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#121 Zarion

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Posted 05 February 2004 - 02:01 PM

well at the moment what I've changed is

started lowering prices at 4 (before 150% now 130%)
at 3 110%
at 2 100%
at 1 90% (this is the same as a rep at 16)

I'm wondering if I should change 2 to 95% and 1 to 85% but I don't think the evil gits would get that great a discount (85 is the same as a char with a rep at 17)

#122 -Sim-

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Posted 05 February 2004 - 02:55 PM

How about restoring parity in regards to evil people going shopping. It doens't really make any sense that your feared and despised git of the ages isn't served because people don't like him.

The game's handling of it is too general though. While street storekeeps might drop prices in fear of powerful evil guys, Ribald isn't going to be so easily intimidated.

#123 Zarion

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Posted 05 February 2004 - 03:33 PM

How about restoring parity in regards to evil people going shopping. It doens't really make any sense that your feared and despised git of the ages isn't served because people don't like him.

The game's handling of it is too general though. While street storekeeps might drop prices in fear of powerful evil guys, Ribald isn't going to be so easily intimidated.

yes... that is a problem... but i don't rally think Ribald would sell to someone with a rep below 5... so pehaps a pice of dialog telling he knows that some of the other storekeepsers might be afried of you but I'll not sell to someone with your rep

or

giveing him another store if rep is 4/below wich lack most of the more powerfull items and has boost to its prices (don't know if its doable)

the first thing i would like to try... since I've put my upcomeing week of vecation into learning WeiDU

#124 -Sim-

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Posted 05 February 2004 - 03:37 PM

Right, but the problem with multiple STO files is that things go wrong when you buy or sell items. You'll end up being able to get multiple unique items, never being able to buy back stuff you've sold, etc.

#125 Zarion

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Posted 05 February 2004 - 03:51 PM

I know... thats why i would remove the unique items (and containers) from his new store, and the problem with what you sold is the same as at the coppercorner/cornet? can't remember

#126 T.G.Maestro

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Posted 11 February 2004 - 02:48 AM

If I remember correctly, the drow shopkeepers in Ust Natha use a different price-system: they sell much at a much lower price for evil (low rep.) characters than to good (high rep.) parties.
Maybe we could use this method. Maybe not.
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#127 GreyViper

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Posted 11 February 2004 - 05:47 AM

Ok I have a sugestion about lycanthropy. This is mostly RPG sugestion so I dont know how well this fits into this mod.

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What's great about being a lycanthrope?
Your Strength, Agility, Endurance and Speed all go up! Stealth, critical strike, running and hand-to-hand skills each go up. Also, whatever crimes you do while in were form is NOT associated with your human form, so won't damage your reputation.

What's bad about being a lycanthrope?
You have to kill an innocent every month(random town people). Also, during full moon, you will automatically change into a werecritter. In this form you cannot access your inventory. You can change back into human form, but only for a few seconds. If you try to pilfer a corpse while in were form, all the items will break so it will be empty if you later access it in human form. And every few weeks-months, some very determined lycanthrope hunters will come after you. Beware their arrows!

How to become a werecritter?
You become a lycanthrope by letting one of them scratch you. You will default to the type of were that infected you. The chance is something like 0.6% for each hit. Only the number of hits count, not how hard you are hit, so don't take off your breastplate unless you are almost invulnerable. The best is to get lots of small scratches. After being beat up by the were, return and sleep until healed. If successful, you get a voice saysing: "You dream of the MOOON ... and of a man who is LESS than a man ..." If you chicken out, run for a temple and ask them to Cure Disease, within 3 days from infection. Otherwise, just live as usual for a few days, and suddenly you will be stronger and faster.

Help! I suddenly have only 4 hit points!
Before this happens, you should have seen a message on top of screen: "You feel the need to hunt the innocents". The only way to avoid the drop in hit points, or restore them, is to kill a civilian or a guard. Change to were form to do this, and when you are safely out of town or out of sight, change back. Your hit points are restored. This is the curse of the werecritters!

Just who are innocents anyway?
Any civilian on the street, any guard in a town/village. Criminals don't count! Inhabitants of graveyards and dungeons don't count! And humans only.

That time of the month ...
Every full moon (and no, you can't see the actual moon) you will go were for a few days, whether you want to or not.

What about those lycanthrope hunters?
After a few months, you should get a letter from a bloke who calls you with your real name plus some weird fake name, which is supposed to be what people are calling the lycanthrope you are. He offers you a chance of redemption. A while after you turn down the quest, he sends hunters after you. They generally wait when you go into a town, and they recognize you in any form. Their arrows can be quite bad.

How to quit being a lycanthrope?
You could take the werehunter's quest, or find a witch.

Well that is all, it realy bothered me that turning were had no negative sides and minimal roleplay.
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#128 T.G.Maestro

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Posted 11 February 2004 - 06:40 AM

Ok I have a sugestion about lycanthropy. This is mostly RPG sugestion so I dont know how well this fits into this mod.

Nice ideas and suggestions there GreyViper, but I think this should be hadled by CamDawq's Delainy mod (if I'm not mistaken, it is a shapeshifter mod).
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#129 GreyViper

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Posted 11 February 2004 - 12:28 PM

Nice ideas and suggestions there GreyViper, but I think this should be hadled by CamDawq's Delainy mod (if I'm not mistaken, it is a shapeshifter mod).

