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Tactics4IWD2 V1.1 has been released(WeiDU version)

Discussion in 'Icewind Dale 2' started by Tal Rasha, Dec 28, 2006.

  1. Tal Rasha

    Tal Rasha Eye of Vecna

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    ----------------
    I. About
    ----------------
    There are many mods for BG Series, but there are rarely mods for IWD Series. So, I made this tactical mod for IWD2. This mod is not for HoF mode, because strategies in HoF mode are absolutely different from those in normal mode. The purpose of this mod is to make the boring fights in the vanilla game more challenging and more exciting, not to spite players. So all the bosses can be defeated directly without any cheese. By the way, I didn't add any new dialogue, so translation is unnecessary.
    This mod will improve the battles from beginning to end. About 90% of the creatures have been enhanced, the enhanced respects are: Stats, Spell Selections, AIs, etc. And this mod has also fixed a few bugs and imbalances of the original game, the details of which are omitted here.

    And here are some other things:
    1> Added enough XP value to make a solo PC reach lvl30 at the end of the game.(I soloed the game with an invincible character. I didn't test the feasibility, for I have neither valor nor confidence. You can have a try if you have any interest.)
    2> Added a lot of scrolls, so don't be too stingy please.
    3> Added several HoF items (Basically in the last chapter).
    4> Balanced the summon spells.
    5> Balanced Druid Shapeshift abilities (e.g. Fire elemental form is immune to fire, while water elemental form is immune to ice).
    6> Increased the DCs of touch spells (e.g. Harm is DC22, Destruction is DC23), and the DCs of Call Lightning and Static Charge.
    7> Human monk NPCs will use kick attack, like in BG2.
    8> Increased the DCs of Dispelling Arrows.
    9> Increased the DC of Dispel Magic with caster level increasing (DC = 10 + modifier + X, X is: 3 within lvl5, +1DC/5levels, to a maximum of 8 at lvl30).
    10> There were no battle musics in some boss fights(e.g. The Lost Followers), now there are.
    11> There was no background music in Kuldahar, now there are three. The first one is the music in Targos Dock. When you saved Kuldahar but not killed the black dragon, you will hear the music outside the Black Raven Monastery. When you saved Kuldahar and also killed the black dragon, you will hear the music in Targos Town.
    12> The Archdruid Iselore is no longer invincible (in battle), he is Druid16/Cleric4 now. If he is killed, then game is over. However, I think his competence and AI will not disappoint you.
    13> The Heartstone Gem can restore your energy drain, and cast mass cure centering on itself every 5 rounds (you must be within its power range), so make good use of it.
    14> There are some changes about the Ritual in the Cleric Tower in Severed Hand. If you ally with Iyachtu Xvim, all your non-evil PCs will become evil alignment, and protagonist(player1) +1 str permanently, and gain Greater Sword of Soulless+5. If you defeated Iyachtu Xvim and completed the ritual, all your evil PCs will become neutral alignment, and protagonist +1 wis permanently, and gain Greater Sword of Virtue+5, and upgrade your Holy Avenger.

    p.s. The file "NONE.BS" in this folder is an auto-buffing script. If you have any interest, just copy it to "X:bad:Black Isle\Icewind Dale II\Scripts" and set your PC script to none. Then press "B" to toggle on long timed spells buffing, press "N" to toggle on short timed spells buffing, press "X" to stop auto buffing.


    ----------------
    II. Installation
    ----------------
    (If you have an old version of this mod installed, please uninstall and delete it first.)
    1> Install official patch 2.01.
    2> Copy the folder "Tactics4IWD2", the setup files "Setup-Tactics4IWD2.exe" and "Setup-Tactics4IWD2.tp2" into your IWD2 game directory.
    3> Run "Setup-Tactics4IWD2.exe".
    -------------------------------------------------
    Download it HERE .
     
  2. Lionheart Gems: 4/31
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    Wow, you! You've already done it? I still haven't finished the game in the older version...
     
  3. Mokona=Modoki Gems: 6/31
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    NOOOOOOOOOO! Well, there goes my plan to use evil characters to avoid Blasphemy. Fortunately you warned that 1.1 was coming out soon. Looking forward to playing through, and just in time for vacation. Thank you for taking the time so near Christmas to finish this up.

    Wait.. does 12 mean Iselore will attack you if you hit him with an AoE spell?
     
