Larian Banner: Baldur's Gate Patch 9
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Joined: Jun 2013
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Okay, I've decided to fully release the mod now. I'm sure there will be some additional changes after more people play it. You can see the first post updated with new information:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=581187#Post581187


Download links:
Nexus: http://www.nexusmods.com/divinityoriginalsin/mods/91
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=727072554

Joined: Sep 2015
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Congratulations!

I played and enjoyed the test version and leave my recommendations here! rpg001


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Jun 2013
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Still working on an update for the mod. Tonight I added Pet Pal Support:


Joined: Jun 2013
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Patch is almost done.

One of the things I wasn't quite happy with before was the final area being a bit empty. So now there are some scattered lore books and some ghosts to help tell the story of what happened in the ruined Abbey.



Joined: Jun 2013
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I've uploaded the new version to Nexus/Steam.

Some of the highlights are:
Pet Pal support added
Some alternate quest resolutions added
Balance improvements
New NPCs

Full change list:

1.1.0.0 - Patch 1

New Content:
Pet Pal is now supported!
New NPC Inka is looking for medical test subjects!
Added event where a guardian heals Alfwin later
Alternate ending added to the Shana ghost event
Added an alternate resolution to the Ghost Guardian Fight
Added extra flavor dialog to some NPCs
Added a new money making opportunity to the cow pen
Ghosts are now in the Ruins to help tell the story


Map Tweaks:
Added Penny Bun Mushrooms
Added some medium potions to vendors
Added some props to the Crypt
Added decor to the Church

Item Tweaks:
Reworked Echoes of Duna
Vrogir's Horns damaged reduced.
Slightly reduced damage of the Blade of Pure Heart
Increased average damage of Sacrificial Dagger
Added some Amulet drop points
Clarified Vrogir's Horn skill description
Reduced damage of Zorl-Stissa's Reach
Reduced starting gold by 100
Added missing skillbooks to vendors in Parsonage
Corrected bonus on Rhalic's Eyes Crossbow


Stat Tweaks:
Changed Skeleton fire resist to -15 ( was -25)
Added 25 Crush resist to zombies (was 0)
Changed zombie fire resist to -40 (was -50)
Increased Scala's physical resists to +10
Added Knockdown Immunity to Scala
Added 1 Speed to Scala (was 6)
Increased Scala's Initiative
Increased Potion Vendor's Hearing/Sight
Created special stat class for named NPCs
Increased CON of various skeletons
Reduced SPD,STR,Resists of the friendly Guardians



Combat Tweaks:
Added backstab talent to a few enemies

Added to several Cave/Crypt/PAR Enemies -
Helping Hand
Fire Resist Potion
Immune to Burning

Tactician Only Tweaks:
Added Leadership Bonus to a few mobs
Added healing potions to a few enemies
Increased experience reward for Machinist Thief

Skill Tweaks:
All Level 6 requirement skills reduced to Level 5
All Level 9 requirement skills reduced to Level 6
Increased cost of skill books to compensate
Most summons reduced in effectiveness
Reduced effectiveness of:
Burning Touch
FireFly
Fireball
Improved Resist Bonus of Self Immolation skill.


Bugs Fixed:
Corrected unintended systemic behavior of skeletons in RA
Several typo corrections
Deleted the Inn camera lock
Reduced lockpick difficulty on blacksmith shop
The Blacksmith now properly takes the weapon crate
Fixed item purchases so you can buy with party gold
Fixed certain enemies appearing out of thin air
Removed exploit that could circumvent status effects
Fixed a bug which set the minimum attribute as 6
Fixed Sounds in caves.
Fixed a bug which gave too many Ability point rewards
Fixed Scala losing health when he equips his weapon.
Fixed beam effects not stopping in some situations


Other Improvements:
Added status effect to Alfwin to emphasize his injury
Added animation to Machinist Thief
Lowered price of an item for the gem quest
Additional dialog added to Alfiwn for clarity
Scala now gives better directions and a journal entry
Improved systemic nature of Crypt Guardians encounter
Improved systemic reactions of the Necromancer
Improved systemic behavior of the Potion Vendor
Made the final dialog bring in both players if alive.


Talent Changes:
ANC starts at level 3 which means by default you get 3 talents to start the game. For progression reasons I have changed it to 2 talents and you gain a 3rd talent on level 4.

In A Necromancer's Crusade, Lonewolf does different things since there are no party followers. You lose 2 points to SPD and CON, but still gain the 70% base health and +2 AP. At the 4th level you gain 1 extra attribute point. Also you lose the ability to gain future talent points. Lonewolf also no longer gives you an extra ability on level up.


Joined: Jun 2009
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This is a superb mod, play it up !

Joined: Jun 2013
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Thanks for playing :P

Very pleased with the amount of players so far. Course it's the only game in town for D:OS story mods so...
800 subscribers in a month compared to 600 in almost a year for Dunamis. The EE rained all over it unfortunately.

Progress on converting Dunamis to the EE is going well too horsey

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