Delainy mod is mostly NPC mod, but what I had in mind is a disease PC-NPC might get when fighting a were. It realy should be random not something that you get everytime you play through the game. I have a sugestion about vampirism similar to lycanthropy, but if you dont need it I wont bother with it.
Btw found a book "Accessories - Call Of Duty A Paladin Sourcebook". It has realy good ideas and some of the should work with the 2E. I would mail it but, I think the due to virus threath uploading stuff has become annoying(waiting 20-40 min for file to attach).
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#130 T.G.Maestro

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Posted 11 February 2004 - 01:01 PM

what I had in mind is a disease PC-NPC might get when fighting a were. It realy should be random not something that you get everytime you play through the game. I have a sugestion about vampirism similar to lycanthropy

There is a great problem with these two. The game engine (and even better, the gameplay) wasn't intended to host such possibilities. We could do these components actually, but they would cause more trouble than you imagine. Having a char that is infected with lycanthropy would result in chaos: he wouldn't be able to wear most of his equipment (making many classes/kits almost half-dead), while there would be real troubles in plot-continuity if the change would occur, lets say, in Ust Natha... something like this would need a separate mod, and a big one if you ask me. There is MUCH more (both possibilities and threats) in this idea than you've posted a while ago ;) .
The same goes for vampirism.
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#131 Caedwyr

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Posted 11 February 2004 - 03:44 PM

Also, the only NPC that shows up with Lycanthropy is Cernd, and he is a druid who has deliberately become a lycanthrope with the ability to control his transformations. In AD&D the goddess Selune is also able to grant control for infected lycanthropes. Basically, its a non-issue.
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#132 Schatten

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Posted 12 February 2004 - 06:08 AM

wow. great ideas there. :) change the one month to daily is better, imo. in one month i am way deep in the underdark or so. ;)

well, as a no-modder i dont see so much trouble, maestro. items get into inventory or on ground and change in ust natha is no problem, too. i think a mighty dragon can sense a were-critter and change the spell accordingly so that even if you change the drow wont notice it but you are changed.
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#133 Schatten

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Posted 13 February 2004 - 06:32 AM

i just had an better idea as the magic golem.
let the conjurer summon an sphere like a bigger magic missile which follows the caster very close. this sphere shoots smaller magic missiles (or anything other). what do you think? :)
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#134 T.G.Maestro

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Posted 14 February 2004 - 08:55 AM

i just had an better idea as the magic golem.

Don't worry pals, this is only v1. True, in this version, kit reveive only 1 (maximum 2) HLA each, but this number will definetly grow in v2, etc. So keep those ideas, coming, every good (and doable) idea will be considered. ;)

let the conjurer summon an sphere like a bigger magic missile which follows the caster very close. this sphere shoots smaller magic missiles (or anything other). what do you think?

Sounds interesting, but could you provide some background to this spell?
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#135 Schatten

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Posted 15 February 2004 - 06:43 AM

ehm.... i just made it up so its not in any rules of d&d (i think).
do you mean a spelldescription or how much damage it does per shot?
i think no save but res is allowed and it shoots fast but does less damage (or vice versa if that is too weak). and it can maybe attack up to two targets at the same time. it cannot be dispelled (maybe not?) or attacked.
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#136 Caedwyr

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Posted 15 February 2004 - 09:48 AM

An idea that came to me for a mage class character is a HLA that allows the player to upgrade their familiar. They could choose the HLA, then go into a dialogue with the familiar and be given choices as to how their familiar would be upgraded. You could do things like teach the familiar more spells, make it's attacks more powerful, increase it's hitpoints (and yours responsively), improve it's skills. In AD&D, improving familiars as you level up is a common feature of them, and it could be useful to have a familiar that you can have cast spells like ADHW, ruby ray of reversal, spell strike, or some other high level spell.
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#137 Echon

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Posted 15 February 2004 - 02:00 PM

In AD&D, improving familiars as you level up is a common feature of them...

In AD&D 2E?

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#138 Caedwyr

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Posted 15 February 2004 - 02:20 PM

Whoops, you're right. I got that piece of info confused with a 3D edition rulebook. My mistake.
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#139 T.G.Maestro

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Posted 15 February 2004 - 11:48 PM

ehm.... i just made it up so its not in any rules of d&d (i think).
do you mean a spelldescription or how much damage it does per shot?

Yep, a detailed description would be nice. I could decide weather its good/doable or not. ;)

An idea that came to me for a mage class character is a HLA that allows the player to upgrade their familiar. They could choose the HLA, then go into a dialogue with the familiar and be given choices as to how their familiar would be upgraded.

An excellent idea Caedwyr, to say the least. I really like it! We'll take a look at this issue (even if not as a HLA) for the next release, I think its too big and complicated to make it into v1.
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#140 Littiz

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Posted 16 February 2004 - 12:00 AM

Don't worry pals, this is only v1. True, in this version, kit reveive only 1 (maximum 2) HLA each, but this number will definetly grow in v2, etc. So keep those ideas, coming, every good (and doable) idea will be considered. ;)

Hey, caution here.
"Definitely grow"?
We're already having troubles with balance, ex: 2 new spells for Necromancers, and no illusion based spells to remove from the base table...

2 spells kit are the maximum tolerable, I say. And we still must think about something to balance the whole thing.

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