Updated: Version 1.3 allows to choose between fixed bugs and now allows you to install bows that attack 3/2 rounds instead of twice a round.
BGO is done and ready for BG1:EE. It doesn't do anything magical, just does it differently. I only recreated stuff already out there if I could do it as well, or if it was needed to be a part of the mod. There are many things not added, but would enhance this mod in other mods created. I have already started doing BG2:EE which is mostly the same besides some string locations and items.
The list below is pretty accurate, but not nearly all-inclusive. The description upgrades are worth the install alone :)
This mod is based on the premise of Full Plate and Packing Steel but takes it further and the scope is larger. It is also focused extending choices in armor and weapons.
Here is the scope:
1. Make a distinction between armor and avoidance.
AC now refers to "Avoidance Class" (though the name in the game remains the same). There are 3 types of ways to avoid damage. Dodging, blocking and parrying. Obviously this isn't how D&D checks attacks and thusly, the limitation of the engine requires all 3 to be lumped together. Not the worst thing, but not optimal. While there is no need to make a distinction between these 3 types of avoiding damage, it is good to do so in terms of understanding how it works.
Armor now affects resistances to attack types. This overlaps with pretty much what FPAPS did. I have done some things differently. Armor does not give any innate AC bonus and actually lowers your ability to avoid damage depending on the type of armor. Enchantments to armor give bonuses as follows:
Light +2 AC + 1 resist
Medium: +1 AC +2 resist
Heavy: +3 resist
Various enchanted armors also give some saving throw bonuses as well. Since armor cannot increase AC innately, you can wear enchanted armor with other items that increase AC.
2. Avoidance can be increased in various ways. Dexterity increases AC as usual. Shields have been given closer to 3e AC values (Large shield give +3 whereas Small Shields give +1). Weapon styles have been adjusted to focus on certain defensive methods and weapon types. All weapon styles can have up to 5 proficiency points. Sword and Shield gets a bonus of up to 8 AC where as single weapon style gets up to 5.
3. Items have been added and adjusted. Random rings and amulets have been given small enchantments and are found at random. Leather, chain and plate boots and gloves can be purchased and increase resistances but lower other stats as a by product.
4. HP will be distributed in a different way. One underlying problem with almost all role playing games is the differentiation between defense and hit points. HP are just an innate method to resist damage. It never made sense that the biggest HP influence you receive is at level 2 where you can double your HP. You start out and gain HP earlier and it tapers out more quickly.
5. Stats have been moved to 3ed standards with bonuses starting at level 12 and increasing every 2 points. Everyone can get extra HP from constitution and get a small regen bonus much earlier (which should cut down on the need to rest as much but not affect combat).
6. Weapon proficiencies have been expanded for all classes. Fighter types still reap the most rewards but all classes can specialize or even master some weapons for their class. In turn, proficiency points are rewarded more often. Multiclass characters will be able to get 5 stars in weapons that the non-fighter class can use, and 2 stars in the others (except for clerics).
7. Some classes and kits will have slight changes to accommodate these new rules. Clerics will max out at medium armor and dwarven defender and barbarian's damage resistance will be adjusted (as they will heal per hit at over 100%).
8. Defensive spells will also make more sense, focusing on AC or resistance.
9. THAC0 and saving throws will be adjusted to reflect 3ed or make more logical sense.
10. All classes will have extended APR.
This was done so you could't take advantage of more than 40 levels with dual and multiclassing and to give non fighters an offensive boost. In addition, fighters can now reach the 5 APR without having a lame off-hand weapon.
The plan is to increase options for your characters as well as have armor make more sense. I know this is recreating the wheel in some aspects, but the plan is to not just make a wheel, but an entire car. Anyway, whether this gets 0 replies or 100 replies, I'll post the mod here when it is complete and maybe it'll give a fresh new way to play through BG and eventually BG2. In some ways, this will make the game significantly harder, and in some ways, easier. My plan is to strike a nice balance between both.
