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#11 |
Silver Dragon
![]() ![]() ![]() Join Date: August 25, 2001
Location: -
Age: 40
Posts: 1,644
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Sorry if this sounds stupid, i dont get a lot of chances to visit my favourite forum anymore ( training to kick butt in jiu-jiutsu tournament [img]graemlins/firedevil.gif[/img] )
Anywayz .. Im not following it anymore ... My last post was intended to say that the original kit indeed needed adjusting, since the -greater- version was very poor. I said it was a Greater werewolf, but Dundee's reaction on that makes me think that i might be mixing wolfwere and werewolf up. Dundee, you seem to think that the fact you change into a Greater Werewolf, means it doesnt need rebalancing. The only reason you'd think that, is if i mixed the terms up and i lead you to believe that at lvl 13 you can change into the Fiirkraag-dungeon wolf-powerhouses.... I meant the opposite, .. at lvl 13 the shapeshifter gets the ability to change NOT into a beast that regenerates all HP in one round etc. . You can change into a really big dog that does nothing else but bark and piss up trees. If you didnt got confused with me mixing up the names,.. could you explain a little more detailed why the kit doesnt need rebalancing ? [img]tongue.gif[/img] I might just be blurry of all the kicks to my head ![]() EDIT: Werewolf != Wolfwere .. ehr, you're making me feel stupid now, i dont get it .. [ 11-19-2002, 03:13 PM: Message edited by: daan ]
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<strong> Odi et Amo. Quare id faciam facisse requires ? Nescio, sed fieri sentio et excrucior </strong><br /><br /><strong> Amantem cogit amare magis, sed bene velle minus </strong> |
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#12 | |
Symbol of Cyric
![]() Join Date: March 16, 2001
Location: Manchester, England
Age: 36
Posts: 1,109
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Wolfwere= Wolf that can turn Human However, I can't see why it being a Werewolf and not a Wolfwere makes any difference at all! |
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#13 |
Silver Dragon
![]() ![]() ![]() Join Date: August 25, 2001
Location: -
Age: 40
Posts: 1,644
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Dont remember who's who anymore ,.. but one of them is considerably more powerfull than the other.
Besides a wolf that can turn human, can turn back to wolf again too ... so in that persective they're the same arent they ? wolfwere - starts wolf --> goes human --> changes back to wolf Werewolf - starts human --> goes wolf --> changes back to human Different startint points, but they achieve the same results me thinks ...
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<strong> Odi et Amo. Quare id faciam facisse requires ? Nescio, sed fieri sentio et excrucior </strong><br /><br /><strong> Amantem cogit amare magis, sed bene velle minus </strong> |
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#14 |
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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Regardless of the species of their birth, Wolfweres and Werewolves are supposed to have very different fighting capabilities, with Wolfweres being much more powerful.
Dumbshit that I am, I go home every night and keep forgetting to note down exactly what Cernd's paw says. I did, however, do Firkraag's dungeon today, and when we got to the room with the 2 Wolfweres and 3 Greater Wolfweres, I removed all of Cernd's equipment (except his paw), and watched as he bulldozed all of them at once. Then I put his gear back on and let him go play nice with an Adamantite Golem and his 2 Stone Golem buddies. Poking the A.G. to death by 2's and 3's took a while, but there were no complaints from Cernd..... The upper limit seems to be Dragons. Cernd was unable to defeat either Thaxl'silliya or Firkraag by making himself immune to their Breath Weapon and then charging. I was actually forced to involve other party members, and even cast spells. (sob!)
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Volothamp's Comeuppance Everything you ever needed to know about the entire Baldur's Gate series......except spoilers. |
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#15 |
Avatar
![]() ![]() ![]() ![]() Join Date: May 16, 2001
Location: Estonia
Posts: 532
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I have not tried that mod out, probably wont either, I mean, there's so many other things to do out there then play all this over for 113'th time.. But anyway, something's mixed up here. No char in the whole BG game, whom you play as a PC or who join you as NPC, is a wolfwere. None of them. Cernd doesn't turn into wolfwere either. He turns into werewolf and lateron into greater werewolf, so either the writer of the topic has something mixed up, or the module maker mixed something up big time. Repeat after me, again: Cernd can turn into WEREWOLF and GREATER WEREWOLF, and not some other were-thing.
