Pocket Plane Group

BG1 Completed Mods => The Fields of the Dead => Topic started by: Echon on September 13, 2004, 02:37:56 PM

Title: Updates
Post by: Echon on September 13, 2004, 02:37:56 PM
13 September

Descriptions of the original 2nd-, 3rd-, 4th- and 5th-level priest spells are now available.

-Echon
Title: Re: Updates
Post by: Echon on September 19, 2004, 02:41:50 PM
19 September

Neutralize Poison has been updated.

Neutralize Poison (Necromancy)
Level: 4
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None

By means of a Neutralize Poison spell, the priest detoxifies any sort of venom in the creature touched. Note that an opponent, such as a poisonous spider or a wyvern unwilling to be so touched requires the priest to make a successful attack in combat.

-Echon
Title: Re: Updates
Post by: Echon on October 10, 2004, 04:17:47 PM
The last remaining areas; Ulgoth's Beard, Trackless Sea Island, Werewolf Island and Baldur's Gate have been edited.

An alpha version has been released to the beta testers.

-Echon
Title: Re: Updates
Post by: SimDing0™ on October 10, 2004, 04:44:25 PM
An alpha version has been released to the beta testers.
Does that mean the alpha testers get the beta version, or...
Title: Re: Updates
Post by: Echon on October 10, 2004, 04:47:07 PM
Uhm... yes. Exactly.

-Echon
Title: Re: Updates
Post by: Galactygon on October 10, 2004, 06:51:20 PM
Screenshots please. ;)

-Galactygon
Title: Re: Updates
Post by: Echon on October 11, 2004, 02:32:23 AM
I already showed you screen shots from the original game and thus decided to wait until the new areas are populated. :)

-Echon
Title: Re: Updates
Post by: Echon on November 04, 2004, 03:08:17 AM
4 November.

Chant, Strength of One and Defensive Harmony have been updated:

Chant (Conjuration/Summoning)
Level: 2
Sphere: All
Range: 0
Duration: Time of chanting
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving Throw: None

By means of the Chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the Chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, or a Silence spell) breaks the spell. Multiple chants are not cumulative.

___

Strength of One (Alteration)
Level: 3
Sphere: Law
Range: 0
Duration: 7 rounds
Casting Time: 3
Area of Effect: The party
Saving Throw: None

By casting this spell on the party, the priest imbues each member with a damage bonus equal to that of the strongest member in the group. Prior to casting, the member with the highest Strength score is designated the keystone. Upon completion of the spell, all affected characters gain a bonus to damage equal to the keystone's bonus to damage from Strength. Any magical bonuses belonging to the keystone are not added; only a keystone's natural strength is conferred to the group. This supersedes any bonus a character might normally receive.

___

Defensive Harmony (Enchantment/Charm)
Level: 4
Sphere: Law
Range: 0
Duration: 6 rounds
Casting Time: 1
Area of Effect: 50-feet cube
Saving Throw: None

This spell must be cast on at least two creatures. Denfensive Harmony grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by Defensive Harmony, each creature gains a +3 bonus to armor class.

-Echon
Title: Re: Updates
Post by: Galactygon on November 04, 2004, 10:37:50 AM
Now, you managed to code that in BG1, didn't you, Echon? :o

-Galactygon
Title: Re: Updates
Post by: Echon on November 04, 2004, 11:14:17 AM
Yes. Scripting is my friend. ;)

-Echon
Title: Re: Updates
Post by: GeoffreyB on November 05, 2004, 11:19:36 AM
I just wanted to post a message of applause/encouragement to you Echon.  I'm really excited to play the mod.  Just having enemies do shouts is going to make BG1 way more challanging/fun... not to mention all your other enhancements!  Anyway, thanks in advance for all your hard work.  

Geoffrey
Title: Re: Updates
Post by: Echon on November 07, 2004, 09:13:13 AM
I have had a look at BG2's opcodes and one would also have to resort to scripting to implement the above spells so there is no real difference between the two games in this case.

I just wanted to post a message of applause/encouragement to you Echon.  I'm really excited to play the mod.  Just having enemies do shouts is going to make BG1 way more challanging/fun... not to mention all your other enhancements!  Anyway, thanks in advance for all your hard work.

I am glad to hear that. :)

-Echon
Title: Re: Updates
Post by: Galactygon on November 07, 2004, 01:55:43 PM
I am still a bit stumped how Defensive Harmony was implemented. I would be glad to recieve additional insight so perhaps I might use the same method as well. ;)

-Galactygon
Title: Re: Updates
Post by: Echon on November 07, 2004, 02:00:29 PM
Okay, this is how I did it.

Ingredients: 1 script, 5 secondary spells.

The Defensive Harmony spell activates the script on the caster. The script counts the number of allies and casts the appropriate spell, removing itself at the same time. The secondary spells are versions of the original Defensive Harmony spell file that grant from +1 to +5 to the targets' AC.

-Echon
Title: Re: Updates
Post by: Echon on November 11, 2004, 09:33:11 AM
11 November

The opposition schools of the various specialist mages have been updated.

Abjurer: Alteration & Illusion
Conjurer: Divination & Invocation/Evocation
Diviner: Conjuration/Summoning
Enchanter: Invocation/Evocation & Necromancy
Illusionist: Necromancy, Invocation/Evocation & Abjuration
Invoker: Enchantment/Charm & Conjuration/Summoning
Necromancer: Illusion & Enchantment/Charm
Transmuter: Abjuration & Necromancy

-Echon
Title: Re: Updates
Post by: Galactygon on November 11, 2004, 02:43:26 PM
So adding the values of the opposition schools did work in BG1, after all. :)

-Galactygon
Title: Re: Updates
Post by: Echon on November 11, 2004, 02:57:02 PM
Yeah, thanks to Smoketest's research.

-Echon
Title: Re: Updates
Post by: Reverendratbastard on November 23, 2004, 01:54:52 PM

  thank you thank you thank you for making strength of one a spell that can actually >help< many parties at any stage of the game.
Title: Re: Updates
Post by: Echon on November 23, 2004, 02:08:33 PM
Heh, you are welcome. :)

By the way, none of you should expect any progress during the rest of November and all of December as I am busy with exams and papers.

-Echon
Title: Re: Updates
Post by: Reverendratbastard on November 23, 2004, 02:12:09 PM

 luckily for me, i haven't even played with 95% of available mods yet.  by the time you're back on task i may have even forgot that there is more in production.  (probably not - i'll probably just get hungrier.  who knows, maybe i'll start coding my dream psionic mod... ;D  why start small?
Title: Re: Updates
Post by: Mageling on November 24, 2004, 07:42:16 AM
Heh, you are welcome. :)

By the way, none of you should expect any progress during the rest of November and all of December as I am busy with exams and papers.

-Echon

thanks for letting us know  :o, i was checking the forums daily for an update.  :'(
well, good luck with your exams.  ;)
Title: Re: Updates
Post by: Echon on November 24, 2004, 07:48:01 AM
Thanks. :)

-Echon
Title: Re: Updates
Post by: Robert on December 04, 2004, 11:53:02 AM
   Hey, this looks like a great mod, and just the type that I like.  One thing I thought may be of interest.  Do you know the site www.dudleyville.com?  He has compiled and created a pretty exhaustive list of bug fixes for BG1, including some of the issues your mod addresses (no MR for friendly spells!).  On his page it lists over 600 original files corrected and downloadable fixes (non WeiDu) with a page listing what was fixed and in which files.  While your mod adds a lot of content, it may be worthwhile to compare notes, as his webpage even makes it is easy to cross-reference, or at least see what he has changed since your mod looks to correct a lot of BG rules.  Just a thought!
Title: Re: Updates
Post by: Echon on December 05, 2004, 12:40:46 PM
Yes, I know of it. I have not had a look at all the bugfixes, though. I am fairly certain some of the fixes in Dudleyville will also be present in FotD (that same goes for Baldurdash) and likewise, the contents of these fixes are going to overlap with the mod to some extent. E.g., all the Dudleyville spell, item and creature fixes will be overwritten by this mod.

-Echon
Title: Re: Updates
Post by: LoOk on December 06, 2004, 06:39:27 AM
Can you give us any (how to say this in english ::)) uhhm releasedate! (that's the word.. :))
Something like this month or Q1 2005 or Q2 :-[..?
Can't you make it an open beta or something when you're done with incorporating all the stuff you want.
I would really like to play this. ;D
Title: Re: Updates
Post by: Echon on December 06, 2004, 06:56:41 AM
Sorry, no release dates. Announcing one would only result in people getting disappointed when the mod is delayed. My previous estimations have all turned out to be wrong. But if you really want to when I think (hope) it may be completed, I would say late Q1 or early Q2. :)

The beta will not be open as I prefer to limit it to myself and a couple of other modders. Testing is not as much concerned with playing the mod as it is with finding errors and trying to break things.

-Echon
Title: Re: Updates
Post by: LoOk on December 06, 2004, 07:52:25 AM
That is not the answer I had hoped for.. ::) :-\

Better adjust your FAQ then I just read today. ;)

"Q: When will it be released?
A: 2004."

To bad, sunday is my birthday. To play this mod after my birthday would be a cool birthday gift. ;D
Title: Re: Updates
Post by: Echon on December 06, 2004, 08:05:37 AM
Better adjust your FAQ then I just read today. ;)

"Q: When will it be released?
A: 2004."

It will be updated at some point.

Quote
To bad, sunday is my birthday. To play this mod after my birthday would be a cool birthday gift. ;D

The coming sunday? That is very optimistic of you!

-Echon
Title: Re: Updates
Post by: LoOk on December 06, 2004, 08:16:31 AM
But becoming a beta-tester or something is impossible?
Someone who is just playing the mod when the 'beta' is released en reports any things that don't function as they should while playing.
This is my last post anyway. You won't be disturbed by me anymore. :-Zzz
Title: Re: Updates
Post by: Echon on December 06, 2004, 08:44:44 AM
I do not think I am going to answer that question until the beta is ready and I know how many testers I have. Seeing as only half of the testers played the alpha I suppose I am going to need twice as many. ;)

-Echon
Title: Re: Updates
Post by: LoOk on December 07, 2004, 07:53:40 AM
If you want any more betatesters: Count me in!
I can only play it of course, but I would report any bugs I would find. ;D

EDIT:

Is the mod still alive.. :'( :-[ ::) ;D?
Title: Re: Updates
Post by: Mageling on December 22, 2004, 07:04:30 AM
Quote
EDIT:

Is the mod still alive..
Heh, you are welcome. :)

By the way, none of you should expect any progress during the rest of November and all of December as I am busy with exams and papers.