  4. Tal Rasha

    Tal Rasha Eye of Vecna

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    1> Evil party should take the evil path, right?
    2> Iselore won't attack you even you attack him.
     
  5. Silverstar Gems: 31/31
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    Coolness! Thank you SOOO MUCH! Just in time too! Today I will go home, and I can play it for the whole weekend and more! (till tuesday!) I will download and burn it to a CD ASAP! :banana:

    One more question, I already have the old version installed, I installed it via copying all files to override. Now, should I just install the new version? (since it is weidu) Or I had the back up of the my old override folder, I can get it back and try to isntall your mod. Or should I make a new installation, which is really not big trouble like installing BG2+ToB. Thank you thank you thank you thank you! :roll: :spin: :)

    EDIT:I am glad that you were able to put human monk kick attacks back! Also, kudos on fixing touch attack spells Harm and Destruction, though there are still others:Ghoul/Lich touch, Darts of Bone etc...oh well, we can wait for the next version, until then I will play your mod like craaaaazy! ;)

    [ December 29, 2006, 15:28: Message edited by: Silverstar ]
     
  6. Tal Rasha

    Tal Rasha Eye of Vecna

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    @Silverstar:
    You'd better restore your backuped override folder first, and then start a new install. However, you needn't start a new game.

    Touch spell, I mean all the touch spells have been fixed, including Ghoul/Lich touch, Darts of Bone, etc. :)
     
  7. Bailey12345 Gems: 1/31
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    Umm, would you mind listing all the druid shape-changes you made? Finally glad someone has done something aboot those :)
     
  8. Tal Rasha

    Tal Rasha Eye of Vecna

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    Of course! Here they are:

    1> Arctic Boar
    str 17, dex 14, con 17
    generic ac +5
    cold 20/-
    physical 2/-
    attack number 2

    2> Boring Beetle
    str 16, dex 16, con 14
    generic ac +7
    slashing 10/-
    piercing 10/-
    missile 10/-
    attack number 3

    3> Black Panther
    str 18, 18, 16
    generic ac +5
    attack number 3

    4> Winter Wolf
    str 16, dex 20, con 14
    generic ac +7
    fire -10/-
    cold 50/-
    physical 3/-
    attack number 3

    5> Shambling Mound
    str 22, dex 15, con 16
    generic ac +8
    electricity 20/-
    acid 20/-
    physical 3/-
    attack number 2

    6> Polar Bear
    str 25, dex 13, con 19
    generic ac +9
    cold 50/-
    physical 3/-
    attack number 3

    7> Dire Bear
    str 26, dex 13, con 18
    generic ac +10
    physical 3/-
    attack number 3

    8> Dire Panther
    str 22, dex 22, con 17
    generic ac +9
    physical 3/-
    attack number 3

    9> Fire Elemental
    str 24, dex 18, con 18
    generic ac +12
    SR 20
    fire 100/-
    cold -15/-
    physical 4/-
    attack number 3

    10> Earth Elemental
    str 30, dex 10, con 20
    generic ac +14
    SR 20
    physical 4/-
    attack number 3

    11> Water Elemental
    str 24, dex 18, con 18
    generic ac +12
    SR 20
    cold 100/-
    physical 4/-
    attack number 3

    12> Huge Air Elemental
    str 24, dex 30, con 18
    generic ac +10
    SR 24
    electricity 100/-
    physical 5/-
    attack number 4
     
  9. kmonster Gems: 24/31
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    Did you downgrade the "dire bear" form ? :eek:
    In the unmodded game my druid got an extra attack at her highest BAB (that's 4 attacks at level 15) and and 30 str when changing to dire bear IIRC, your form seems more like a "teddy bear" compared to this.
    I don't think the original form was overpowered, a buffed fighter could still do far more damage because of the extra damage with 2-handed weapons and weapon bonusses.
    I don't see a reason to downgrade polar bear form either.
    After buying the "massive halberd of hate" my druid never shapechanged any more since I knew that the damage dealt and AC would be reduced instead of increased.
    It's a pity, the bear forms looked so great. :wail:
     
  10. Bailey12345 Gems: 1/31
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    Thanks for the stats, but i gots another dumb question, the damage resist, like the say,
    physical 5/- what is the -? like it cant be bypassed by any wep?

    and one more thing looking through, hope you dont think im being critical :S but i see fire elementals have fire resist, water cold..air elec. so why not use acid resist on earth? or maybe sonic....seems like that fellow falls abit short of special :(
     
  11. Tal Rasha

    Tal Rasha Eye of Vecna

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    @kmonster
    The bears were really too powerful, we should let the elemental forms worthy,right?