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#16 |
Drizzt Do'Urden
![]() Join Date: August 30, 2002
Location: Australia
Age: 39
Posts: 628
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It's more of a thing-were than a were-thing. Werewolves are humans that can change into wolves, wolfweres are wolves that can turn into a human. Since Cernd is a human(oid), that would make him a werewolf!
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It deons\'t mttaer waht oredr the ltteers in a wrod are, it olny mtaetrs taht the frsit and lsat ltteer be croecrt. The rset can be a tatol mses and you can sitll raed it. The huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. |
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#17 | |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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It means - the opposite of =. When Dundee wrote Werewolf != Wolfwere, he meant: Werewolf is not the same as Wolfwere. [img]smile.gif[/img] Dundee, confirmation? ![]() [ 11-20-2002, 11:11 AM: Message edited by: Alson ] |
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#18 | ||||||||||||||||
The Magister
![]() Join Date: November 6, 2002
Location: Berkeley, CA
Age: 47
Posts: 118
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First, the Shapeshifter is based on the Werewolf and Greater Werewolf files.
See the README and the files WEREWODR.CRE and WEREGRDR.CRE. I wish I could claim that excuse, Dundee, but in fact the numbers are accurate. Quote:
come up with any use of CreateItem() that "felt like" the original *and* could not be dispelled. As long as I care about fixing the dispelling bug (and I do -- people have sent me email about it) and until I can think of a better idea, the "paw" method remains. Quote:
rules (recurring theme for me). Let's quote the theme text instead: Quote:
affliction." Quote:
thing. And while I realize that BG2 is a 2E game, that doesn't mean that we have to embrace every single bit of 2E stupidity. Finally, note that Firkraag and Adalon have no trouble casting spells while polymorphed. Quote:
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hitpoints than a normal druid. However, in 2E (and 3E) hit points represent both toughness and also knowledge at dodging, skill, luck, tactics, etc. A Werewolf with a still-lucid human mind is going to be much better at tactics than one controlled by bestial insticts. However, since I'm wavering on this issue and they are clearly strong enough, I'll remove it in the next release. Quote:
certainly be seen chanting out there in the moonlight while capturing their mistletoe with silver sickles. Quote:
kit that you were talking about earlier than anything I've done. ![]() Quote:
already put weapons in their off-hands. Quote:
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matter (and doesn't to me) but it does seem to matter to 90% of mod users. Quote:
integer in the SPL File) I can try to make it disrupt invis. I'll put that in the TODO list. That bit is only sensical -- if they can't see you, how can they be blinded by your beauty? Quote:
Unyielding, take it off, etc. It's an Infinity Engine problem. Quote:
encourages the players to reload, but this is not a bad suggestion. Suppose we gave the forms 20% miscast magic. What do other people think? Quote:
in general only the bosses) immune to Nature's Beauty. Bodhi is a good example. But that's not much better. Quote:
F/T, a F/D, a Sorc ... Anyway, now it's time for Celebrity Deathmatch. Here we're going to look at how these creatures stack up "in the wild". All of these tests were actually conducted in the game. WEREGR01 vs. GOLADA01 - A Greater Werewolf vs. An Adamanium Golem. Golem wins, is taken to about half health. WEREGR01 vs. WOLFGR01 - A Greater Werewolf vs. A Greater Wolfwere. Wolfwere wins, thanks in vast part to its 8 hp/sec regeneration. WOLFGR01 vs. GOLDADA01 - A Greater Wolfwere vs. An Adamantium Golem Wolfwere wins, thanks in vast part to its regeneration. The Golem could get lucky with two critical hits in a row, perhaps. CERND13 vs. GOLADA01 - Cernd/GWerewolf vs. An Adamantium Golem. Cernd wins. Why? His THAC0 is too good. It is 0 and should be 6. He knows Single Weapon Style. His AC is 2 better (single weapon style, cloak). CERND13 vs. WEREGR01 - Cernd/GWerewolf vs. Greater Werewolf. Cernd wins. Why? It mostly seems to be the hitpoints. Wait ... what's that ... closer inspection reveals that the Greater Werewolf is not actually regenerating at the correct amount. Yes, it is