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High-Power Baldur's Gate: Giving Everyone in BG1 Ridiculous Abilities

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This is a mod that I've been working on for quite a while, and I'm still adding to it. The goal is to turn Baldur's Gate 1 into a "high-power" adventure, where you are much more powerful, but so are the enemies. All the party members have several additional powers, and in general are a good deal stronger than they are initially. However, the enemies get additional powers too, and their new abilities are much more ridiculous than those of the companions. The mod presents a very different kind of high-power DnD than in Shadows of Amn, Throne of Bhaal, or Heart of Winter. The level cap isn't actually any higher than it is in the regular Baldur's Gate 1; the creatures and party members are powerful because of their silly innate abilities and innate effects, rather than their level.

Another focus of the mod is to make everyone more unique. The buffs to enemies and party members are not simply meant to make them more powerful, but also to make them more unique. In the base game, a large percent of the enemies in the game fight you in the same way: they walk up to you and attack you. That's all they do; they don't have any tricks up their sleeve aside from simply walking up to you and attacking you. In this mod, everyone has their own unique tricks: giant spiders summon additional spiders each time they hit you, tasloi use their berserking gaze to make party members attack each other, some kobolds use Greater Whirlwind Attack to fire streams of arrows, other kobolds assist their allies by setting their allies' Strength to 25, other kobolds summon pit fiends if you don't kill them quickly, half-ogres have -20 AC (specifically half-ogres do; it's not a change I made to all creatures), Chill hobgoblins cast Melf's Acid Arrow at level 20 (or at least some members of the Chill do; others summon hordes of skeletons or chase you around while under the effect of Globe of Blades), and a WHOLE lot more! I've also been trying to make the spellcasters more unique by giving each spellcaster in the game their own unique script and set of spells.

I'm not done with the mod yet, but I'm doing pretty good.

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