    @Bailey12345
    I was a little lazy, physical 5/- means all the physical damage type will have 5 damage reduction. The - means no weapon can bypass.

    The Earth form has 30 strength, while the other forms have only 24. And the fists of the elemental forms are different. Fist of fire elemental is 1d8+1d4, the other ones are 4d8.
    By the way, the claws of dire bear are 2d6, which is why it could do lots of damage.

    -------------------------------------------------
    p.s. Please read the following.
    [ January 02, 2007, 11:46: Message edited by: Tal Rasha ]
     
  12. kmonster Gems: 24/31
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    2d6 damage (dire bear claw) is quite pathetic for a weapon at this point of the game.
    A very often heard opinion is that druids suck because their shapechanges are too weak, downgrading the most useful forms won't change it.
     
  13. Silverstar Gems: 31/31
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    I really enjoyed the mod this weekend!

    I backed up my override, and had no problems. Started from scratch.

    Evoker, Paladin/Cleric of Ilmater, Ranger/Rogue, Monk, Bard and Druid:I love my new party!

    Loved the modifications you made so far too. Half-goblins have dirty fighting, cool! Goblin/orc shamans/sorcerers/witch doctors cast their spells seriously now! And the bridge battle....awesome! Just awesome! Had to blind Xuki or the battle was impossible to defeat, thanks to other suprises as well. :)

    One bug, though. Goblin sorcerer casts Minor Globe of Inv, and then casts Improved Invisibility. I gasp, but the spell does not work.'Unaffected by imp. inv.' the game says. He then casts imp. inv again and again, wasting his rounds and spell slots. Nuff said. :p

    I did not have time to challenge Guthma though. I have high expectations though!

    One hitch, my characters were one or two level higher than what they used to be usually in this stage of the game. It is due to your mod, right? I like it!

    Congratulations on such a brilliant mod, you made the impossible! A 'cool' mod for IWD2!
     
  14. crucis

    crucis Fighting the undead in Selune's name Veteran

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    Tal Rasha, what do you mean by "4> Balanced the summon spells."?
     
  15. Tal Rasha

    Tal Rasha Eye of Vecna

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    @Silverstar:
    Thank you, I'm glad you are enjoying it.

    @crucis:
    For example:
    1> Most of those Summon Moster spells can summon more creatures now.
    2> Animate Dead will summon Boneguard at cast level 10, and Greater Boneguard at caster level 14. The upgrading become slow, but the spell will summon Elite Greater Boneguard at caster level 20.
    3> Creatures summons by Wyvern Call, Carrion Summons, Summon Efreet, Summon Djinni have been slightly enhanced.
    4> Summoned demons have also been enhanced.
    5> And others I hardly remember now.
     
  16. Telemental Gems: 1/31
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    Is it too much to ask for labels for specific files? I know this sounds silly and unnecessary (updated "monster files" are in a certain folder, as are updated "item" files); I love some of the aspects of Tactics 1.1 but some really are difficult to get around, including areas I just can't get past (see my posted thread about cutscene freeze-ups). It would be easy to just not install Tactics 1.1, but I think most parts of it add to the game.

    Specifically in question, how easy would it be to separate the updated boss/monster AI files from the rest if I didn't want to install that part of the mod?
     
  17. Acrux Gems: 8/31
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    I'm having an issue with Nathaniel not appearing to destroy the glacier after I've cleared the Ice Temple. Has anyone else using Tactics encountered this issue?
     
  18. Tal Rasha

    Tal Rasha Eye of Vecna

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    @Telemental
    The mod works as a whole, I'm sorry to say it is quite hard to separate.

    Acrux
    Did you return his item bag to him? Did you run too fast out of the temple before he got out? I didn't encounter that.
     
  19. Acrux Gems: 8/31
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    1) Yes
    2) No - he left first

    I've got an older save point I'm working back through to see what happened. Maybe have just been a glitch. If it happens again, I'll inform you.

    This is a great mod, by the way.
     
  20. Tal Rasha

    Tal Rasha Eye of Vecna

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    Thank you! I am glad you enjoy it. :)
     
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