a higher resolution than 800*600.
The line should be clearly visible on the full size version of this screen shot.
Wed_sample.JPG 95.72K 271 downloads
Change-log reveals nothing so I'm just guessing that BGT is the only mod handling this .wed.
It might well be that this line only becomes visible because I run the game at a higher resolution than 800*600.
The line should be clearly visible on the full size version of this screen shot.
Wed_sample.JPG 95.72K 271 downloads
Looping script
29 September 2009 - 10:45 PM
I found some looping script blocks in ar6600.bcs. Link here.
The problem is the following two blocks:
[codebox]IF
GlobalGT("Chapter","GLOBAL",3)
Exists("Montaron")
!InParty("Montaron")
THEN
RESPONSE #100
ActionOverride("Montaron",DestroySelf())
END
IF
GlobalGT("Chapter","GLOBAL",3)
Exists("Xzar")
!InParty("Xzar")
THEN
RESPONSE #100
ActionOverride("Xzar",DestroySelf())
END[/codebox]
Apparently "DestroySelf()" doesn't block "Exists", for some weird reason.
Adding a blocking global or changing "exists" to "InActiveArea" will fix the problem.
The problem is the following two blocks:
[codebox]IF
GlobalGT("Chapter","GLOBAL",3)
Exists("Montaron")
!InParty("Montaron")
THEN
RESPONSE #100
ActionOverride("Montaron",DestroySelf())
END
IF
GlobalGT("Chapter","GLOBAL",3)
Exists("Xzar")
!InParty("Xzar")
THEN
RESPONSE #100
ActionOverride("Xzar",DestroySelf())
END[/codebox]
Apparently "DestroySelf()" doesn't block "Exists", for some weird reason.
Adding a blocking global or changing "exists" to "InActiveArea" will fix the problem.
- Spellhold Studios
- → Viewing Profile: Topics: OneEyedPhoenix
- Guidelines