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PnP Mephits [IMPLEMENTED]


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#1 aVENGER

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Posted 13 June 2011 - 07:48 PM

Introduction

This component brings all Mephits in the game closer to their PnP counterparts. As with all PnP style AI components, the main goal here is not to make the enemies tougher (though they may become a bit more challenging due to the upgraded AI and the new abilities). The primary focus is on bringing all mephits closer to their PnP counterparts by restoring any missing abilities, removing any superflous traits and enhancing the AI so that it can act in the manner described in the source books. Bottom line, this component tries to make the mephit encounters more interesting, which will hopefully make that 500th romp through Irenicus' dungeon a bit more fun. :)


Relevant links


Edited by aVENGER, 30 May 2012 - 07:39 PM.


#2 Andrea C.

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Posted 14 June 2011 - 12:33 AM

aVENGER - it's great to have you back on board!!

And great to also see an additional P&P component gracing aTWEAKS! As I've stated multiple times, I love mods that bring BG/BG2 closer to P&P, so the more, the marrier. I actually dream of the day when aTWEAKS will have a component like this for all creatures in the game LOL Keep up the good work, and kudos on the mephits!! :)

:cheers:

Edited by Andrea C., 14 June 2011 - 12:34 AM.


#3 Shaitan

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Posted 14 June 2011 - 03:10 AM

:cheers:

#4 aVENGER

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Posted 14 June 2011 - 06:52 AM

Thanks guys! :)

Fun fact, my comeback was kind of inspired by Ascension64 and his work on TobEx. To clarify, while I'm still officially retired, I figure I can still do a few things here and there, just for fun. At the same time, knowing that my mods are in good hands makes it easier to slip in and out of the public spotlight without too much fuss. :D

#5 aVENGER

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Posted 14 June 2011 - 06:55 AM

On topic, here are a few screenshots:

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A Fire Mephit's Flame Fan



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Air Mephit vs. Stinking Cloud



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Mephit Gating



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Lightning Mephits



A note about the last screenshot. Since Lightning Mephits are healed by electrical damage, don't be surprised to see them shooting Lightning Bolts at each other when their health gets low. For those who are wondering, this behavior comes straight from the PnP source books. Just thought I'd clear that up before someone thinks their AI's gone whack. :lol:

Also, the rulebooks state that their Lightning Bolt is kind of special and doesn't bounce off opponents. In order to implement that, I had to make a new projectile and I've added the neat looking Icewind Dale animation in the process.

Edited by aVENGER, 19 June 2011 - 12:07 AM.


#6 aVENGER

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Posted 16 June 2011 - 04:17 AM

A few more screenshots:

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Wall of Fog


Mist Mephits can now use this ability once per day. It's essentially a cloud spell which blinds anyone within its area of effect (both allies and enemies). Of course, Mist Mephits can see through fog so they are unaffected. Also, they can new assume gaseous form once per day which allows them to run away and regenerate when severely wounded. Fairly minor stuff, but I thought it might add some flavor to the game.


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PnP Color Spray


I've taken a hint from Wisp and used the PnP Color Spray variety for Radiant Mephits which is much more useful than the version which Bioware shipped in the unmodded game. Another nice thing about this change is that blinded creatures are no longer affected by Color Spray.

Edited by aVENGER, 16 June 2011 - 04:18 AM.


#7 aVENGER

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Posted 17 June 2011 - 12:09 AM

And here's the last screenshot of the batch:

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Boiling Rain Storm



Well, I'm pretty much finished implementing the mephit's abilities and AI. If all goes well, the new component should be available sometime next week. :)

What I still want to rectify is the somewhat random grouping of different mephit types in the gameworld. For example, in the unmodded game, the designers routinely paired up Ice and Fire Mephits together thereby ensuring that they'd wipe each other out using their breath weapons. Per PnP rules, mephits of opposing elements don't really like to hang around each other and avoid working together if possible. Anyway, this should be a fairly minor change, but it will hopefully make the gameworld a bit less immersion breaking.

#8 Dakk

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Posted 17 June 2011 - 01:37 AM

Wow I love this. Splendid work aVENGER!

#9 J Beau

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Posted 17 June 2011 - 12:51 PM

They look like nasty little suckers now... cool!
Tempus fugit - memento mori
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#10 Shaitan

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Posted 17 June 2011 - 04:34 PM

Now I'm only missing IR 3. Thanks a lot aVENGER.

Edited by Shaitan, 17 June 2011 - 04:34 PM.


#11 Daulmakan

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Posted 17 June 2011 - 06:01 PM

Neat. :D

item_pack.jpg   Drows.jpg

 


#12 Eric P.

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Posted 17 June 2011 - 09:29 PM

Looking forward to installing the mod for the first time when the work on the mephits is ready

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Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

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#13 Andrea C.

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Posted 17 June 2011 - 11:35 PM

As usual, awesome work aVENGER! :cheers:

#14 Galactygon

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Posted 18 June 2011 - 01:44 AM

I really appreciate your attention to fine detail, aVENGER.

-Galactygon
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#15 aigleborgne

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Posted 18 June 2011 - 04:27 AM

Great idea, I really like it !
All those PnP monsters are a very nice addition :)

#16 aVENGER

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Posted 18 June 2011 - 09:21 AM

Thanks everyone!

I really appreciate your attention to fine detail, aVENGER.


I'll return the same compliment with regards to Spell Pack. :)

#17 Galactygon

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Posted 21 June 2011 - 04:33 AM

I'll return the same compliment with regards to Spell Pack. :)


Thanks for the compliment, aVENGER.

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#18 aVENGER

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Posted 23 June 2011 - 10:58 AM

Looking back, I think I should have made mephit gating optional, as Wisp did for fiends. While I personally like the feature and prefer to have it on by default, I'll add a console command which can switch gating off at the player's convenience.

The reasoning is simple, some players might not like the additional challenge that gating adds to mephit encounters. For example, the very first battle with that lonely Lightning Mephit in Irenicus' dungeon can become a lot more difficult if he gates-in four of his buddies. Granted, there's only a 5% chance for that particular scenario to occur, but it is possible nonetheless.

EDIT - done. As of aTweaks v3.61, mephit gating can be disabled at any time with the following console command: CLUAConsole:SetGlobal("RR#MNOGT","GLOBAL",1) It can also be re-enabled with the following command: CLUAConsole:SetGlobal("RR#MNOGT","GLOBAL",0)

Edited by aVENGER, 25 June 2011 - 02:11 AM.


#19 Andrea C.

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Posted 24 June 2011 - 06:27 AM

Gating = P&P = Good :D

But I fully understand your point :)

#20 Daulmakan

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Posted 22 July 2011 - 12:19 PM

The reasoning is simple, some players might not like the additional challenge that gating adds to mephit encounters. For example, the very first battle with that lonely Lightning Mephit in Irenicus' dungeon can become a lot more difficult if he gates-in four of his buddies. Granted, there's only a 5% chance for that particular scenario to occur, but it is possible nonetheless.

That one was still easy, but the Imp Portal room fight in level 2 of CI was pretty challenging this time around (it never was previously for me), so kudos for that.

Charmed imps/mephits don't seem to have their spellcasting/innate abilities when controlled by the player, intended?

item_pack.jpg   Drows.jpg