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[Mod] Epic Thieving: More Benefits from High Thieving Skills

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Epic Thieving Version 2.0 Single-classed thieves (particularly unkitted ones) are quite boring at high levels. Regardless of how good or bad they are, what makes them boring is that there isn't much for them to do with the high thieving skill stats they have. Since having more than 100 in Open Locks, Find Traps, Detect Illusions, and Set Traps is almost completely pointless, as thieves attain high levels there reaches a point where there isn't much advantage in using a single-classed thief over a multi-classed one, or an unkitted thief over an assassin or bounty hunter, since even the latter can max out their skills one way or another by that point. This mod has multiple components that give thieves things to do with thieving skills over 100: Epic Locks An epic lock is a lock that requires a lockpicking skill of over 100 to pick. This component turns many magical locks that previously couldn't be picked into epic locks that can be picked, allowing for some minor sequence breaking if you have a master lockpicker in your party. Epic locks cannot be unlocked by a Knock spell (that would be too easy); they can only be picked. However, you can still unlock an epic lock through any way it could previously be unlocked (whether by a plot event or using a key), so this component will not make it impossible to complete the game if you don't have a thief. Examples of epic locks in this mod include: * The drawer in Durlag's Tower that contains the switch for the wine engine (requires 115 Open Locks to unlock) * The sliding doors on the doppelganger floor in Durlag's Tower (requires 130 Open Locks to unlock) * The doors in Chateau Irenicus that the Sewage Golem opens (requires 105 Open Locks to unlock) * The shadow door in the Temple Ruins that was previously impossible to open (requires 130 Open Locks to unlock) * The gate to Ust Natha (requires 205 Open Locks to unlock) * And lots of others! In addition, this component turns a couple of normal locks in the game into epic locks. It does not do this to bar players from obtaining their favorite magic items; it does this only when a lock could be justified in being epic - the only normal lock in Baldur's Gate 1 that this component turns into an epic lock is the lock on the treasury in the Ducal Palace. None of these locks are critical to the plot. Epic Traps An epic trap, similarly, is a trap that requires a Find Traps skill of over 100 to disarm. The main thing this component does is to turn various non-disarmable triggers in the game into disarmable epic traps. Examples include: * The trap in Durlag's Tower that releases a fireball each round (requires 110 Find Traps to disarm) * The traps on the runic carpet in Durlag's Tower (requires 150 Find Traps to disarm) * The summoning trap on the first floor of the Guarded Compound in Baldur's Gate 2 (requires 155 Find Traps to disarm) * The fleshy portal traps that transport you into a room in the Planar Prison (requires 230 Find Traps to disarm) * And many more! The mod also turns a couple of regular traps into epic traps, mainly in Throne of Bhaal. Some of these traps trigger really cool spells that no one else in the game casts! Epic Trap Setting This component overhauls all the trap setting abilities (Set Snare, Set Special Snare, Set Spike Trap, Set Exploding Trap, and Set Time Trap) so that rather than improving based on the thief's level, they improve based on the thief's Set Traps skill. They get more powerful for every 50 Set Traps points the thief has, with the highest threshold being a Set Traps skill of 250 or higher. For characters less skilled at setting traps, the traps will be less powerful than in the base game. However, for characters with extremely high Set Traps skills, the traps will be potentially slightly more powerful than in the base game. In addition, since trap power is no longer based on level, if you have your thief put all of their points into Set Traps at each level up, they could get high-power traps really early (though at the cost of forsaking their other thieving skills). Prevent multiple Potions of Perception or Master Thievery from stacking Since it would be too easy to deal with these epic locks and traps simply by having your mage-thief chug lots of Potions of Perception and Potions of Master Thievery, this component lets you prevent the effects of more than one Potion of Perception/Master Thievery from stacking. You can download the latest version of the mod here! Currently, this mod modifies locks and traps in Baldur's Gate 1 and 2, but it doesn't make many modifications to Icewind Dale. Here are my plans for expanding the mod: * I will update the Epic Locks and Epic Traps components to affect more locks and traps in Icewind Dale. I might even update these components for Icewind Dale 2 or Planescape Torment.

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