BGO is done and ready for BG1:EE. It doesn't do anything magical, just does it differently. I only recreated stuff already out there if I could do it as well, or if it was needed to be a part of the mod. There are many things not added, but would enhance this mod in other mods created. I have already started doing BG2:EE which is mostly the same besides some string locations and items.
The list below is pretty accurate, but not nearly all-inclusive. The description upgrades are worth the install alone :)
This mod is based on the premise of Full Plate and Packing Steel but takes it further and the scope is larger. It is also focused extending choices in armor and weapons.
Here is the scope:
1. Make a distinction between armor and avoidance.
AC now refers to "Avoidance Class" (though the name in the game remains the same). There are 3 types of ways to avoid damage. Dodging, blocking and parrying. Obviously this isn't how D&D checks attacks and thusly, the limitation of the engine requires all 3 to be lumped together. Not the worst thing, but not optimal. While there is no need to make a distinction between these 3 types of avoiding damage, it is good to do so in terms of understanding how it works.
Armor now affects resistances to attack types. This overlaps with pretty much what FPAPS did. I have done some things differently. Armor does not give any innate AC bonus and actually lowers your ability to avoid damage depending on the type of armor. Enchantments to armor give bonuses as follows:
Light +2 AC + 1 resist
Medium: +1 AC +2 resist
Heavy: +3 resist
Various enchanted armors also give some saving throw bonuses as well. Since armor cannot increase AC innately, you can wear enchanted armor with other items that increase AC.
2. Avoidance can be increased in various ways. Dexterity increases AC as usual. Shields have been given closer to 3e AC values (Large shield give +3 whereas Small Shields give +1). Weapon styles have been adjusted to focus on certain defensive methods and weapon types. All weapon styles can have up to 5 proficiency points. Sword and Shield gets a bonus of up to 8 AC where as single weapon style gets up to 5.
3. Items have been added and adjusted. Random rings and amulets have been given small enchantments and are found at random. Leather, chain and plate boots and gloves can be purchased and increase resistances but lower other stats as a by product.
4. HP will be distributed in a different way. One underlying problem with almost all role playing games is the differentiation between defense and hit points. HP are just an innate method to resist damage. It never made sense that the biggest HP influence you receive is at level 2 where you can double your HP. You start out and gain HP earlier and it tapers out more quickly.
5. Stats have been moved to 3ed standards with bonuses starting at level 12 and increasing every 2 points. Everyone can get extra HP from constitution and get a small regen bonus much earlier (which should cut down on the need to rest as much but not affect combat).
6. Weapon proficiencies have been expanded for all classes. Fighter types still reap the most rewards but all classes can specialize or even master some weapons for their class. In turn, proficiency points are rewarded more often. Multiclass characters will be able to get 5 stars in weapons that the non-fighter class can use, and 2 stars in the others (except for clerics).
7. Some classes and kits will have slight changes to accommodate these new rules. Clerics will max out at medium armor and dwarven defender and barbarian's damage resistance will be adjusted (as they will heal per hit at over 100%).
8. Defensive spells will also make more sense, focusing on AC or resistance.
9. THAC0 and saving throws will be adjusted to reflect 3ed or make more logical sense.
10. All classes will have extended APR.
This was done so you could't take advantage of more than 40 levels with dual and multiclassing and to give non fighters an offensive boost. In addition, fighters can now reach the 5 APR without having a lame off-hand weapon.
The plan is to increase options for your characters as well as have armor make more sense. I know this is recreating the wheel in some aspects, but the plan is to not just make a wheel, but an entire car. Anyway, whether this gets 0 replies or 100 replies, I'll post the mod here when it is complete and maybe it'll give a fresh new way to play through BG and eventually BG2. In some ways, this will make the game significantly harder, and in some ways, easier. My plan is to strike a nice balance between both.







.jpg)