-Echon

i think that about says it, I'm sure he hasn't spend alot of his time with this mod to let it die  ;)
Title: Re: Updates
Post by: LoOk on December 22, 2004, 09:55:53 AM
Sorry, forget to check his news on his webpage.. :-[
Title: Re: Updates
Post by: Echon on January 01, 2005, 10:56:40 AM
What Mageling said.

-Echon
Title: Re: Updates
Post by: Echon on January 19, 2005, 01:52:53 PM
19 January 2005

Strength bonuses no longer apply to darts and throwing daggers. Composite Bows have been removed from the game. So has Choke and Throbbing Bones, due to bugs that cannot be fixed.

-Echon
Title: Re: Updates
Post by: Marauder on January 22, 2005, 06:36:18 AM
why did the composite get trashed? they exsisted in the dark ages...
Title: Re: Updates
Post by: Echon on January 23, 2005, 10:15:54 AM
The reason they have been removed is related to game balance. The way the game is designed an item either allows the benefit of a strength bonus or it does not. Composite Bows should grant that benefit but as there is no way to limit it to a certain amount of strength and as the game has potions that provide strength all the way up to 24, I decided to remove them.

-Echon
Title: Re: Updates
Post by: SirLancelot on January 24, 2005, 11:57:43 AM
Quote
The reason they have been removed is related to game balance. The way the game is designed an item either allows the benefit of a strength bonus or it does not. Composite Bows should grant that benefit but as there is no way to limit it to a certain amount of strength and as the game has potions that provide strength all the way up to 24, I decided to remove them.

-Echon

Agree
Title: Re: Updates
Post by: Salk on January 25, 2005, 06:04:32 AM
Wait one moment! Let's see if I have understood well: are you saying that the (unfair) Strenght bonus to throwing weapons can be removed from Daggers and Darts but not from Composite Long Bows ?  ???
Title: Re: Updates
Post by: Echon on January 25, 2005, 06:09:45 AM
It can be removed from all weapons. However, if a Composite Long Bow does not grant a strength bonus is becomes a normal Long Bow and there is no reason to have two identical weapons in the game with different names.

-Echon
Title: Re: Updates
Post by: Salk on January 25, 2005, 06:54:20 AM
It's such a shame to abandon the Composite Long Bow...Perhaps, Echon, I can come with a valid suggestion. If I am not mistaken, there should be increasing penalties to the THAC0 for long range attacks based on distance (and of course a -6, I think, if one use ranged weapons in melee). We could keep the composite bow and reduce (or eliminate totally) the malus from ranged attacks made with such weapon due to its particular construction (easier to hold, more balanced thus easier to aim with compared to normal short and long bow). This would be very realistic and would suit the P&P experience. What do you think of that ? 
Title: Re: Updates
Post by: Echon on January 25, 2005, 07:19:56 AM
It is true that users of ranged weapons suffer penalties when using these at medium or long range, but with Baldur's Gate incredibly short view distance, it would only apply to a few weapons. Besides, the penalties are not implemented and cannot be implemented. The Composite Long Bow is out of the game and I do not want to put it back in.

-Echon
Title: Re: Updates
Post by: Salk on January 25, 2005, 08:03:25 AM
Oh since such penalty is not implemented originally by Baldur's Gate due to the short view distance, your decision is certainly right. It's just a bit sad for people like me that has always liked Bows. However I wonder: what happens to the magic composite bows that one can find in the campaign ? Will they be "converted" into Long bows ?  :)
Title: Re: Updates
Post by: Echon on January 25, 2005, 08:15:12 AM
If you like bows that much, you will probably be pleseantly surprised to find that there are still short bows and long bows in the game. The composite long bow +1 will not be turned into a long bow +1 available from the same store but the mod does feature new and unique magical bows.

-Echon
Title: Re: Updates
Post by: Salk on January 25, 2005, 09:46:55 AM
Let's say I am a fan of all kind of bows (short, long, composite, heavy and light crossbows) so I will miss one of the "family" but I do understand the primary need for keeping the game balanced and I agree with you this must be the main concern. One (silly) question though. In BG's manual, it's stated that the only difference (not a good one according to me because the composite bow should grant better aim at targeting and not more damage) between the long bow and the composite version is that the latter deals +2 more points of damage. Both have +1 to the THAC0. I know you said the composite long bow is gone for good but giving it a "natural" bonus (let's say +2 compared to the +1 of the normal long bow) to the THAC0 because of its peculiar construction could be admittable, I think. The melee weapons take advantage of the strenght modifier which is not unusual to be extremely high thanks to potions that last several hours (not to mention that one can have a shield and bows are all two handed). I'd think the game would be more balanced by having long range weapon more effective. I won't bother you anymore with this, I promise!  ;D
Title: Re: Updates
Post by: Echon on January 25, 2005, 10:38:30 AM
I am not sure where the long bow's +1 to THAC0 comes from but I believe BioWare gave the composite long bow its THAC0 and damage bonuses because they discovered during testing that allowing it a strength bonus with no limits was overpowered. I do not find these generic bonuses which do not rely on the user's strength score a desirable alternative.

Now, the only difference in P&P between long bows and composite long bows is that the latter's special construction (it must be handmade) allows the user to benefit from a high strength score as if he was using a melee weapon or a thrown weapon.

You say the game would be better balanced if ranged weapons were more effective but the only thing I can recall is people saying is that ranged weapons were too powerful in BG and that is also my own opinion. (Ironically, in an attempt to balance that in BG2, they become too weak). This is due to the bonuses long bows grant, the fact that bows, crossbows and slings were missing their speed factors and crossbows being toned down. The speed factor of these weapons have been restored, bows have been toned down and crossbows have been made stronger.

-Echon
Title: Re: Updates
Post by: Salk on January 25, 2005, 11:15:06 AM
Thanks for your punctual answers! I have a couple more of questions though  ;): from the FAQ, you speak of a possible TuTu version. Since I'd be very interested in that specific version, can you say a little more about it ?

Also: speaking of the modifications to the Bow's family: how will this come along with other mods' weapons ? What I mean is: Fields of the Dead, bringing core fixes and weapon/AI modifications plus all the rest (I am so excited!) should be installed last to prevent other mods to change some of its characteristics,right ?

Personally, I'd not say that long ranged weapon were too powerful in BG. I do believe in this rule: no thrown or long range weapon should ever benefit of the Strenght modifier but of the Dexterity's one. That would make the game unbalanced. Think of this: a composite long bow is an exceptionally fine construction. The quality of the item itself should give a bonus for its use and not only the wielder's ability. As consquence, the "natural" +1 of the Composite long bow is for me a smart solution and doesn't really make such weapon too strong (my opinion).

 Think of a fighter in a melee with (temporary) Strenght 22 (it's not at all strange in the BG campaign if you just think of Giant Strenght potion): what kind of incredible bonus to hit and damage does he have at high level ? The same doesn't apply (although fairly) to long ranged weapons. But then I think a "natural" bonus for them should be fair instead. The speed factor and the rate of fire should be tweaked accordingly. Thanks for your patience (and for your answers!).
Title: Re: Updates
Post by: Echon on January 25, 2005, 11:33:39 AM
from the FAQ, you speak of a possible TuTu version. Since I'd be very interested in that specific version, can you say a little more about it ?

It will be the same as the normal version. It has not yet been tested whether the mod will actually work under Tutu, though,  as it does not have an installer yet.

Quote
Also: speaking of the modifications to the Bow's family: how will this come along with other mods' weapons ? What I mean is: Fields of the Dead, bringing core fixes and weapon/AI modifications plus all the rest (I am so excited!) should be installed last to prevent other mods to change some of its characteristics,right ?

Is this was a 'rael wiedu m0d' then that would be true. However, at the moment it simply overwrites files so FotD does not directly alter the contents of other mods, but it may indirectly alter them if they draw upon resources that FotD modifies.

-Echon
Title: Re: Updates
Post by: Reverendratbastard on January 26, 2005, 09:55:20 PM
. . . FotD does not directly alter the contents of other mods, but it may indirectly alter them if they draw upon resources that FotD modifies.

  and vice versa in some/most cases?
Title: Re: Updates
Post by: Echon on January 27, 2005, 02:28:29 AM
Yes, that is also possible.

-Echon
Title: Re: Updates
Post by: Salk on January 27, 2005, 04:44:10 AM
I was wondering what happens if another mod introduces a new Composite Long Bow item...Will FotD convert it into a long bow automatically ?  ??? Keep it up,Echon!  :pirate
Title: Re: Updates
Post by: Echon on January 27, 2005, 04:55:47 AM
Then there will be a composite long bow in the game. The mod does not convert them to long bows, I have simply removed them from the game.

-Echon
Title: Re: Updates
Post by: Salk on January 27, 2005, 06:41:32 AM
I see...But in this way that Composite Long Bow introduced by another mod will be so totally out of place. It will become an "unique" weapon instead of being just a brench of the bows like it should. Since Composite Long Bows and Long Bows will have the same characteristics, what'd be the point of keeping it under the name of "Composite" ? We would duplicate the same problem you eliminated from the game (having two bows that are identical but are named differently) but coming from an external source. I point out this because it's extremely likely that people that play with Fields of the Dead will also have other Mods installed at the same time. Isn't there anything we can do to prevent this ?  :pirate P.S. Echon, I am sorry if I am tiring you with my (probably) stupid questions. I am just trying to understand and wouldn't want to waste your precious time. I think your project is really one of the most important for the Baldur's Gate future! Let me thank you again for this!
Title: Re: Updates
Post by: Galactygon on January 27, 2005, 02:57:17 PM
Quote
I see...But in this way that Composite Long Bow introduced by another mod will be so totally out of place. It will become an "unique" weapon instead of being just a brench of the bows like it should.

I cannot speak for Echon, but I am guessing his first priority is not specifically making this mod fit for other mods.

-Galactygon
Title: Re: Updates
Post by: Echon on January 27, 2005, 03:19:19 PM
It is true that I am not particuarly concerned with compatibility, in part due to the relatively low number of mods for Baldur's Gate but also because I simply cannot be bothered. I have more than enough to take care of with this mod as it is and these days I am trying to focus on not adding more things to my to-do list.

Yes, it would be possible for FotD to replace composite long bows from other mods with long bows. It may be done later.

-Echon
Title: Re: Updates
Post by: Echon on January 27, 2005, 04:32:35 PM
27 January

Descriptions of all the original wizard spells are now available.

Strength of Stone, Blessed Warmth, Strength, Cat's Grace, Improved Strength and Chaos have been updated:

Strength of Stone (Invocation/Evocation)
Level: 1
Sphere: Elemental (Earth)
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell grants supernatural strength to the recipient by raising his Strength score to 16, 17, 18 or 18/50 with an equal chance of each result. This spell is not cumulative with other sources of strength enhancement. The spell lasts for 3 rounds plus 1 round per level of the caster.

