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Topic Summary

Posted by: Echon
« on: December 07, 2023, 10:10:54 AM »

Thanks. :)
Posted by: Galactygon
« on: December 07, 2023, 05:39:19 AM »

I really like the mod concept so I'm sad to hear it's being abandoned. Best of luck in whatever your endeveaors will be outside of modding!
Posted by: Echon
« on: December 05, 2023, 12:45:29 PM »

It has been some years since the last update. How is it going with your mod Echon?

I have not worked on it since the last update, so I guess I have abandoned it. I doubt development will be resumed. I might fix some issues in the installer, so that it works with the current version of BG:EE.
Posted by: Galactygon
« on: December 04, 2023, 07:56:05 AM »

It has been some years since the last update. How is it going with your mod Echon?
Posted 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.
Posted 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).
Posted 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.

Quote
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.
Posted 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.

Quote
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.
Posted 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.
Posted 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.

Quote
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.
Posted 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.
Posted 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.

Quote
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.

Quote
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.

Quote
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.

Quote
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.

Quote
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.
Posted 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.
Posted 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)
Posted by: Echon
« on: April 06, 2015, 04:13:14 AM »

Thanks. Glad to hear that.