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IronWolf of Tethyr

Member Since 12 Aug 2002
Offline Last Active Apr 09 2003 03:21 PM

Posts I've Made

In Topic: Older versions archive part 1: Features

01 March 2003 - 11:26 AM

The created items could have a limited duration (i.e. 6 hours) so that hoarding them would become impossible


Oh! yeah why not!?
That's a good idea, i'll try to implement it.  :D

BTW, I'll be out of town for a couple of days, should be back on Wednesday or so.


'Kay! No probs.    :)

In Topic: Older versions archive part 1: Features

01 March 2003 - 02:26 AM

However I'm still thinking that should my BH be able to coat his weapon in a tranquiliser for 2 rounds or should he be able to create 5 tranquilising bolts/arrows per day for every six or eight levels? I can't decide how to apply this traquilising stuff on BH.

  


This was the first thing that I thought about when you mentioned tranquilizing, but then I remembered that it would require multiple ITM files for every penalty level and it would rely on the proficiency with arrows/darts. My current version is a spell-like ability which always hits and uses the graphics of the melf's acid arrow but I'm not really satisfied with that, perhaps I will change it into create darts or something...


I'm inclined towards giving BH the ability to create tranquilising darts/bolts/arrows too, ............ but the only thing that bothers me is;

In earlier battles U won't need that sortta stuff much, so if U just keep on creating them every day but don't use them much then U might come up with the hordes of tranquilising/paralysing stuff.

Jan Jansen has the ability to create 5 flashers a day, I remember I had more than many inventory slots filled with them as I used to create them everyday but I didn't use them much earlier in the game. However, flashers are not that strong as this tranquilising/paralysing stuff but if somebody would have that much of tranquilising stuff it would be a nightmare. Then U know there won't be any stopping to such char. it would become pure cheese and exploitable to large extents.  

    
IW.  :)

In Topic: Older versions archive part 1: Features

27 February 2003 - 10:16 AM

Just give him the ability to quote his arrows, bolts or weapons, whatever he uses, in the traquilising chem. and give large creatures a large saving throw bonus against toxin's effects which will gradually reduce with the increase in BH's levels.


From the gameplay perspective, this would probably be the best solution, but from the editing perspective...some problems abound. You see, giving additional effects to equipped weapons is done by using EFF files. They are somewhat similar to the SPL files but more sophisticated but they have no level-based headers extensions. This means that I have to create a separate EFF file for every saveing throw penalty. With the current -8 penalty at level 40 that would be eight files. If I also wanted to implement a saving throw bonus for some races (i.e. Dragons, Giants...) I'd have to make a separate EFF file for each of those races...


U see...................I know a thing or two myself about tweaking with this game  :D and I reached the same conclusion when I tried doing it, a day ago. It would definitely require multiple EFF files, so we'll just settle with Humanoids.  :)

BTW, in its current version, the Paralysing Shot proved pretty useful even in ToB. I've done some playtesting and tried out a lvl 20 Bounty Hunter against Gromnir's soldiers in Saradush. He did have some difficulties when attempting to stun high level fighters (because their save vs death was fairly low) but mages...hehe, they fell for it 90% of the time (their save vs death was high). Also, being a mundane ability, the Paralyzing shot ignored all spell reflections, deflections, globes of invulnerability, stoneskins...etc.


Hmmm ............ I see, I've employed different way to give my BH tranquilising shot. I created an EFF file for giving his weapon effect of sleep for two rounds. However as I mentioned in my last post he's able to do so only once per day and gains this ability after every six lvl.s increasing the number of times he's able to do so per each day.

Firstly, I gave him the duration of 1 round for the ability to coat his weapon in tranquiliser but then I found out most of the times he runs outta the round w/o even hitting anyone, tranquilising somebody would be another thing, so the ability got wasted almost everytime I tried to paralyse my opponents then I gave him the duration of 2 rounds for this ability so atleast he could hit somebody during the duration, so now he's able to hit once and sometimes twice but most of the times enemies succeed in their saving throws, however easier opponents such as Sahuagin, Ogres, often succumb to tranquiliser's effects.

However I'm still thinking that should my BH be able to coat his weapon in a tranquiliser for 2 rounds or should he be able to create 5 tranquilising bolts/arrows per day for every six or eight levels? I can't decide how to apply this traquilising stuff on BH.

And about that shock trap that I've added to BH kit, it would be fine if U wanna add this into your Rogue Rebalancing Mod in BH's repertoire. It really works great and adds a lot in disabling your opponents as it sometimes knock their weapons outta their hands. I tried using it against the drows in Sendai's Enclave to actually see how effective it is and it worked out really great.

IW.  :)

In Topic: Older versions archive part 1: Features

27 February 2003 - 09:21 AM

As for poison and nonhumanoids, its tricky. How do you poison a dragon, after all? Their metabolism is fairly different, so regular poisons would be useless. Im sure magical ones could work, but how does a bounty hunter make a poison that can affect dragons? Not to mention demons or undead. From what I understand, the undead poison immunity will only work against poisons that deal damage, meaning they might be affected by other types of poison. How silly...