___

Blessed Warmth (Alteration)
Level: 4
Sphere: Sun
Range: Touch
Duration: 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the priest grants himself and any friendly creature within a 10 feet radius immunity to the effects of natural cold (such as a blizzard) and 50% resistance to magical cold (such as a Cone of Cold spell or a winter wolf's breath).

___

Strength (Alteration)
Level: 2
Range: Touch
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: None

Application of this spell increases the strength of the character to 16, 17, 18, 18/50 or 18/75 with an equal chance of each result. This spell is not cumulative with other magic that adds to strength. If a character has higher than 18 strength, then this spell will actually lower the strength of the recipient.

___

Cat's Grace (Alteration)
Level: 2
Range: Touch
Duration: 1 hour/level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

Just as a Strength spell can increase a subject's physical power for a time, Cat's Grace can enhance a subject's Dexterity. All abilities and skills that are Dexterity-based may be affected by an enhanced Dexterity score, inclusing a subject's reaction adjustment, missile attack adjustment, defensive adjustment, and adjustments to thief abilities. This spell sets the subject's Dexterity score to 16, 17 or 18 with an equal chance of each result.

___

Improved Strength (Alteration)
Level: 4
Range: Touch
Duration: 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

By casting this spell, the wizard can empower a creature with superhuman strength. Unlike the 2nd-level Strength spell, Improved Strength allows the recipient of the spell to ignore race or class restrictions on his maximum Strength score. The strength gained is 21, 22 or 23 with an equal chance of each result. This spell is cumulative with other sources that add to strength. When the spell ends, the recipient is struck by intense fatigue.

___

Chaos (Enchantment/Charm)
Level: 5
Range: 5 yards/level
Duration: 1 round/level
Casting Time: 5
Area of Effect: 50-feet cube
Saving Throw: Special

This spell is similar to the 4th-level Confusion spell, but only creatures with more levels or Hit Dice than the caster's level recieve a saving throw. Those allowed saving throws roll them vs. spell with -2 penalties. Those who successfully save are unaffected by the spell. Affected creatures wander away, stand confused or attack the nearest creature. The spell lasts one round for each level of the caster.

-Echon
Title: Re: Updates
Post by: jester on January 29, 2005, 06:15:29 AM
It is true that I am not particuarly concerned with compatibility, in part due to the relatively low number of mods for Baldur's Gate but also because I simply cannot be bothered.

Will it be compatible with BG1NPCs?
Title: Re: Updates
Post by: Echon on January 30, 2005, 09:47:26 AM
Yeah, at least most of it. FotD does not alter the dialogues of any of the joinable NPCs and thus that part of BG1NPC should work with this mod. I have no idea about what areas or creatures they alter to make their quests work, though, so there may be a conflict there.

-Echon
Title: Re: Updates
Post by: NiGHTMARE on January 30, 2005, 11:08:32 AM
The magic of WeiDU allows new creatures to be added to areas, new items added to stores and containers, extra options added to dialogues, etc, etc without overwriting any changes made by previously installed mods.

What this means is that, just so long as BG1NPC Project is installed after FotD, there shouldn't be any significant problems.
Title: Re: Updates
Post by: jester on January 30, 2005, 11:22:32 AM
Someone should hav a look at that program! A link perhaps?
Title: Re: Updates
Post by: LoOk on January 30, 2005, 01:27:02 PM
I personally didn't ilke BG1NPC very much (don't kill me :'( :-X :-[...) but I am eagerly waiting for this mod. But I have got to say you should definetly make it compatible with Dudley or incorporate them. His fixes just rock and make the game so much better. BG1 is now an 8/10 and your mods both at 1 point to that. So combine your brilliant forces to create the perfect Baldur's Gate!  :P ;D

BTW: Hoe is Dudley going along Salk. Normally his site was updated every other day and now I didn't see an update after a week. Just out of curiousity this.  :)
Title: Re: Updates
Post by: Echon on January 30, 2005, 03:06:23 PM
FotD will only be compatible with some of the Dudleyville fixes as it changes many of the same files. This means at least all spells, items and creatures.

-Echon
Title: Re: Updates
Post by: Salk on February 01, 2005, 02:37:58 AM
I personally didn't ilke BG1NPC very much (don't kill me :'( :-X :-[...) but I am eagerly waiting for this mod. But I have got to say you should definetly make it compatible with Dudley or incorporate them. His fixes just rock and make the game so much better. BG1 is now an 8/10 and your mods both at 1 point to that. So combine your brilliant forces to create the perfect Baldur's Gate!  :P ;D

BTW: Hoe is Dudley going along Salk. Normally his site was updated every other day and now I didn't see an update after a week. Just out of curiousity this.  :)

I and LoOk have the same tastes, it seems!  ;D Dudley is going simply greatly, Dude. The TuTu team appreciated his work so much that his fixes are now optional in TuTu installation. His website was not updated for some days but just two days ago we've got to read from him again...and news are all good!

I do hope FotD will be perfectly compatible with TuTu because this Mod is gonna rock!  ;)
Title: Re: Updates
Post by: Salk on March 22, 2005, 01:18:32 AM
Echon,

You might want to fix the Bard class description at the Mod's homepage since no longer Composite Long Bows are part of the game. Hence the wrong information "Bards can now use the Composite Long Bow"...
Title: Re: Updates
Post by: Echon on March 22, 2005, 03:55:14 AM
There are a couple of things at the site that need to be updated. I will take care of it soon.

-Echon
Title: Re: Updates
Post by: NiGHTMARE on April 08, 2005, 03:15:51 PM
The opposition schools of the various specialist mages have been updated.

Abjurer: Alteration & Illusion
Conjurer: Divination & Invocation/Evocation
Diviner: Conjuration/Summoning
Enchanter: Invocation/Evocation & Necromancy
Illusionist: Necromancy, Invocation/Evocation & Abjuration
Invoker: Enchantment/Charm & Conjuration/Summoning
Necromancer: Illusion & Enchantment/Charm
Transmuter: Abjuration & Necromancy

I'm looking to implement the same thing in BG2, so is there any chance you could spare some info on how this was done? .  Thanks :).

EDIT: never mind, found this post (http://forums.gibberlings3.net/index.php?showtopic=2146).
Title: Re: Updates
Post by: NiGHTMARE on April 08, 2005, 04:21:33 PM
Incidentally, have you allowed Conjurers access to Lesser Divination spells as they're supposed to? In BG1, I believe the affected spells would be Identify, Detect Invisibility, Know Alignment, and Clairvoyance.
Title: Re: Updates
Post by: Echon on April 08, 2005, 05:32:24 PM
Actually, I went even further and included the School of Universal Magic instead of the School of Lesser Divination. This means that all mages and specialist wizards have access to spells such as Identify, Dispel Magic and others (I cannot remember all of them right now).

-Echon
Title: Re: Updates
Post by: LoOk on April 09, 2005, 04:01:30 AM
That's really cool. Hated mages the couldn't cast Identify or something.  Does Magic Missile fall under you 'Universal Magic' or are their still schools that
aren't allowed to cast te most handy level 1 spell ever created? (Btw how is the 'few weeks' coming along  ;D ??)
Title: Re: Updates
Post by: Echon on April 09, 2005, 07:22:57 AM
Here is the full list:

-Universal Magic

Identify
Knock
Dispel Magic
Remove Curse
Bestow Curse

I could post of list of excuses for not having completed it yet buy I will just say that it is getting closer.

-Echon
Title: Re: Updates
Post by: NiGHTMARE on April 09, 2005, 08:49:02 AM
I was wondering if you could clear something else up for me, since I can't seem to find the answer in the sourcebooks.  If a spell is in more than one school (e.g. Chromatic Orb is Alteration, Illusion), does a specialist have to have access to both schools in order to cast it? Thanks again :).

BTW if anyone's interested I've posted some WeiDU code to correct the school exclusions in this thread (http://forums.gibberlings3.net/index.php?showtopic=2146).  It should work in BG1, BG2 and IWD1.
Title: Re: Updates
Post by: Echon on April 09, 2005, 10:57:56 AM
I cannot provide you with any quotes on the matter but I am fairly sure that anyone with access to at least one of the schools a given spell belongs to can learn it. This I what I decided on with FotD.

-Echon
Title: Re: Updates
Post by: NiGHTMARE on April 09, 2005, 11:13:25 AM
Thanks, that's what I thought (it's the same with divine spheres after all) :).
Title: Re: Updates
Post by: Andyr on April 09, 2005, 03:47:11 PM
Would it be easy to include the Lesser Divination stuff for BG2 too, in a minimod or Tweak Pack? I assume it's just patching the exclusion flags of some SPLs and scrolls?
Title: Re: Updates
Post by: Echon on April 09, 2005, 04:40:47 PM
Yes, that is all you would need to do.

-Echon
Title: Re: Updates
Post by: SimDing0™ on April 09, 2005, 05:09:45 PM
Would it be easy to include the Lesser Divination stuff for BG2 too, in a minimod or Tweak Pack? I assume it's just patching the exclusion flags of some SPLs and scrolls?
Also please to be updating text.
Title: Re: Updates
Post by: Andyr on April 09, 2005, 05:25:31 PM
Yeh, that too. I think NiGHTMARE's posted code for everything but the text, actually, so, ace. :)
Title: Re: Updates
Post by: LoOk on April 12, 2005, 06:41:14 AM
And Echon, how is the few weeks promise coming along?? :)
It's strange but I'm anticipating this mod as much as I was anticipating Fable and Sudeki last year.
Let's hope it will not be such a letdown like those games. :P
Title: Re: Updates
Post by: Echon on April 12, 2005, 07:00:47 AM
Quite well.

-Echon
Title: Re: Updates
Post by: LoOk on April 12, 2005, 07:44:32 AM
This week? Or can my gamehours at night go to Soul Calibur for another week? :d
Title: Re: Updates
Post by: Echon on April 12, 2005, 08:06:27 AM
Maybe.

-Echon
Title: Re: Updates
Post by: Salk on October 19, 2005, 03:30:56 AM
Dear Echon,

a simple question, are you concentrating on fixing bugs in FotD and on BG1 Unfinished Business "only" or is your modding time taken by other projects ? If you dont mind me being curious...Also it would be great if you could some time update a little here about possible progress...
Title: Re: Updates
Post by: Echon on October 19, 2005, 03:48:34 AM
Since the last update I have not been doing any modding at all which explains the lack of updates here. It is funny you should ask, though, since I am going to start fixing bugs today.

-Echon
Title: Re: Updates
Post by: Salk on October 19, 2005, 05:22:00 AM
May I call it emphaty ?  ;) Have a nice bugs hunt, Echon! And thanks again for what you do for us!  :pirate
Title: Re: Updates
Post by: Galactygon on October 22, 2005, 09:05:04 PM
I just noticed that creatures don't behave the way it is written in the Monsterous Manual (ie. Kobolds don't target gnomes first, etc.). I would welcome a change that would rectify this.

