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[MOD] High Power Baldur's Gate v2.3.0

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High Power Baldur's Gate Version 2.3.0

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High Power Baldur's Gate gives a variety of new abilities to party members as well as most other creatures in the game, and makes many changes to items, spells, quests, encounters, and other aspects of the game. The mod aims to make Baldur's Gate 1 feel new and interesting, like it was when you first played it! The main changes: More abilities! In High Power Baldur's Gate, everyone in the game, from fighters to diviners, from kobolds to zombies, has their own abilities that make them different from everybody else. Many of these abilities are very powerful: in this mod, you get to play with abilities that are normally reserved for high-level characters, like attacking ten times per round, stopping time, getting critical hits on every attack, or casting multiple spells per round. But the mod is balanced such that these abilities don't make the game too easy, so enjoy using them! You get these kinds of abilities right from the beginning of the game. After you create your characters, they get their own set of new abilities. Different classes and different kits have different abilities. NPC party members do not get these class and kit-based special abilities. Instead, each NPC has their own unique abilities. Kivan, for example, has increased vision range, so he can shoot enemies before they see him. Dynaheir counts as six levels higher for purposes of determining the power of her spells, so she can launch four Magic Missiles with one spell at level 1. Khalid is permanently hasted. All the NPCs have cool stuff like this. The reason these crazy powers don't make the game too easy is because enemies throughout the game now have their own crazy powers. Monsters in High Power Baldur's Gate are far more interesting to fight than they are in the unmodded game. No longer do most enemies just walk up to you and attack you. Instead, each kind of monster has their own tricks that you'll have to adapt to. There will be plenty of surprises. The same goes for all the minor characters in the game. The mod fleshes out the abilities of each minor character, even giving some individual minor characters their own signature abilities and spells, like "Zordral's Corrosive Breath" or "Ragefast's Duplication." Nearly every spellcaster in the game is given a unique AI and set of spells. In this mod, characters are just as badass as they claim they are. Zal really is the fastest dart thrower, capable of throwing ten darts per round. That guard in the Cloakwood Mines really is going to give you a world of hurt. More interesting items! The magic items in Baldur's Gate 1 are normally pretty boring. Most of the top-tier weapons in the game are +2 weapons with no abilities. This mod does something about that. It modifies a large number of items in the game, including generic +1 and +2 weapons, to make them more interesting and unique. (Enhancing items also enhances enemies that use those items. An enemy might wield these axes and use Critical Strike to get a critical hit on each attack.) Additionally, the mod adds a lot of new items to the game. Some of them are original; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. The mod spread cool items throughout the stores in the game so that almost every shop sells something interesting. Although some of the new items are quite powerful, they do not obsolete the original items, since the mod also powers up the original items. The mod increases the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item. The mod also places lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. Don't worry: having 25 in all stats won't be overpowered in this mod. More interesting spells! Some of the spells in Baldur's Gate 1 are useless or almost useless, so this mod makes them better. The mod adds over 40 spells from Icewind Dale, as well as over 70 new spells! And various other things! I've made a lot of other little changes: I've moved items around, added new encounters here and there, put new monsters into the game, and more. Additional components Aside from the main component, which installs most of the changes in the mod, there are currently 29 optional components that tweak things such as spells, rules, and kits. You can find descriptions for all of them in the readme. Reasons to try out this mod: - Since the NPCs all have very different powers, the game can play very differently depending on which NPCs you have in your party. - The variety of interesting abilities granted to the player characters, as well as the diverse selection of equipment, allow for all sorts of different builds. - You have great leeway in determining the power level of your party. The mod enables you to change the experience cap and/or have your party start the game at a higher level. The mod has a very flexible difficulty; starting at a higher level will not make the game too easy, but it's still beatable if you start at level 1. - This mod makes the game feel new and different. You never know what creatures, encounters, or items you'll come across in the next stretch of wilderness. You can't rely as much on prior knowledge of the game. Lastly, the mod is just plain fun. I made this mod because I was bored with the unmodded game and I wanted to spice it up. Tips for playing this mod: - For the first playthrough, play on Normal difficulty. - I recommend installing the component that gives additional experience to the PC at the beginning of the game, and setting the experience given to 10000 or 20000. - When exploring the wilderness, always have a character scout ahead in stealth or invisibility. That way, they will know what enemies are up ahead and your team can prepare for battle without as much metagaming. - Watch out for doppelgangers. They