Hmm................however, Assassin's poison and different poison weapons such as poison arrrows does work on Dragons, if I recall correctly, even if you make one of your own poison weapon with simplest of poison effects it seems to damage Dragons and Demons with it's poison unless it's specially immune to poison.

On the other hand, there are alot of non humanoid enemies out there, and you cant really chose to not face them. It would seriously weaken the bountyhunter to be unable to use his powers against some creatures.


My point exactly!!  :)


Nothing overpowering, but still a slight combat boost


Yes a slight combat boost is definitely in order, if U'ld ask me.
+1 to hit every 8 or 10 levels oughtta do it or instead might be starting with specialisation in cross bows would do so (however he should be restricted to proficieny level in all other weapon category.)


Below is the version that I'm currently playing with and it's turning out to be quite fun.

- usual BH trap setting skill bonus
- usual BH traps (however saving throw for Otiluke's Resilient Sphere is penalised by -5)
- Gains +1 to hit every 8 levels
- Gains +1% resistance to poison damage per level which gets capped a 20% at 20th level.
- Gains ability to coat his weapon in a tranquiliser for 2 rounds once per day, for every 6 levels. (Target must save vs. poison at -6 penalty otherwise become unconcious for three rounds.)
- Gains ability to create Toxic Mixture once a day at level 16 and thereafter gains this ability every 6 levels.

Toxic Mixture:
Damage:
target recieves 2D4 acid damage in first round and then recieves 1D4 acid damage for the rest of 5 rounds (acid damages last for 6 rounds that's 36 secs). target must save vs poison at the penalty of -2 to avoid last three rounds of acid damage and spell casting failure.  
Abilities:
Acidic proleferation in the body makes it extrememly difficult for a spell caster to cast spell and so recieves 80% chance of spell casting failure(target must save vs poison at the penalty of -2 to avoid spell casting failure.)
50% chance of slowing the Target (duration 3 rounds)
5% chance of Disarming the opponent


- Gains a Shock Trap at 24th level. (The trap causes 4D12 lightning damage + 2D4 slashing + 2D4 piercing damage to a rushing group of enemies and if save vs. breath is failed at the penalty of -10 enemies will get blown away and become unconcious for 3 secs.) Enemies must also save vs. breath at -2 penalty or their weapons will be blown outta their hands. A successful save vs breath -2 penalty would also allow enemies to avoid 2D12 lightning damage. The trap is gained every six levels after a BH recieves it at 24th level.

Dis adv:
- Regular penalty for BH to recieve just 20% of thief skill points.
- Gains level slower than a regular thief.  (if a thief gains 23 levels within 29500000 XP points a BH would gain only 19 levels. i.e. BH follows a fighter's XP table to gain levels.)  



IW.  :)

In Topic: Older versions archive part 1: Features

25 February 2003 - 08:48 PM

 
The problem with traps that disable the opponent is that there are very few times when you want to disable them. In PnP, a helpless opponent can be questioned for information, handed in for a higher bounty, randsomed, or just tortured for your entertainment. In BG2, they can be killed easier.  



Unfortunately, this is very true for BG2 and most other IE cRPGs (except Torment) which have been designed to greatly enforce the usage of violence/murder over stealth, diplomacy and non-lethal combat


Yeah.........I know what U mean.  :(

 
For combat prowress, how about letting bountyhunters put two stars in all the various fighting styles? It will give them a combat boost without making them swashbuckler wannabees. Swashbucklers are still better at dual wielding, but bounty hunters can master the other styles. This gives them a combat advantage that no none-fighters have, without being unreasonable.

  


Actually, my mod makes all rogues equal as far as dual wielding goes as per PnP rules (check out the current features thread just below) so giving the BH specialization in thiefly weapons would make him look like a watered down Swashbuckler with more traps IMO.


Heh..............initially I too was inclined towards giving BH thief weapon specialisation(I was even playing with one as I've already mentioned in this thread) but then I realised that it really makes him "look like a watered  down Swahbuckler with more traps." So I settled for just proficiency and +1 to hit bonus every ten levels and one more thing I also gave him 1% poison resistance per level.

My vision of this ability is a small blowdart which fires a tiny needle tipped with the toxin. While it might be enough to take out a human, elf or halfling, it's not really suited to be used against monsters such as Dragons or Demons which usually have a very tough hides, or Giants or who are simply too large to be affected.


Why??

Just give him the ability to quote his arrows, bolts or weapons, whatever he uses, in the traquilising chem. and give large creatures a large saving throw bonus against toxin's effects which will gradually reduce with the increase in BH's levels.

Heh, sorry about that,


Hey! there's no need for this sortta stuff.  :D


IW.  :)