-Galactygon
Title: Re: Updates
Post by: Echon on October 23, 2005, 06:34:01 AM
The kobold behaviour is an oversight which will be fixed. Hobgoblins do attack elves first.

To make an actual update, let me just say that things are going fine although I am not as far as I would have been had I not recieved my copy of Serious Sam 2 two days ago.

-Echon
Title: Re: Updates
Post by: louis on December 14, 2005, 09:48:53 PM
hi iam also expieriancing an assertion at durlog castle i jsut finish killing all the people on the chess board and now i can not go throught the onlyh door to the next level or area my question is is there any way to by pass or skip it so i can continue the game i have three disk sword of the tales coast and baulders gate 1 all in one on three disk and here is the message
an assertion failed in d:\bgsource update_totsc\dev\baulders\c tiled object.cpp at line number179 programmer says:tiledobject resref not found.         i tried to reinstalled it without fod and still the same so can any one help me out
Title: Re: Updates
Post by: Echon on December 15, 2005, 04:23:21 PM
If the error occurs without the mod installed I am going to assume it is not what is causing it. The next area is AR0514. You can move there by activating the CLUA Console and writing CLUAConsole:MoveToArea("AR0514").

-Echon
Title: Re: Updates
Post by: louis on December 16, 2005, 01:08:36 PM
iam new in doing that stuff i open up theclua console and i tried after gameoptions so can you walk me how to do it and where to type in move area thanks
louis
Title: Re: Updates
Post by: Echon on December 16, 2005, 01:26:48 PM
If you have done as it says here (http://iesdp.gibberlings3.net/clua/bg1.htm), load your game, hold down CTRL and press TAB and then write the line in bold in the box that appears and press enter.

-Echon
Title: thanks
Post by: louis on December 16, 2005, 02:57:17 PM
i got it now i was pushing the wrong keys lol thanks for your help late louis
Title: Re: Updates
Post by: LoneRogue on January 11, 2006, 03:07:46 PM
Hey Echon,

       I have really been enjoying FotD and the changes you made to BG1!! :)  Two things that stand out in my mind though...

       1) I have played BG1 many times and I have always looked forward to finding the hidden/secret goodies... is there any way you would consider putting at least something there rather than nothing (and they don't have to be the same things)?

       2) I really like the Low Quality and High Quality items you added (it makes perfect sense), but could you maybe change the green tint of the High Quality items to something else (like blue or silver)?  Green makes me think they are a "fungus" version... lol! :)

Thank you for your time,
LoneRogue
Title: Re: Updates
Post by: Echon on January 11, 2006, 04:27:16 PM
1) I do not want to use the same spots since everybody knows them. I have placed hidden items elsewhere, though, so search and you shall find.

2) In theory I could change the colour but it would include more work than I am going to bother with. I cannot alter them in BAM format so I would need to export them as JPG, change the colour in Photoshop and then recreate the BAMs.

-Echon
Title: Re: Updates
Post by: Shadowblade on September 14, 2007, 10:50:21 AM
1) I have placed hidden items elsewhere, though, so search and you shall find.

Do you mean you have created new containers? Do I have to go over every micrometre of every map with pixel precision, like trying to find the ring of wizardry under the tree by the Friendly Arm?

 :-[


Oh, I don't know if this is a bug (IDKITIAB), but when meeting Bassilus, my two Druids tried to cast Entangle and just kept standing there waving their arms for ages and ages and ages without the spell going off and without the undead turning hostile (maybe because the spell targets were non-hostile? The spells were wasted, though, even though not cast. Even when we killed Bassilus they didn't turn hostile. Even when Branwen turned them and they all fled into a corner from where we could pick them off one by one, they only turned hostile when we hit them or if they saw us hitting one of them. This fight was always difficult because of the number of zombies and skeletons, but even with the spell wastage it was much easier in FotD. I think I always used a Fireball in the unmodded game, though, so maybe that's why they all used to turn hostile as soon as Bassilus did.

As I say, IDKITIAB or not.


Cheers!
Title: Re: Updates
Post by: Echon on September 14, 2007, 02:33:47 PM
Do you mean you have created new containers? Do I have to go over every micrometre of every map with pixel precision, like trying to find the ring of wizardry under the tree by the Friendly Arm?

I have only made a few new containers, and not all the items are hidden there. It should not be a pixel hunt.

Quote
Oh, I don't know if this is a bug (IDKITIAB), but when meeting Bassilus, my two Druids tried to cast Entangle and just kept standing there waving their arms for ages and ages and ages without the spell going off and without the undead turning hostile (maybe because the spell targets were non-hostile? The spells were wasted, though, even though not cast. Even when we killed Bassilus they didn't turn hostile. Even when Branwen turned them and they all fled into a corner from where we could pick them off one by one, they only turned hostile when we hit them or if they saw us hitting one of them. This fight was always difficult because of the number of zombies and skeletons, but even with the spell wastage it was much easier in FotD. I think I always used a Fireball in the unmodded game, though, so maybe that's why they all used to turn hostile as soon as Bassilus did.

As I say, IDKITIAB or not.

My 1st-level Druid just cast an Entangle spell without problems. Try it a few more times to see if the problem persists. As for Bassilus' undead, they should turn hostile when  you start fighting him or attack them. I will have a loot at what is wrong.

And what does IDKITIAB mean?

-Echon
Title: Re: Updates
Post by: Shadowblade on September 17, 2007, 04:39:04 AM
Hi,

It's not casting entangle that's a problem, it was casting an entangle at Bassilus and his minions before they turned hostile. It's worked well before with other combats. I don't think he turned invisible or anything as usually the spell is wasted and you get the message "target lost" or some such - but they just kept waving their hands over and over, like there was a casting time of 10 rounds. I started casting it just before the conversation started with my 2nd main character, an Illusionist-Thief, who pretended to be mother. Then he turned hostile and the druids just kept wiggling and none of the minions went hostile until they were attacked themselves.

IDKITIAB = I Don't Know If This Is A Bug

By the way, I read your reply about Greywolf and I take back everything I said about combat being easier - I found Greywolf and Bassilus easier (although I have enough experience to meta-game those and pre-prepare), but the Ogre-Mage with the Nereid and all those Sirens were HEAVY. I had to retreat, level up and go back to get that ogre. All for 975 XP, whereas just murdering the Nereid in the first place would have got me 5000 XP. I never did really understand that encounter. I thought we got a rep boost for saving her, but apparently not.

And a DRACOLISK!? I need a new spell - Power Word: Reload!


Cheers

~
Title: Re: Updates
Post by: Echon on September 17, 2007, 03:30:21 PM
It's not casting entangle that's a problem, it was casting an entangle at Bassilus and his minions before they turned hostile. It's worked well before with other combats. I don't think he turned invisible or anything as usually the spell is wasted and you get the message "target lost" or some such - but they just kept waving their hands over and over, like there was a casting time of 10 rounds. I started casting it just before the conversation started with my 2nd main character, an Illusionist-Thief, who pretended to be mother. Then he turned hostile and the druids just kept wiggling and none of the minions went hostile until they were attacked themselves.

I will take a loot at it.

Quote
By the way, I read your reply about Greywolf and I take back everything I said about combat being easier - I found Greywolf and Bassilus easier (although I have enough experience to meta-game those and pre-prepare), but the Ogre-Mage with the Nereid and all those Sirens were HEAVY. I had to retreat, level up and go back to get that ogre. All for 975 XP, whereas just murdering the Nereid in the first place would have got me 5000 XP. I never did really understand that encounter. I thought we got a rep boost for saving her, but apparently not.

Did you meet Ogre-Droth, Shoal and the sirens together? The purpose of the encounter is to rescue a damsel in distress. Killing her is for thouroughly evil parties or players metagaming for XP.

Quote
And a DRACOLISK!? I need a new spell - Power Word: Reload!

Why? It is comparable to the other bassilisks.

-Echon
Title: Re: Updates
Post by: Galactygon on December 27, 2007, 12:38:48 PM
Hello Echon. Anything new these days?

-Galactygon
Title: Re: Updates
Post by: Echon on December 28, 2007, 05:56:13 AM
No, but there will be eventually. How is that for vague?

-Echon
Title: Re: Updates
Post by: Echon on July 19, 2008, 06:39:51 AM
"So... what's the news on FotD?"

I am glad you asked. I have begun updating the mod again. More specifically, it is being updated to full-fledged WeiDU magic. When this conversion is complete only new files will be copied to the override folder. Hopefully this will make FotD compatible with Tutu. Time will tell if any new problems arise.

Since I am going through every single file in the mod, bug fixes and other changes will also be included in the update. I am having a look at some of the changes that I am not fully satisfied with, such as poison and shields. Low quality weapons will also be removed. They make great flavour items but are pointless since normal items are available in Candlekeep.
Title: Re: Updates
Post by: Graoumf on July 19, 2008, 06:48:23 AM
Could you include the generation of tra files?
We can't say if we're going to translate the mod until we don't know how many strings there is, but maybe others translators will be interested!
Title: Re: Updates
Post by: Echon on July 19, 2008, 07:03:15 AM
I forgot to mention that. All strings are being put into a TRA.
Title: Re: Updates
Post by: Graoumf on July 19, 2008, 07:08:11 AM
Great! Thanks!
Title: Re: Updates
Post by: Miloch on July 20, 2008, 05:11:18 AM
"So... what's the news on FotD?"

I am glad you asked. I have begun updating the mod again. More specifically, it is being updated to full-fledged WeiDU magic. When this conversion is complete only new files will be copied to the override folder. Hopefully this will make FotD compatible with Tutu. Time will tell if any new problems arise.
That is great to hear.  I thought I read somewhere you weren't going to do this, or you didn't anticipate it ever happening, but I'm glad that's not true :).
Title: Re: Updates
Post by: Echon on August 03, 2008, 06:01:42 PM
I had a look at Detect Invisibility because the way the caster is interrupted once per round to cast a secondary spell is annoying. Why does it not use delayed effects instead? I changed it and it seems to work as intended; invisible creatures become visible and the caster remains unaffected. It seems almost too easy, though. As if BioWare had a good reason for doing it the other way. But unless any bugs reveal themselves, this will be the new version of Detect Invisibility (and Find Traps).
Title: Re: Updates
Post by: Echon on January 31, 2009, 03:17:30 PM
Clearly I forgot about the above post. Anyway, as it turned out, Find Traps still requires a secondary spell to be cast. Detect Invisibility, however, works as described and does not interrupt the caster.

