Author Topic: Updates  (Read 194573 times)

Offline Echon

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Updates
« 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

Offline Echon

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Re: Updates
« Reply #1 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

Offline Echon

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Re: Updates
« Reply #2 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

Offline SimDing0™

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Re: Updates
« Reply #3 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...

Offline Echon

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Re: Updates
« Reply #4 on: October 10, 2004, 04:47:07 PM »
Uhm... yes. Exactly.

-Echon

Offline Galactygon

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Re: Updates
« Reply #5 on: October 10, 2004, 06:51:20 PM »
Screenshots please. ;)

-Galactygon

Offline Echon

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Re: Updates
« Reply #6 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

Offline Echon

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Re: Updates
« Reply #7 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

Offline Galactygon

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Re: Updates
« Reply #8 on: November 04, 2004, 10:37:50 AM »
Now, you managed to code that in BG1, didn't you, Echon? :o

-Galactygon

Offline Echon

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Re: Updates
« Reply #9 on: November 04, 2004, 11:14:17 AM »
Yes. Scripting is my friend. ;)

-Echon

GeoffreyB

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Re: Updates
« Reply #10 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

Offline Echon

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Re: Updates
« Reply #11 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

Offline Galactygon

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Re: Updates
« Reply #12 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

Offline Echon

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Re: Updates
« Reply #13 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

Offline Echon

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Re: Updates
« Reply #14 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

Offline Galactygon

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Re: Updates
« Reply #15 on: November 11, 2004, 02:43:26 PM »
So adding the values of the opposition schools did work in BG1, after all. :)

-Galactygon

Offline Echon

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Re: Updates
« Reply #16 on: November 11, 2004, 02:57:02 PM »
Yeah, thanks to Smoketest's research.

-Echon

Offline Reverendratbastard

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Re: Updates
« Reply #17 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.
the lord of murder shall perish, yadda yadda yadda.

Offline Echon

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Re: Updates
« Reply #18 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

Offline Reverendratbastard

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Re: Updates
« Reply #19 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?
the lord of murder shall perish, yadda yadda yadda.

Offline Mageling

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Re: Updates
« Reply #20 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.  ;)
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Offline Echon

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Re: Updates
« Reply #21 on: November 24, 2004, 07:48:01 AM »
Thanks. :)

-Echon

Robert

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Re: Updates
« Reply #22 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!

Offline Echon

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Re: Updates
« Reply #23 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

LoOk

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Re: Updates
« Reply #24 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

 

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