I've been thinking for quite some time if there is a way to port the Modron Maze, which is unique in the whole series of IE Engine games, from PST to BG(2)EE or IWDEE. The biggest (but by no means only) hurdle is the hardcoded way how the maze is implemented in PST(EE). Not all of it can be emulated by clever use of scripts or other features of the game engine. Other issues, such as the different scale of maps or PST-exclusive creature animations, are still a challenge but can be solved.
A couple of weeks ago I have started working on a new mod that attempts to ports modron maze functionality and resources to BG2EE. The plot will be different (i.e. there will be a proper story), but the maze itself will be implemented as faithfully as possible. I can't fully simulate the randomized nature of the maze, but I can provide a dozen or more pre-made configurations, so that the maze still feels like a randomized construct.
Until now I have ported the whole maze (with some adjustments), which includes the engine room, dungeon entrance, the partially disintegrated area where you would meet Nordom in PST, the boss room, and of course the actual maze areas. The mod will also provide a great number of new creature animations. Some animations are from PST, some have been imported from other games. The plot has been outlined, but not yet implemented.
I plan to turn the mod into a testing ground - or arena - where the party can (theoretically) battle an endless amount of opponents in an ever-shifting maze, earn XP and loot collectibles that can be traded into useful items. Number and types of opponents are determined randomly whenever you enter a new map. Difficulty of battles will be adapted somewhat, based on average party level. And all of it is connected to a nice little quest with its own rewards.
As this is my first mod that focuses mainly on combat challenge, what do you think is important or desirable to keep battles challenging and interesting?
A couple of weeks ago I have started working on a new mod that attempts to ports modron maze functionality and resources to BG2EE. The plot will be different (i.e. there will be a proper story), but the maze itself will be implemented as faithfully as possible. I can't fully simulate the randomized nature of the maze, but I can provide a dozen or more pre-made configurations, so that the maze still feels like a randomized construct.
Until now I have ported the whole maze (with some adjustments), which includes the engine room, dungeon entrance, the partially disintegrated area where you would meet Nordom in PST, the boss room, and of course the actual maze areas. The mod will also provide a great number of new creature animations. Some animations are from PST, some have been imported from other games. The plot has been outlined, but not yet implemented.
I plan to turn the mod into a testing ground - or arena - where the party can (theoretically) battle an endless amount of opponents in an ever-shifting maze, earn XP and loot collectibles that can be traded into useful items. Number and types of opponents are determined randomly whenever you enter a new map. Difficulty of battles will be adapted somewhat, based on average party level. And all of it is connected to a nice little quest with its own rewards.
As this is my first mod that focuses mainly on combat challenge, what do you think is important or desirable to keep battles challenging and interesting?