Item and spell changes have been coverted to WeiDU and I have begun writing the code for creatures now. Items and spells took a lot of time as they all required individual changes but I should be able to spend less time on some of the creature changes thanks to some fancy WeiDU code. I am starting to get the hang of it. :)
Title: Re: Updates
Post by: Galactygon on February 04, 2009, 01:38:26 AM
That is very good to hear. :)

-Galactygon
Title: Re: Updates
Post by: Echon on May 28, 2009, 03:06:04 AM
Unfortunately no work has been done here for the past 1˝ month due to moving, increased band activity, being hospitalized and various other distractions. Prior to this break a fair amount of modding had been taken care of, however. All IDS, 2DA and nearly all generic creature files have been given the WeiDU label. I expect progress to increase again soon.
Title: Re: Updates
Post by: Al on July 12, 2009, 12:47:21 AM
Great to hear you are converting this to wiedu, I really hope that makes it compatible with tutu.  FOTD is probably my favourite BG mod and I would love to play it with tutu emhancements.   Best of luck Echon
Title: Re: Updates
Post by: Graoumf on August 02, 2009, 04:18:15 PM
And we're still interested for .tra files. :)
Keep up the good work!
Title: Re: Updates
Post by: Echon on October 22, 2009, 05:12:26 PM
We have once again reached the time of the year where I am going to post news on FotD. I would do so more often if there were anything worth posting. This is not the case as the WeiDU update I announced last year remains incomplete. Why? Because real life, the bane of all modding, has prevented me from working on it these past few months. But the outlook for this project is not entirely bleak. All items, spells, ids files and a great part of the creatures have been updated, which leaves the remaining creatures and the areas and the stores. The majority of the work has been completed and I should be able to work regularly on it from now on. I will try to post updates a little more often.
Title: Re: Updates
Post by: Graoumf on October 23, 2009, 06:03:28 AM
Great news!! :)
I understand perfectly, we have the same problems in translations, but we try to stay the course, and well it works.

Good luck for the continuation.
Title: Re: Updates
Post by: Echon on February 04, 2010, 04:57:06 PM
Things are progressing in FotDland once more and all creatures have been updated now. Next up is NPCs. There are lots of these and most of them have unique changes, but on the other hand this is also one of the areas where WeiDU can save me a lot of time. A relatively few lines of code will, based on race, class and level, automatically calculate basic stats like hit points, THAC0, # attacks, saving throws, # wizard/priest spells, fix racial armours and abilities, and whatever else may apply. I did all of this manually for the current version.  ::) Now I only need to modify items and spells, and update the script.
Title: Re: Updates
Post by: Al on March 03, 2010, 04:48:34 AM
Cool, thanks for the update
Title: Re: Updates
Post by: Echon on March 29, 2010, 07:47:50 AM
Two things have been taken care of now. Changes related to race, class and levels for all NPCs have been patched. This was necessary because the other thing depends on it. The code that calculates hit points, THAC0, saving throws, thieving skills, racial bonuses and corrects racial armour has been completed. It also makes sure that base AC and base #attacks are 10 and 1, respectively, since BioWare occasionally like to cheat. A relatively few lines of code are 1700+, by the way. Now I need to patch the item and spell changes I have made, update the script accordingly and then I am on to areas.
Title: Re: Updates
Post by: Echon on June 08, 2010, 12:38:42 PM
All creatures and NPCs have finally been taken care of. There are a lot of NPCs in this game and nearly all of them have unique changes. This is mostly my own fault, though, since I want them to have individual sets of items and spells and be more interesting than, say, 5th level Conjurer #8. Anyway, the last major piece of work of this update, or what I expect to be that, are the areas. I know WeiDU will save me a lot of time on some of the updates at least, such as giving thieves xp for removing traps and opening locks.
Title: Re: Updates
Post by: Graoumf on June 26, 2010, 12:46:56 PM
You're close to the end so! Keep up the good work. :)
Title: Re: Updates
Post by: Echon on September 30, 2010, 02:46:04 AM
It is probably time for an update. Since the last one I have been working on updating the areas and they are almost all complete and have been so for about a month. I have also started updating the stores and cleaning up various things that I have postponed. When this is done only scripts and dialogues remain which I do not expect will take too long.

And in Sepulchrum we have started recording our first album. Guitars are almost done. :)
Title: Re: Updates
Post by: Echon on November 11, 2010, 04:36:53 PM
Thanks to one of the recent WeiDU releases I have been able to update the last remaining areas. There were quite a few of those and some of them turned out to be very time consuming. On the other hand, stores were much easier than expected and these have also been taken care of now. The only files that remain now are BAF and D. Of course, once this WeiDU business is dealt with I also need to find out how I make it all install on Tutu. :)
Title: Re: Updates
Post by: Al on February 27, 2011, 09:15:10 AM
Cool beans  :)
Title: Re: Updates
Post by: Echon on May 08, 2011, 08:57:43 AM
After a five month break, work was resumed earlier this week. I needed to update both scripts and dialogues then. To my surprise, only dialogues remain now. At least some things turn out to be less time consuming than expected. But in addition to dialogues, I have also got various leftovers here and there, mostly because they seemed too complicated at the time. Of course, I also need to make it install on Tutu.
Title: Re: Updates
Post by: Echon on June 21, 2011, 01:43:04 AM
There, exams are out of the way. But since the last update, all dialogues but one have also been taken care of. Not a lot left now.
Title: Re: Updates
Post by: Echon on July 08, 2011, 05:00:12 PM
The WeiDU update is now complete. The new version even installs correctly. But only on BG for now. When I began this update (three years ago actually), I wanted FotD to install on both normal BG and Tutu but that was then. Everybody is using either Tutu or BGT so the new release will be exclusive to those two converters. This leaves me with some more work to do, of course, but I am glad I have managed to reach this point. For now I am going to play a chapter or two searching for any new gamebreaking bugs I may have introduced. I have already found one. :)
Title: Re: Updates
Post by: Al on July 09, 2011, 08:58:38 AM
Hooray, well done
Title: Re: Updates
Post by: Graoumf on July 10, 2011, 03:20:13 PM
Yay! Congrats!
Title: Re: Updates
Post by: Galactygon on July 13, 2011, 03:03:06 AM
How many years was since you've began FotD? I'm still a fan of your work.

-Galactygon
Title: Re: Updates
Post by: aVENGER on July 13, 2011, 02:19:07 PM
Of course, I also need to make it install on Tutu.

Awesome, looking forward to trying this.
Title: Re: Updates
Post by: Echon on July 15, 2011, 11:04:56 AM
How many years was since you've began FotD? I'm still a fan of your work.

I started in 2003 and released the first version in 2005. Nothing really happened until 2008 where I began working on this update.

Awesome, looking forward to trying this.

Yeah, so am I. :)
Title: Re: Updates
Post by: Echon on July 25, 2011, 07:11:21 AM
I played the game until the Bandit Camp and uncovered a number of new bugs that originate from the WeiDu conversion. Three spells crashed the game, several did not progress as intended, a number of creatures were allied by default, stores had items all messed up, creatures and areas were still having non-racial armours, there were incorrect or missing string references in all sorts of places, and so on. I also thought I had introduced a new game crashing bug which was impossible to reproduce until it turned out to be an issue with my sound card drivers. But now I am going to work on making it install on Tutu and BGT which will probably reveal many new issues. EFF v1 vs v2 and BG2 weapon proficiencies come to mind. I also have to remove the new FotD spells which are already in BG2 but that should not really be a problem.
Title: Re: Updates
Post by: Graoumf on February 27, 2012, 06:04:11 AM
If you don't see the light of the tunnel, maybe someone could help you.
There isn't many great mods for BG and that would a pity FotD doesn't have the rank it benefits.
Title: Re: Updates
Post by: Echon on February 27, 2012, 06:56:03 AM
I took an unannounced break there but it is a matter of me having been busy with other things since then. This update has not been abandoned and I will soon have lots of time to complete the last 0.01%. :)
Title: Re: Updates
Post by: Echon on March 18, 2012, 08:24:16 AM
Soon has become now. I have had a look at my TXTs and TP2s again (which is always a bit overwhelming) and I am ready to do things in WeiDU I only partly understand.
Title: Re: Updates
Post by: Graoumf on March 18, 2012, 11:31:47 AM
 :)
Title: Re: Updates
Post by: Al on March 28, 2012, 05:29:13 AM
:)

I second that emotion
Title: Re: Updates
Post by: Echon on March 29, 2012, 04:04:47 PM
The ITM portion of the FotD code now installs on both Tutu and BGT. Most 2DA and IDS have also been taken care of.
Title: Re: Updates
Post by: mm75 on August 11, 2012, 02:46:34 PM
Wondering if there is at the end a BGT version of this nice mod. It would be nice as it has been told to add to Bg1 part of the game, where mods (and quality of mod) lack ... :)

tx,
mm75
Title: Re: Updates
Post by: Echon on August 11, 2012, 04:43:31 PM
Yes, eventually. I have been more busy since the last update than anticipated. Still, progress has been made. I am working on spells now. Innate abilities and priest spells are done.
Title: Re: Updates
Post by: mm75 on August 11, 2012, 05:06:15 PM
Yes, eventually. I have been more busy since the last update than anticipated. Still, progress has been made. I am working on spells now. Innate abilities and priest spells are done.

Tx for the update, i look forward to see it in a BGT environment :)

Keep it up ;)

mm75
Title: Re: Updates
Post by: Salk on November 17, 2012, 12:46:14 AM
I am also very eager to see this mod run on BGT.

Thanks for your work, Echon!
Title: Re: Updates
Post by: Echon on April 07, 2013, 01:18:09 PM
It it once again time to bring you up to speed on the state of this mod. Since I finished making FotD a complete WeiDU mod I have been working on making it compatible with Tutu and BGT. In addition to accounting for the differences between these two mods, I also need to keep an eye on the changes from BG to BG2. Spells turned out to have all sorts of minor, mostly cosmetic, updates and were quite time consuming. I have just finished with the creature and NPC portion of the code and confirmed that it installs correctly. Only areas and a few leftovers remain now, and when they are done I will probably make an open beta release to test the new version properly.
Title: Re: Updates
Post by: Salk on April 07, 2013, 11:34:43 PM
Great news!

Thanks for the update!
Title: Re: Updates
Post by: Echon on July 02, 2013, 03:17:14 PM
I just finished with the area portion of the mod and confirmed that it installs correctly on both Tutu and BGT. This is a last huge part of FotD and now only stores, scripts and dialogues remain.
Title: Re: Updates
Post by: Graoumf on July 06, 2013, 06:26:15 PM
Keep it up!
Title: Re: Updates
Post by: Echon on July 07, 2013, 07:34:14 AM
I certainly will.
Title: Re: Updates
Post by: Echon on July 10, 2013, 10:03:54 AM
Stores turned out to be fairly easy because they have just been completed. As for filetypes, only scripts and dialogues remain now. There are also various minor things on the to-do list but I would say I am getting close to a beta release.
Title: Re: Updates
Post by: Echon on July 30, 2013, 01:33:56 PM
Scripts have been completed. There was a little more work to do than anticipated.