suffering from that annoying Infinity Engine bug whereby Permanent Regeneration effects on CREatures don't actually do anything. Let's fix that. WEREGR01* vs. GOLADA01 - Fixed Greater Werewolf vs. An Adamanium Golem. GW wins. If you leave it on complete auto-pilot, the Golem might win if it gets in a number of good shots in a row -- this was a "tense" fight. WEREGR01* vs. WOLFGR01 - Fixed Greater Werewolf vs. A Greater Wolfwere. Tie - could go either way. They both get each other down to Near Death quickly, then one gets in the finishing blow. WEREGR01* vs. CERND13 - Fixed Greater Werewolf vs. Cernd/GWerewolf Cernd wins because his THAC0 is 6 better. OK, let's go fix Cernd. Change those items so that they don't grant massive HP bonuses and the THAC0 bonus is lessened by 6 and the AC is the same. OK, done. Now Cernd is 2 better on the AC (1 for the Cloak, 1 for the Style), equal on the THAC0 and has 4 more HP (his natural amount). Now WEREGR01* vs. CERND13* - Fixed Greater Werewolf vs. Fixed Cernd/GWerewolf Now they pretty much tie. Cernd wins in the end because of his equipment and proficiencies, but that is to be expected. --- So, assuming you trust the game designers (who made the CRE files) over the engine people ... which is basically always the way to go in BG2, a Greater Werewolf was supposed to be strong enough to take down an Adamantium Golem. The Shapeshifter Rebalance was still too strong on top of that, but once weakened it is now comparable in terms of melee to the Greater Werewolf in the game. Now we add a 20% spellcasting failure to the Greater Werewolf form. Now we're ready for the prime time. I'll release a version with these fixes in a bit and you can take another look. Keep in mind that everything is balanced with respect to a 13th level Cernd -- we expect a 25th level Cernd or whatnot to be doing much better. This kit is supposed to remain useful in ToB. |
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#19 | |||||||||||
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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I'm pleased to report that I finally conquered my stupidity & verified for myself that Cernd becomes a Werewolf. Of course, if you've been reading recent posts, that should come as no surprise to you. [img]tongue.gif[/img]
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F/T, a F/D, a Sorc ...[/QUOTE]Okay, let me rephrase that. How many characters in your party can you go send to kill an Adamantite Golem.....and then another one.....and another one, and another one, and another one, and another one, without a single spell or potion, while the rest of the party cleans and re-organizes their backpacks? My experience has been that Cernd is practically unkillable by 99% of enemies, and I haven't been cautious with him at all. When we cleaned out Saerk Farrahd's Estate, naturally I wanted Anomen to do it all himself, so I turned off the Party AI and had Cernd stand out in front and not do anything, while I took Anomen around and, one by one, bashed everyone's head in. Cernd, meanwhile, stood there grinning like an idiot, absorbing Flamestrike after Flamestrike, and staying at (practically) 100% health the whole time. My Point: The whole household put together had no chance whatsoever of killing Cernd. Stun, Hold, Feeblemind, Sleep, etc....no effect at all (and he'd always make his Saves or Resist the spell anyway). He's the only guy I've ever seen who could still be a great Tank while wearing the Ring of Folly. I realize that Greater Werewolves are supposed to Regenerate 3hp/second, but could we tone that down just a tad? (Or, if his Regeneration was doubled by his Boots of Speed, should/could that be fixed?) --------------------------------------------------- My Wish List for "The Paw": * Non-Dispellable * Non-removable (must be "exorcised" by using Shapeshift Natural Form) * Only occupies 1 Quick Weapon slot, allowing the Wolf to put weapons in either or both paws (having the game recognize 2 Quick Weapons as being equipped simultaneously is probably impossible, but this is a Wish List) * Places THAC0/Damage penalties on any weapon placed in offhand or 2nd Quick Weapon * Blocks spellcasting (OR gives significant random chance of Spell Failure) * Prevents speech (OR gives -10 Charisma penalty) * Makes Cernd less invincible than he is at present (giving moderate-level enemies at least a chance of killing him) [ 11-21-2002, 01:11 AM: Message edited by: SixOfSpades ]
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