Author Topic: Updates  (Read 74071 times)

Salk

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Re: Updates
« Reply #50 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

Offline Echon

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Re: Updates
« Reply #51 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

Salk

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Re: Updates
« Reply #52 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!
« Last Edit: January 27, 2005, 09:55:11 AM by Salk »

Offline Galactygon

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Re: Updates
« Reply #53 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

Offline Echon

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Re: Updates
« Reply #54 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

Offline Echon

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Re: Updates
« Reply #55 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

Offline jester

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Re: Updates
« Reply #56 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?
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Offline Echon

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Re: Updates
« Reply #57 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

Offline NiGHTMARE

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Re: Updates
« Reply #58 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.
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Offline jester

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Re: Updates
« Reply #59 on: January 30, 2005, 11:22:32 AM »
Someone should hav a look at that program! A link perhaps?
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LoOk

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Re: Updates
« Reply #60 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.  :)

Offline Echon

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Re: Updates
« Reply #61 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

Salk

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Re: Updates
« Reply #62 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!  ;)

Salk

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Re: Updates
« Reply #63 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"...

Offline Echon

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Re: Updates
« Reply #64 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

Offline NiGHTMARE

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Re: Updates
« Reply #65 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.
« Last Edit: April 08, 2005, 03:28:43 PM by NiGHTMARE »
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Offline NiGHTMARE

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Re: Updates
« Reply #66 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.
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Offline Echon

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Re: Updates
« Reply #67 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

LoOk

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Re: Updates
« Reply #68 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 ??)

Offline Echon

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Re: Updates
« Reply #69 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

Offline NiGHTMARE

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Re: Updates
« Reply #70 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.  It should work in BG1, BG2 and IWD1.
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Offline Echon

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Re: Updates
« Reply #71 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

Offline NiGHTMARE

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Re: Updates
« Reply #72 on: April 09, 2005, 11:13:25 AM »
Thanks, that's what I thought (it's the same with divine spheres after all) :).
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Offline Andyr

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Re: Updates
« Reply #73 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?
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Offline Echon

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Re: Updates
« Reply #74 on: April 09, 2005, 04:40:47 PM »
Yes, that is all you would need to do.

-Echon

 

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