Also, I really, really, *really* wish Tutu did not use its own underscored version of so many files. :(
Title: Re: Updates
Post by: Salk on August 07, 2013, 11:23:51 AM
Is the underscore hard to find in a danish keyboard?  ;D
Title: Re: Updates
Post by: Echon on August 07, 2013, 02:13:06 PM
Is the underscore hard to find in a danish keyboard?  ;D

:)

This difference between Tutu and BGT adds a significant amount of work to keeping the mod compatible with the two of them.

Oh, I also finished updating the dialogue patch code recently. Next up is the worldmap.
Title: Re: Updates
Post by: Miloch on August 19, 2013, 10:00:14 PM
This difference between Tutu and BGT adds a significant amount of work to keeping the mod compatible with the two of them.
True, but I hope you are using stuff like the Tutu-BGT conversion library from mods like BG1 NPC and BG1 Miniquests which should save you some time as far as that. Still have to do variable substitution of course but it's easier.
Title: Re: Updates
Post by: Kaeloree on August 19, 2013, 10:52:52 PM
It also makes BGEE conversion much simpler!
Title: Re: Updates
Post by: Echon on August 21, 2013, 07:59:31 AM
True, but I hope you are using stuff like the Tutu-BGT conversion library from mods like BG1 NPC and BG1 Miniquests which should save you some time as far as that. Still have to do variable substitution of course but it's easier.

If you are referring to the TPAa with all the Tutu and BGT areas, and their corresponding variables, then yes. I do not know whose idea it was to use BaldursGateNorthEastThirdHouseSecondFloor instead of the original filename, but that was a terrible decision. It helps a bit but I also need variables for ITMs, CREs, scripts, and so on, so it still takes quite some time. So does inserting a few thousand %tutu_var%.

I can see why it makes it easier to add compatibility with BG:EE, however.
Title: Re: Updates
Post by: Kulyok on August 21, 2013, 08:18:25 AM
Quote
I do not know whose idea it was to use BaldursGateNorthEastThirdHouseSecondFloor instead of the original filename, but that was a terrible decision.

An emphatic yes to that.

Dialogue vars are easier, though - I just tried %NAME_JOINED% for the first time today.
Title: Re: Updates
Post by: Wisp on August 21, 2013, 11:51:11 AM
Would this be more appealing?

Code: [Select]
LAF fl#bg1pal STR_VAR are = ar0131 RET myare = are END //myare is ar0131 on BG1/BGEE, fw0131 on Tutu and ar7231 on BGT

LPF fl#bg1pal STR_VAR itm = slng03 RET myitm = itm END //myitm is slng03 or BG1/BGEE, _slng03 on Tutu and slng05 on BGT
LPF fl#bg1pal STR_VAR itm = sw1h15 RET myitm = itm END //myitm is sw1h15 everywhere, including on Tutu

LAF fl#bg1pal STR_VAR cre = skelwa03 RET mycre = cre END //mycre is skelwa03 on BG1/BGEE, _kelwa03 on Tutu and bgskel03 on BGT

Don't wait, start nagging today! (I just need to take another look at the exceptions for BGT and Tutu and write the documentation.)
Title: Re: Updates
Post by: Echon on August 21, 2013, 03:02:05 PM
It might be. I mean, it looks useful but it is difficult to tell whether using it actually takes less time. Besides, I am thankfully done with the variable substitution in FotD. Of course, it might be of use to others.
Title: Re: Updates
Post by: Echon on October 17, 2013, 03:48:14 PM
The lack of updates here recently has been due to my moving into a new apartment and being rather busy with that, but I picked up the TP2 this week and went back to work. And just now I successfully installed the entire mod unto Tutu, which felt really great. I started a new game just to make sure I was actually playing FotD. Entering the inn and talking to Winthrop did not crash the game so that is a good sign, at least. Of course, I also need to make sure it installs on BGT and besides, there is still quite a few entries on the to do-list but they are not vital for installing and testing the mod. There will likely be an open beta release of FotD sometime soon before I go ahead and do a full release.
Title: Re: Updates
Post by: Kulyok on October 18, 2013, 12:31:05 AM
Congrats about the Tutu conversion! And hope your move went well.

(Sorry about not clearing the spammers - it's Grelka/writing week, and we're busy flooding about our anonymous stories in LJ).
Title: Re: Updates
Post by: Echon on October 18, 2013, 12:56:54 PM
Thanks. I am more or less settled now.

The spam bots are so obvious right now that it is not even necessary to check their email and it hardly takes a minute to clear them out.
Title: Re: Updates
Post by: Meddle. on October 28, 2013, 04:17:31 PM
Wait, is that thing going to work on Tutu? Awesome.
Title: Re: Updates
Post by: Echon on October 28, 2013, 04:27:12 PM
Yes. I have playing it on Tutu a bit, gathering a party and clearing the Nashkel mines. A number of bugs have appeared and while they are mostly minor, one area failed to load and right now my savegames fail to load.
Title: Re: Updates
Post by: Tinter on November 18, 2013, 09:16:24 PM
Congratulations on nearing tutu release!

Just a couple of questions. Does the tutu release remain non-modular? Also, what is its compatibility expected to be like with other large mods, i.e SCS, atweaks ect.

Additionally, just a thought, while Baldur's Gate 2: Deader Fields seems likely to be a project too far and I'm sure maintenance on FOTD will take up the immediate future, is there a possibility of some of the simpler rules tweaks and spells eventually becoming a tweak pack for BG2?

Title: Re: Updates
Post by: Echon on November 19, 2013, 06:25:34 AM
Congratulations on nearing tutu release!

Just a couple of questions. Does the tutu release remain non-modular? Also, what is its compatibility expected to be like with other large mods, i.e SCS, atweaks ect.

Thanks. The next version will contain some optional components but the core component is still fairly large. I have been cleaning up the mod and some of the personal and rather arbitrary changes will become optional. The core component will consist of changes to rules, creatures, items and spells, new creatures, items and spells, and improved AI. I also intend to add a number of optional tweaks.

Quote
Additionally, just a thought, while Baldur's Gate 2: Deader Fields seems likely to be a project too far and I'm sure maintenance on FOTD will take up the immediate future, is there a possibility of some of the simpler rules tweaks and spells eventually becoming a tweak pack for BG2?

Sure. Since both games use many of the same files, it would be easy to install the part of FotD that changes creatures, items and spells. Of course, the new content in BG2 within these three groups should probably be updated, too, for the sake of consistency. Handmade content like changes to individual NPCs is certainly a longtime goal, if I ever decide to go that far.
Title: Re: Updates
Post by: Miloch on November 19, 2013, 10:33:19 PM
So I'm going to pre-empt the other inquiries you might get and ask whether a FotD-EE might be forthcoming? :D
Title: Re: Updates
Post by: Echon on November 20, 2013, 08:46:50 AM
So I'm going to pre-empt the other inquiries you might get and ask whether a FotD-EE might be forthcoming? :D

Absolutely. Since I have already updated FotD from non-WeiDU to WeiDU, from the BG engine to the BG2 engine, and added compatibility for both BGT and Tutu, there is no reason not to go all the way. But I really wish there were more than 24 hours per day. :)
Title: Re: Updates
Post by: Salk on November 20, 2013, 08:51:55 AM
Sure. Since both games use many of the same files, it would be easy to install the part of FotD that changes creatures, items and spells. Of course, the new content in BG2 within these three groups should probably be updated, too, for the sake of consistency. Handmade content like changes to individual NPCs is certainly a longtime goal, if I ever decide to go that far.

I'd love that.

I always kept FotD in highest regard.
Title: Re: Updates
Post by: Echon on November 21, 2013, 09:25:24 AM
I just installed FotD on BGT and made a character that is currently doing a few quests in chapter one. Tarnesh dropped a Short Bow +1, and the first hobgoblin outside FAI dropped a Mace +1 and Studded Leather Armor +1. I know the random loot 2DAs in Tutu and BGT are different, which is why I am currently not patching those files, but I clearly need to get this part of the mod finished. :)
Title: Re: Updates
Post by: Echon on December 08, 2013, 02:59:03 PM
I have finally had some time to work on FotD again and today I installed it on BG:EE after clearing out a number of errors in the TP2. Simply running around Candlekeep, casting some of the new spells and seeing the various changes in the mod felt really great. :) I am going to focus on working towards an open beta now, as much as time permits.
Title: Re: Updates
Post by: Miloch on January 03, 2014, 03:43:17 PM
Sweet.
Title: Re: Updates
Post by: jastey on January 04, 2014, 02:39:30 AM
Yay! Congrats.
Title: Re: Updates
Post by: Echon on February 11, 2014, 01:37:26 PM
The open beta release is getting closer. I have been using NI to check all three installations for bugs via its Illegal Resource References and Unknown IDS References tools, and a lot of errors and oversights have been fixed this way. Also, racial armours for half-orcs have been added. Besides this, I have fixed the worst of the bugs I encountered during my own playtesting. I don't want the beta to be super polished but bigger bugs I know of need to go.
Title: Re: Updates
Post by: Kulyok on February 12, 2014, 03:36:28 AM
Good luck. :)
Title: Re: Updates
Post by: Echon on April 08, 2014, 06:26:20 AM
Onset time for poison has been implemented. The most unpopular feature of FotD since v1 has been the changes I made to the way poison works. I always felt the original system was very unfair towards spellcasters since casting failure was nearly impossible to avoid, but I admit that my implementation was rather poor. Since BG did not support onset times, all poison became instantaneous. In P&P certain types of poison have an onset time, which is the required time poisons need to work their way through the system to reach the areas they affect. Onset is the time that elapses before the poison's effect is felt. The target suffers no ill effects during the onset and the poison may be cured by spells and items. There are still poisons with immediate effects, however.

Huge Spider, Greater Basilisk (Claw) and Ettercap poison has an onset time.
Giant Spider, Phase Spider and Wyvern poison is immediate.

Ettercaps, Greater Basilisks (Claw) and Wyverns do not poison the target on every successful hit.
Greater Basilisks now have an accurate version of their poison breath, which affects everyone within 5 feet. This poison has no onset time.