appear very early in the game in this mod and they deal a lot of damage in melee. If you fight a doppelganger, don't let it get near you. Change Log: [spoiler] v2.3.0: - I fixed the gamebreaking bug that had made it impossible to rest or leave Candlekeep if Siege of Dragonspear wasn't installed. - I added all the newer spells from my spell mod, as well as two new spells: Levitate, and Teleport Step. - Some creatures have been given new powers. - The Demonknight's Mirror of Opposition now creates actual clones of the party. - Charmed party members and hostile clones of party members will now use spells and abilities on the rest of the party. - I fixed some bugs in the Gorion battle cutscene. - The Fiery Blades ability now works again. - Quayle no longer has Gate as an innate ability (which I gave him by accident). v2.2.2: - The game should no longer crash when selecting a spell for a sequencer. - I fixed a few errors in spell descriptions. v2.2.1: - New spell: Jump (1st-level spell that allows a creature to jump over obstacles). - I added a few more scrolls for some of the new spells to the game. v2.2.0: - I fixed more of the problems that were causing the game to crash a lot. - The mod should now be compatible with Sword Coast Stratagems by @DavidW . First install High Power Baldur's Gate, then install SCS. - Creatures that previously had my own attack AI now have vanilla attack AI so that SCS will modify those creatures. - I made sure spellcasters given unique scripts by this mod will not have vanilla spellcasting AI, so that SCS will not modify them. - I gave phase spiders a special attack AI that accommodates their new teleport ability (High Power Baldur's Gate makes phase spiders teleport to their destination whenever they move). - Icharyd now has fewer Hit Points but higher physical resistances (previously the Improved Ulcaster component of SCS actually decreased Icharyd's max HP from what I had set it to). Icharyd's ring has been moved somewhere else in the game. - Davaeorn now puts on some defensive buffs before the fight; I thought he already did but it seems like he didn't. - Tazok once again has his Fist Breath ability, but the breath cone isn't as wide. - I revised the final battle so that if you also have the SCS Improved Final Battle component installed, Sarevok will have both the abilities from HPBG and all the changes to the fight from SCS. - Effects that increase the power of a character's healing spells now work correctly, as do effects that give a penalty to saves made against a character's spells. - The Gloves of Healing now increase the power of the wearer's healing spells. - The Avenger wyvern form's attack now properly deals poison damage. - Meteor Swarm no longer causes knockback, as this had been crashing the game. - The spell Null Healing will now prevent regeneration. - There is now a scroll of Extend Vision in the game. - Mordaine no longer crashes the game when she dies. - Pride now wields Durlag's Pride rather than a shortsword +1. - The Black Vultures have been removed from the game. - I've changed some NPC powers. - The mod now gives new powers to Ellyrian, a custom NPC by @CaloNord. - The mod now gives new powers to Helga, a custom NPC by @Skitia. v2.1.0: - The game should crash much less often. - The mod now gives new powers to creatures in the Rough World mod. - Certain items that deal a non-physical damage type (e.g. Storm Star) now deal extra non-physical damage from Strength and other damage bonuses. - Birds no longer glow green, and you will be less likely to get random "you may not save at this time" messages in areas with birds. v2.0.3: - I fixed a problem from v2.0 that had crashed the installer if Siege of Dragonspear wasn't installed. v2.0.2: - Birds no longer fly away from their selection circle when the game is reloaded. v2.0.1: - Areas with birds are safe to save in. v2.0: - I improved most of the starting powers for PCs and put in a bunch more abilities. - PCs now start with new passive effects depending on their class and kit, not just innate abilities. - I overhauled the powers of many NPCs. - Arkanis, Canderous, Deder, Mordaine and Osprey now have their own unique powers, as well as soundsets taken from Icewind Dale and Baldur's Gate 2. - Many mod NPCs will gain their own unique powers. - PCs will get their starting powers even if they joined the party after Candlekeep (e.g. if you created a PC in the middle of a multiplayer game). In addition, mod NPCs who haven't been assigned unique abilities will get the starting powers for their kit (or the starting powers for their base class if they have a custom kit) rather than getting nothing. - Over 30 custom kits will now get their own unique starting powers. - I created over 70 new mage and priest spells that can be learned by the party. - Over 40 spells from IWD:EE can now be learned by the party. - Various items have been added throughout the game. - Various magic items have been removed from the game, mainly to reduce the amount of vender trash you get. - Various items have been modified or rebalanced. - The mod now gives new powers to creatures in some quest/encounter mods, including the Baldur's Gate NPC Project, Northern Tales of the Sword Coast, Shadow Magic, and Extra Expanded Enhanced Encounters. - Many bugs have been fixed throughout the game. - Expect plenty more surprises. - High Power Baldur's Gate is now compatible with Project Infinity. - Four new components: ⦁ Allow Arkanis, Deder, Osprey, Mordaine, and Canderous to be taken outside of Candlekeep ⦁ Increase the rate at which warriors and bards get proficiency points ⦁ Let non-warrior Constitution HP bonuses continue past 16 Constitution ⦁ Modify shorty save bonuses - The component Modify Fighting Styles now implements bonuses for up to five stars in each weapon style, and it allows any character who could normally get the highest level of proficiency in a fighting style (3 stars for Two-Weapon Style, 