The antidote has been updated. In addition to curing any poison in the target, it protects against poison from creatures with 3HD or less, and provides a +2 bonus to save vs. poison. The duration is 6 turns.
The Slow Poison spell continues to cure poison, as does the Elixir of Health.
Title: Re: Updates
Post by: Jarin on April 09, 2014, 01:34:56 PM
I actually really liked the immeadiate poison effect, it made Cloakwood decidedly different from what it was in Vanilla, but this new system keeps everything in spirit anyhow. It will be very interesting to see how the effect plays out on the more stronger creatures, now that cure poison is not entirely perfect - I never could target my party with cure poison fast enough before I caught on to the immunity effect.
Title: Re: Updates
Post by: Echon on April 09, 2014, 03:17:31 PM
I am glad you liked it but you are the first person I know of who does not think poison was changed for the worse. But like I said, this new change also springs from my own dissatisfaction, and yes, there will still be poisons with immediate effects. I am pretty sure it is impossible to use Slow Poison against those but if you are really fast it may be possible to drink an antidote.
Title: Re: Updates
Post by: Echon on April 09, 2014, 04:08:49 PM
Spears have become Long Spears. In P&P the normal spear can be used as a one-handed as well as a two-handed weapon. In one hand it is comparable to other weapons, but when used in two hands it warrants little use when compared to swords and halberds. Unfortunately, the IE engine does not support one-handed spears. With the intention of making the spear a worthwhile weapon, it has been upgraded to a long spear. This larger version of the spear has the following statistics: size large (gnomes and halflings cannot use it), weight 8, speed 8, damage 2D6.

Morningstars do blunt/piercing damage.
Halberds do piercing/slashing damage (for Tutu and BGT, BG:EE already corrects this).

Gauntlets of Ogre Power, Gauntlets of Dexterity, Heavy Crossbow of Accuracy and Leather Armor +2 are back in the game in their original locations.
Title: Re: Updates
Post by: Echon on September 03, 2014, 03:03:04 AM
I have not posted anything here since the release of beta 3, which mainly stems from the fact that I have been enjoying the summer, and have not fought about FotD during the past three months. However, before summer arrived I had begun working on the next release, which is focused on updating all the new priest and wizard spells from BG2 that are featured in BG:EE, Tutu and Trilogy. Nearly all the priest spells have been updates, so I am almost halfway done. I will only update spells from P&P sources, however. A number of spells have been made by BioWare, or only share the name with the P&P version, and will remain unaltered. This will be the last beta release.

Afterwards I will begin working on the first full release of version 2.00. This release will feature a number of class updates, mostly for the paladin and the druid. Secondly, I need to create new unique icons for all the new spells in FotD, assuming I find a way to make BAMWorkshop work.
Title: Re: Updates
Post by: Sergio1992 on September 03, 2014, 10:32:54 AM
nice! I wish you the best of luck!
Title: Re: Updates
Post by: Echon on November 06, 2014, 02:43:53 PM
The updates to the priest and wizard spells from BG2 are finally complete. Some of those spells remain unchanged for the moment. This is either because the spell does not come from the P&P sources, only shares its name with the P&P counterpart, or is too difficult (if not impossible) to implement. These changes represent the majority of beta 4. There are a number of bugs I want to fix, but the next version should probably be out next week.

Here is the list of spell changes:


Cure Disease no longer cures Feeblemind. The casting time is 1 round (was 1).

Zone of Sweet Air also belongs to the sphere of Elemental Air and druids have access to it. The casting time is 6 (was 3).

Summon Insects lasts 1 round/level, doing 4 points of damage once per round. The save is vs. spell (unmodified). There is no casting failure. The casting time is 1 round (was 9).

Poison requires a succesful attack. If the save is failed, the target becomes incapacitated and dies in 1 turn. The casting time is 7 (was 4).

Negative Plane Protection lasts 1 turn/level, but only protects against one energy level/strength drain. Druids no longer have access to it. As per the description, its school is abjuration (was alteration). The casting time is 1 round (was 3).

Cause Serious Wounds lasts 1 round (was 2.5). It inflicts 2D8+1 damage (was 17).

Cloak of Fear causes fear for 8 rounds (was 4) in a smaller area of effect. It affects all creatures, including allies. Druids no longer have access to it.

True Seeing lasts 1 round/level (was 1 turn). It may be cast on other recipients now.

Iron Skins is permanent until the skins have been removed. 1D6 + 1 per 2 levels attacks are blocked. It may be cast on other recipients now. The casting time is 1 (was 9).

Magic Resistance lasts 1 round/level (was 3 + 1/level). It is now an abjuration spell (was alteration), and only affects the caster. Druids no longer have access to it.

Cause Serious Wounds lasts 1 round (was 2.5). It inflicts 3D8+3 damage (was 27).

Slay Living is now a ranged spell and does not require an attack roll. Only PC races are affected. The casting time is 1 round (was 1).

Mass Cure no longer affects the caster. The casting speed is 1 round (was 5).

Pixie Dust lasts 2 rounds/level (was 24 hours). It belongs to the Combat sphere, which means clerics gain access to it and druids lose access to it. It is now an alteration spell (was illusion/phantasm). Detect Invisibility does not work against Pixie Dust. The invisibility is reapplied once per round. The casting speed is 1 round (was 9).

Insect Plague lasts 2 rounds/level (was 6 rounds). It belongs to the Animal sphere and can only be cast outdoors. All creatures in the area of effect receive 1 point of damage/round. Creatures with 2 or fewer HD automatically flee, while creatures with 3-4 HD must check morale or flee. The casting time is 1 round (was 5).

Luck lasts 3 turns. It is now an alteration spell (was enchantment/charm). The casting time is 1 round (was 2). It provides a +1 bonus to all saving throws.

Chaos Shield lasts 5 rounds + 2 rounds/level (was 5 rounds + 1 turn/5 levels).

Glitterdust affects all creatures within the area of effect. The blindness lasts for three rounds. The dust fades after 2 rounds + 1 round/level and does not allow a saving throw. The dust prevents hiding in shadows and becoming invisible. The spell can now be dispelled and does not ignore magic resistance.

Remove Magic has become Dispel Magic.

Invisibility, 10' Radius has a casting time of 3 (was 9).

Dire Charm lasts 2 rounds + 1 round/level (was 5 rounds). It now causes the target to go berserk, attacking anyone within sight.

Protection from Fire lasts 2 rounds/level (was 1 turn/level).

Protection from Cold lasts 2 rounds/level (was 1 turn/level).

Hold Undead lasts 2 rounds + 1 round/level (was 2 rounds/level). The casting time is 5 (was 3). Undead with less than 3 HD do not get a saving throw vs. spell.

Melf's Minute Meteors gain a +2 bonus to attack rolls (was +5). The meteors do 1d4 fire damage (was 1d4+3 piercing + 3 fire damage).

Fire Shield (Blue) lasts 2 rounds + 1 round/level (was 3 rounds + 1 round/level). It now grants 50% fire resistance (was 50% cold resistance).

Icestorm lasts 1 round (was 4 rounds). It does 3d10 points of damage (was 2d8).

Stoneskin lasts for 24 hours (was 12 hours). It can be cast on any target now (was caster only). The number of skins is 1d4 + 1 per three levels (was 1 per two levels).

Contagion reduces the target's attack rolls by 2. It no longer slows the target.

Fire Shield (Red) lasts 2 rounds + 1 round/level (was 3 rounds + 1 round/level). It now grants 50% cold resistance (was 50% fire resistance).

Spider Spawn summons 1 Hit Die of spiders per 2 levels of the caster. The spiders may have from 1+1 HD to 4+4 HD each.

Wizard Eye has a casting time of 1 round (was 9).

Spell Immunity lasts 1 turn/level (was 1 round/level). It may be cast on any target. The spell provides immunity to one specific spell of 4th level or less.

Protection from Electricity lasts 5 rounds/level (was 1 turn/level). It provides 50% electricity resistance (was 100%).

Lower Resistance lasts 1 turn + 1 round/level (was 1 round/level). It lowers the target's resistance by 16% + 1%/level (was 10% + 1%/level). The target's resistance works against the spell now but at 20% lower than normal. It can now be dispelled.

Conjure Lesser Fire/Air/Earth Elemental have become one spell, Conjure Elemental. It lasts 5 rounds/level (was 1 turn + 1 round/level). The casting time is 1 round (was 9). The elemental is friendly but the caster must remain concentrated to prevent it from turning hostile. The caster may at any time choose to end the concentration , which will also be broken if the caster is damaged. After the second round there is a 2% chance per round that the elemental breaks free and turns hostile.

Protection from Acid lasts 5 rounds/level (was 1 turn/level). The casting speed is 5 (was 6). It provides 50% resistance to acid damage (was 100%).

Phantom Blade lasts 1 round/level (was 3 rounds + 1 round/level). The sword is considered +2 with regard to what it can hit, but gains no THAC0 or damage bonus (was +3 with bonuses). Versus undead it provides a +4 bonus to hit and does 4d4 damage (was +10 damage).

Minor Spell Turning lasts 5 rounds/level (was 3 rounds/level). It turns 1d4 spell levels (was 4), and can turn spells of 1st-3rd level (was 1st-4th level). It may now be dispelled.

Sunfire has a casting time of 5 (was 3). The maximum damage is 12d6 (was 15d6). It may now be cast at any point within range instead of being centered on that caster.
Title: Re: Updates
Post by: Echon on February 04, 2015, 04:26:40 AM
It is time for me to start working on the full release of v2.00 and leave the beta behind. Here is my current to-do list.

1. Create new icons for all the spells that FotD adds to the game. I am already working on this and have completed the icons for a couple of priest spells.
2. Update all classes with missing features and abilities.
3. Add a BG:EE specific TRA.
4. Add more optional tweaks.
5. Fix bugs.

Also, the Fields of the Dead site has been given a new layout. Go check it out: click! (http://www.echon.dk/fotd).
Title: Re: Updates
Post by: Echon on February 20, 2015, 04:40:39 AM
The new spell icons are coming along nicely. In the attached image you can see nine of the new priest spell icons. The spells are:

Curse, Sunscorch, Faerie Fire
Strength of Stone, Cure Moderate Wounds, Bestow Curse
Summon Animal Spirit, Adamantite Mace, Impregnable Mind
Title: Re: Updates
Post by: Echon on March 31, 2015, 09:42:48 AM
All priest spell icons have been completed, 12 in total. Here are the first 9 wizard spells:

Fist of Stone, Protection from Paralyzation, Cat's Grace
Bone Club, Turn Pebble to Boulder, Fire Aura
Mordenkainen's Force Missiles, Conjure Elemental, Summon Shadow

I only need to create 3 more icons before I can move on to the next item in my to-do list.
Title: Re: Updates
Post by: Kulyok on March 31, 2015, 09:54:39 AM
Wow, that's very beautiful. Took me half a minute to realize it wasn't from the original game. Looks great.
Title: Re: Updates
Post by: Echon on March 31, 2015, 11:32:34 AM
Thanks. I wanted them to look like the original icons, which is why some of them have been rather timeconsuming.
Title: Re: Updates
Post by: Galactygon on April 04, 2015, 04:20:17 AM
I think they look even better than the vanilla ones. That is really fine work, Echon.
Title: Re: Updates
Post by: Echon on April 06, 2015, 04:13:14 AM
Thanks. Glad to hear that.
Title: Re: Updates
Post by: Echon on April 23, 2015, 10:31:44 AM
I had noticed that some priest spells did not belong to the correct sphere(s) of influence, and that both clerics and druids could use certain spells from spheres they did not have access to, so I went through all priest spells to double check this. This is the complete list of changes to the cleric and druid spell selections.

Clerics lose access to:

Shillelagh
Barkskin
Flame Blade
Protection from Fire
Animal Summoning I
Protection from Lightning
Call Woodland Beings
Animal Summoning II

Clerics gain access to:

Pixie Dust

Druids lose access to:

Detect Evil
Armor of Faith
Doom
Find Traps
Know Alignment
Resist Fire/Resist Cold
Invisibility Purge
Miscast Magic
Rigid Thinking
Defensive Harmony
Death Ward
Negative Plane Protection
Farsight
Cloak of Fear
Chaotic Commands
Magic Resistance
Pixie Dust

Druids gain access to:

Chant
Remove Curse
Zone of Sweet Air


There were also a few spells from BioWare's hand, i.e. not P&P spells, that did not belong to any sphere. They now do.

Death Ward (Protection)
Holy Power (Combat)
Farsight (Divination)
Repulse Undead (Necromantic)
Title: Re: Updates
Post by: The Imp on April 24, 2015, 01:33:39 AM
Death Ward (Protection)
Holy Power (Combat)
Farsight (Divination)
Repulse Undead (Necromantic)
Did you think it might be a good idea to strip 8 spells from Clerics and then give one back, or 17 from druids and give only 3 ? EDIT: Yeah, you are not actually removing most of those spells from them as they didn't actually have them in the first place. Where's the real list ?
They already have a very strict selection in the first place and this can make it worse. Now were they to be compensated on an equal grounds, it would be understandable, like for example kit restricted spells, or some other way. But ... the concern is playability. Play the BG2 normal campaign with a druid as your only healer and you run into very much trouble even in the primary guests as you have no way to protect against the vampires ! Unless you intent to go completely without ever being hit, by the level drain effect.
The reason why the above mentioned spells do not have a sphere is that they could be what's called universal sphere. The Repulse undead has nothing to do with Necromancy but everything to do with being a priest.
The concept of a sphere system is the worst thing ever... in a story driven computer game, yes it works on a PnP as you can throw things aside and remake the rules as you see fit, but not in this game. And a sphere system is already in the Divine Remix mod. So you could just encourage people to use that instead.

Also the removal and adding spells has bad side effects for compatibility. And depending how exactly you do it, with kit mods or spell mods and no one can say which is the default, as it's all over the place todays.
Title: Re: Updates
Post by: Echon on April 24, 2015, 05:07:05 AM
Did you think it might be a good idea to strip 8 spells from Clerics and then give one back, or 17 from druids and give only 3 ? EDIT: Yeah, you are not actually removing most of those spells from them as they didn't actually have them in the first place. Where's the real list ?
They already have a very strict selection in the first place and this can make it worse. Now were they to be compensated on an equal grounds, it would be understandable, like for example kit restricted spells, or some other way. But ... the concern is playability. Play the BG2 normal campaign with a druid as your only healer and you run into very much trouble even in the primary guests as you have no way to protect against the vampires ! Unless you intent to go completely without ever being hit, by the level drain effect.

I made these changes because this is how things are in P&P. As I hope you know, the purpose of FotD is to bring everything closer to the AD&D 2E game. Due to the limits of the game, and the fact that it is realtime instead of turnbased, certain exceptions are made, but this is still the overall goal.
Which of these spells do you think they did have access to in the first place? The above list is based on a comparison of an unmodded BG:EE installation and FotD.
As for your druid-only and level drain concern, this might apply to BG2, but FotD is not compatible with that game. It only works on BG:EE, Tutu and BGT, and there are no creatures or spells here that can drain levels.
It may look like both classes lose a lot of spells, but FotD also adds a number of new priest spells to the game. And there are more to come.

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The reason why the above mentioned spells do not have a sphere is that they could be what's called universal sphere.

There is in fact already a 'universal' sphere; it is called All. It contains Bless/Curse, Chant, Remove Curse/Bestow Curse, Dispel Magic and True Seeing. None of those four BioWare spells seem to fit in with these spells, in my opinion.

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The Repulse undead has nothing to do with Necromancy but everything to do with being a priest.

I am open for suggestions if you believe it should belong to a different sphere, but regardless of where it ends up, this is obviously not a druid spell. Druids deal with animals and creatures of the forests. Animating and turning undead, for example, are the domains of clerics.

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The concept of a sphere system is the worst thing ever... in a story driven computer game, yes it works on a PnP as you can throw things aside and remake the rules as you see fit, but not in this game.

Spheres are the divine equivalent of the arcane schools of magic, which define the spells that are available to the specialist wizards. If you believe it sucks, that is fine. This may suggest that you are not exactly the target audience for a mod like this.

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And a sphere system is already in the Divine Remix mod. So you could just encourage people to use that instead.

'Hey, don't use my mod, use this other one instead which is much better'. Really? I am not saying DR is bad - I would not know since I have not tried it, but I would rather spend my time finishing this, and I am not going to leave it half done just because another mod overlaps with it.

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Also the removal and adding spells has bad side effects for compatibility. And depending how exactly you do it, with kit mods or spell mods and no one can say which is the default, as it's all over the place todays.

This may prove to be an issue, but it does not really concern me.
Title: Re: Updates
Post by: The Imp on April 24, 2015, 09:05:23 AM
Hmm, after thinking a bit... I think I was kinda wrong. But first.
As for your druid-only and level drain concern, this might apply to BG2, but FotD is not compatible with that game. It only works on BG:EE, Tutu and BGT, and there are no creatures or spells here that can drain levels.
I am sorry for you, but the BGT-weidu, and BGT do contain the whole of BG2, including the vampires in the example. ..
Not that I blame you for not thinking into that deep in this.

Spheres are the divine equivalent of the arcane schools of magic, which define the spells that are available to the specialist wizards.
That would be great if it were so, independent from each others... but there's something that mixes the Wizards specializations and Divine Sphere's in PnP and I ... example: Necromancy is both, well ... a Divine Sphere and Wizard Specialization, but the Wizard specialist can't heal people with it, so one can see that they are not the exact same thing. Well, actually it's "Necromantic Sphere" for priests... but that could get lost in the traffic/translation so to speak ... I already lost it once, and you did too, but differently, or perhaps your words didn't just tell the whole of it. See the above... :P He-heh-eh-he.

So. Now we return back to the regular programming... hope you learned something too.
Title: Re: Updates
Post by: Echon on April 24, 2015, 11:58:05 AM
I am sorry for you, but the BGT-weidu, and BGT do contain the whole of BG2, including the vampires in the example. ..
Not that I blame you for not thinking into that deep in this.

This is true, and I am not particularly fond of it. Once players reach the BG2 part the game becomes a mix of FotD changes and vanilla gameplay, but that is simply the way things are currently.

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That would be great if it were so, independent from each others... but there's something that mixes the Wizards specializations and Divine Sphere's in PnP and I ... example: Necromancy is both, well ... a Divine Sphere and Wizard Specialization, but the Wizard specialist can't heal people with it, so one can see that they are not the exact same thing. Well, actually it's "Necromantic Sphere" for priests... but that could get lost in the traffic/translation so to speak ... I already lost it once, and you did too, but differently, or perhaps your words didn't just tell the whole of it. See the above... :P He-heh-eh-he.

I see that I could have phrased this in a better way. Spheres of influence are an additional way of grouping the spells beyond the schools of magic. For example, Cure Light Wounds, a necromancy spell, belongs to the sphere of healing.
Title: Re: Updates
Post by: Echon on July 29, 2015, 09:13:02 AM
Summer happened, and FotD development has been very slow lately. Still, a few things have been done.

A new weapon type, the composite short bow, has been added to the game in both normal and high quality versions. The composite short bow requires 17 strength and provides a +1 bonus to hit and damage.
High quality versions of the composite long bow, katana, wakizashi and ninja-to have been added to the game.
Title: Re: Updates
Post by: Echon on September 17, 2015, 08:06:22 AM
Strength of One has been updated. The number of creatures it affects now depends on the level of the caster. The old implementation, due to the limits of BG, only worked for party members. Now it may also be used by enemy NPCs.

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Strength of One
(Alteration)

Level: 3
Sphere: Law
Range: 0
Duration: 6 rounds
Casting Time: 6
Area of Effect: 1 creature + 1 creature/2 levels
Saving Throw: None

By casting this spell, the priest imbues each creature with a strength bonus equal to that of the strongest creature in the group. Prior to casting, one creature is designated the keystone. Upon completion of the spell, all affected individuals gain a bonus to damage equal to the keystone's bonus to damage from strength. Any magical bonuses belonging to the keystone are not added; only the keystone's natural strength is conferred on the group. No more than 10 creatures may be affected by this spell.
Title: Re: Updates
Post by: Echon on October 14, 2015, 09:22:26 AM
Like Strength of One, Defensive Harmony has been updated and re-implemented. Available to enemies now.

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Defensive Harmony
(Enchantment/Charm)

Level: 4
Sphere: Law
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature/2 levels
Saving Throw: None

This spell must be cast on at least two creatures. Defensive Harmony grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by Defensive Harmony, each creature gains a +3 bonus to armor class. No more than 10 creatures may be affected by this spell.
Title: Re: Updates
Post by: Echon on November 23, 2015, 06:16:41 AM
The random treasure system has received several updates. The treasure tables now include all gems, jewelry, potions, magical ammunition, and most wizard and priest spell scrolls. The creatures and monsters of the game will drop a greater variety of items. Some carry less, some carry more, and others no longer carry any treasure at all.

The six tomes/manuals have been restored to their original locations. There is now an optional component that allows the user to relocate the books.

Bards are allowed to use composite long bows.

Lower Resistance is now an alteration spell (was abjuration).

Specialist wizards and their opposition schools have been given a minor balance update. Diviners are now barred from illusion/phantasm spells (in addition to conjuration/summoning), while illusionists have been given access to the school of invocation/evocation. On average, each specialist is barred from 30,5 spells. For diviners, this amount increases from 13 to 24 (still the lowest), while it decreases for illusionists from 53 to 35 (still the highest, together with transmuters).
Title: Re: Updates
Post by: Echon on January 19, 2016, 09:21:35 AM
Classes are being updated. First up is the Paladin and the non-evil kits.

Paladins may Detect Evil at will.
A permanent Aura of Protection provides a +2 bonus to AC vs. attacks from evil creatures. (In effect, a constant, non-dispellable Protection from Evil)
Immunity to Disease.
Paladins may only cast spells from the spheres of Combat, Divination, Healing and Protection.