2 stars for the others) to reach five stars in that style. - I split the component that moves Eldoth, Quayle and Tiax to early-game locations into 3 components, one for each character. - Birds can now be interacted with as creatures. - Wyverns and other airborne creatures can now fly over impassable areas while outside. - Shadows and other spectral undead can now go through walls. - Gaze attacks are now released as cones in front of the creature, and they only have an effect on characters looking at the creature. - Squirrels no longer constantly switch places with enemies. - Cows have a much cooler Great Leap ability. - Phase Spiders have a better teleport ability. - Spiders are now animals, with the exception of Wraith Spiders, which are undead. - The Flaming Fist are tougher than they were before. - Ankhegs should be less annoying. They are now divided into three categories: Light Ankhegs, Heavy Ankhegs, and Arcane Ankhegs. - Greater Death Shades and some spiders have been weakened. - Ochre Jellies and Fission Slimes now have more reasonable attacks. - Powerful generic enemies like Battle Horrors and Skeleton Warriors no longer drop stat-increasing books. - Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Invisible Stalkers, and the Doomsayer no longer have 99% damage resistances, but they have more hit points. - The mod now lets characters gain over 127% or under -128% damage resistance. Also, creatures won't have their spells interrupted by damage they're immune to. - Wizard Detect Evil is now Detect Creatures, which displays the name of each creature in the area and for a brief moment lets you see where each creature is. - Cleric Detect Evil is now Detect Alignment, which displays the alignment of each creature in the area. - Identify Creature now tells you the target's stats. - Repulse Undead is now Circle of Repulsion, which creates an area that pushes back enemies that try to enter it. - Dimension Door is now a 1st-level spell. - Polymorph Self now lets you choose forms with really cool abilities: a lesser basilisk, an ankheg, a troll, a phase spider, or a winter wolf. - Polymorph Other and most similar spells and items now last 8 hours. - Minor Sequencer now properly allows you to store more than 3 spells. - Oracle now lets you know the name of the spell an enemy just started casting. - Protection from the Elements is now Absorb Elements, which grants 200% resistance to fire, cold and electricity. - Protection from Energy is now Absorb Energy, which grants 200% resistance to fire, cold, electricity, acid, magic fire, magic cold, and magic damage. - Effects that improve unarmed THAC0 and/or damage now also affect magical unarmed attacks such as Shocking Grasp, as well as certain shapeshift weapons. - Many magical unarmed attacks such as Shocking Grasp will have a more powerful effect on a critical hit or a backstab. - Ranger Charm Animal now lasts 8 hours and can be cast instantly. - Paladin Detect Evil is now a passive ability that can be turned on and off. - All druid shapeshift forms now have powers reflecting the powers those creatures have. - Some of the evil Bhaalspawn powers have been changed. - All PC Bhaalspawn powers now have 0 casting time. - Many offensive class abilities (e.g. Kai, Poison Weapon, Stunning Blow) can now be used as a free action so you can use them alongside another ability. [/spoiler] Compatibility: Since the mod gives unique starting abilities to each kit, it should give starting abilities to custom kits as well. If your PC is one of the following kits, they will get their own starting abilities, usually based on the abilities of that kit. Alchemist by @semiticgod Arcane Archer (fighter and fighter/mage versions) by @AionZ Archer (fighter and paladin versions) by @semiticgod Chaos Sorcerer by @argent77 Charlatan by @Raduziel Dreamwalker Shaman by @Ulb Lost Druid by @zupsky Mercenary by @Raduziel Militia Officer by @Raduziel Pale Master by @AionZ Red Soul and Green Soul by @semiticgod Seducer by @semiticgod Shadow Magic Kits by @AionZ Shapeshifter Fighter by @semiticgod Storm Caller Shaman by @Ulb Sword Dancer by @semiticgod War Hulk by @semiticgod Warhorn Shaman by @AionZ Warlock by @AionZ Witchlight Shaman by @LavaDelVortel Since the mod gives unique powers to NPCs, it is only fair for mod NPCs to also gain unique powers. If you have one of the following NPC mods installed, this mod will give them their own powers. Aura by @AionZ Drake by @AionZ Ellyrian by @CaloNord Emily by @Skitia Finch by @Bons Gavin by @berelinde Helarine by @Jackkel_Dragon Helga by @Skitia Indira by @Ghreyfain Ishlilka by @WarChiefZeke Isra by @Rhaella Kale by @Skitia Korax by @semiticgod Mur'Neth by @Andyr Sirene by @AionZ Tenya by @Coutelier Valerie by @Tempest Verr'Sza by @LavaDelVortel Vienxay by @Skitia Vynd, Littlun, Flara, Moidre, and Dave by @Glam_Vrock White by @LavaDelVortel Will Scarlet O'Hara from Northern Tales of the Sword Coast by @Aurelinus The mod also gives powers to enemies in certain quest/encounter mods. BG1 NPC Project by the BG1 NPC Project Team BG1 Unfinished Business by icelus, SimDing0, Ascension64, devSin, Idobek, CamDawg, SixOfSpades, and Echon Extra Expanded Enhanced Encounters by WithinAmnesia Northern Tales of the Sword Coast by Aurelinus Rough World by elminster Shadow Magic by AionZ Kit, NPC and quest mods must be installed BEFORE High Power Baldur's Gate for it to give powers to the content of those mods. Since this mod makes many changes to items and spells, it is currently not compatible with Item Revisions or Spell Revisions. NOTE: You MUST install EEex in order to play this mod. It's okay if you don't know much about EEex; just install it. EEex currently only works on Windows, so you will need to be on Windows to play this mod. Once you have EEex installed, to start the game you must click on EEex.exe, rather than Baldur.exe or SiegeOfDragonspear.exe.

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