Heya!
Well, what do you know, me *not* bugging the residents experts about something actually is a good thing...
Anyway, for those who've seen of my posts/threads, you probably deduced I was working on quite a few things.
Chalk it up to a few relaxing volleyball/soccer/tennis games (summer PWNZ

) and listening to too much Magnum in the car (Wings of Heaven PWNZ

), but progress have been going well. Not in the speedy-gonzales fast sense, but in the sense that there's nothing going wrong for a change ...
I'll probably put up a list of all changes on a basic html Geocities pages (or I'll just make a .txt file available on main page) but I'll cover the basics here...
Oh, and warning, it's a rather big project. Screw that, it's freaking HUGE. Not in the sense that one needs to be a scripting genius, but it's just complicated in the *big picture* sense since I can't really complete any part without finishing, like... 2 others...
As was said before, progress with scripting/editing is going well. Modeling is another matter, unfortunately. If anyone's interested/intrigued or has ideas, just use this thread, or PM-me.
I'm not gung-ho on the lone wolf thingie, it's just that, well, opinions on rebalance can differ quite a bit. *shrugs*
Well, here goes...
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INTRODUCTION:
A bit of context might be needed to understand where I'm going with this.
I *love* TSL. I know, the ending's rushed, but I still love the game. Now, I do have a few gripes with the *gameplay*. Chalk it up on me playing Diablo 2 back in the day for those few months before getting sick of cookie-cutting...
a) choice of starting class is *INSANELY* inconsequential.
b) Most weapons beside Lightsabers are just plain bad. We aren't given much (any, really...) reason to use, let's say, melee weapons or rifles.
c) FP system is horrible for a 27-30 lvl game. Also, I don't see why fighting classes would have *access* to the same FPs than Consulars or at the same time, for that matter. And WHAT IS IT with freakin cookie-cutting, lol?
e) Non-Jedi (other than the monstruously overpowered Hanharr) are at an insanely great disadvantage.
So, basically, I'm not ADDING much content except a few Force Powers. All I'm trying to do is to make for a more diverse gaming experience.
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COMPATIBILITY ISSUES:
- Player WILL have to start a new game to get full effect. Also, because I changed feat.2da so much, you WON'T have access to feat which I granted to classes...
- Should use the TSLPatcher. BUT since there's so much .2da editing, you'll probably be better just making a hard choice if you have another feat/power/ac/classes mod. Also, see the FP section above for insight on weither it's a good idea to install other FP mods. The short answer is: it depends weither the new FPs are overkill and overpowered. Mine aren't - they actually are GUNNING FOR THE EXACT OPPOSITE.
- I can't help but mention the USM. Great mod, but if you plan on eventually giving my material a try, I BEG OF YOU, don't get the padawan upgrades. Also, see the items sections for an insight on how I would see a "padawans' lightsabers system" working...
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DIFFICULTY SETTING COMMENT:
ALL THESE MODIFICATIONS ARE MADE WITH A BALANCE/HARDCORE MOD IN MIND!!!!!!!!! SERIOUSLY!!!!!!!!!!!
That being said, let's move on to the proposed (well, done...) changes...
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1 - .2DA / UTI EDITING!!!!!!!!!!!
*** (all that's left is to finish feat.2da and add custom items to NPCs' inventories... - at least 85-90% complete) ***
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a) NEW NON-JEDI CLASSES
Warlord (WRLD), Wookie Warrior (WKWR), Bounty Hunter (HNTR) & Infiltrator Droid (InfDRD). Don't have to tell which goes to who, now, do I?
And yes, that's right, this means Hanharr no longer gets DODGING feats (rotflmao about that one... how can a 8-foot tall titan dodge *anything*??)...
Also turned a certain historian into a *scout* and a treatorous old scow into a Jedi Master class at lvl 10. (she gets force focus via either scripting or .2dafeat, don't worry, geez). Visas also gets either assassin/watchman prestige class at lvl 20.
In other words, *everyone* has a unique starting class.
Speaking of specific NPCs, I might add here that the uti files have been pretty much redone from scratch with new starting feats/attributes. Not HUGE differences, but still, they show a bit...
For reference, here's how many attribute points NPCs get at character creation... They're all lvl 5, and I put the lvl 4 attribute point into something sensical (not like, let's say Hanharr's inexplicable pt in Dex or Mira's pt in Charisma...)
Atton, Bao, Disciple, Handmaiden, Mira = 32
Goto, Mandalore, T3, Visas = 36
Kreia = 40
Hanharr, HK = 44 (sounds bad for Hanharr, but all I did was nerf his str/con to 18)
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b) BAB - There now is 3 BAB classes
Guardians/Mrder/WpnMst/Soldier/Wookie/Warlord, HK = 30 by lvl 30
Sentinels/Assassin/Wtchmn, socut, bntyhntr, infiltr. droid = 27 by lvl 30
Counsulars/Master/Lord, Scndrl, Tech, T3 = 25 by lvl 30
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c) AC BONUS
Guardians/Mrdr/Wpnmstr & HK = +2 bonus every 5 levels.
Sentinels/Wtchmn/SithAssn, Consulars/Master/Lord, Soldier, Warlord Scoundrel, Droids = every 6 levels
Scout/TechSpec/BntyHntr = every 8 levels
Hanharr = every 10 levels
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d) SAVES
By level 20...
36 points = Hanharr, Sentinel/Wtchman (12/12/12)
33 points = Guardian/mrdr/WpnMstr, Assassin (12/12/9)
30 points = Counsular/Master/Lord, warlord, HK (12/9/9 & variables format)
27 = everyone else (12/9/6 & variables format)
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e) FEAT GAIN
By level 20:
20 feats: warlord (once every 2 lvl after lvl 20)
15 feats: soldier, Hanharr (once every 2 lvl after lvl 10)
12 feats: guardian/Mrder/WpnMstr, HK (bonus feat every 10 lvls, starting at 5)
10 feats: sentinel/Wtchman, scout, BntyHntr, T3, Goto
8 feats: counsular/Master/Lord, scoundrel, tech, Assassin
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f) FP GAIN
Counsulars stay the same - SithLord/Jedi Master now have same progression.
Sentinel/Assassin/Wtchmn - one extra every 5 levels (maybe 6, *shrugs*)
Guardians/Mrdr/WpnMst = one extra every 10 levels
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g) FEAT.2DA
REALLY too much to say, BUT the most important additions are:
1) SENTINELS NOW GET THE FIRST LEVEL OF FORCE JUMP/FOCUS!!!!!!! They're supposed to be the middle-ground class, so THERE IT IS.
- other classes get bonus *real/hardcoded* feats, but too long of a list, really...
2) Fixed the *problem*(???) about prestige classes losing conditioning, gearhead, empathy, close combat and other similar feats (the hell was that anyway?)
3) automatically granted feats which allow the droids and Mandalore to get 2 extra attacks when using a NPC-specific armband/droid belt.
4) I mention it here, but I fixed unarmed combat progression via SCRIPTING the k_oei_hench_inc file. Cross-classing is no longer an issue for Bao/Brianna and *everyone* gets it only at a different pace. Guardians are done by lvl 24, sentinels by 27 and consulars by lvl 30.
5) Smaller droids now have access to the first two ranged attacks feats VIA leveling (that's right, no more cheap item giving'em all to Goto) and the first 3 levels of Precise Shot.
6) Added a bunch of dummy feats which can be activated via armbands (built on the workbench).
6a) Dueling gets a 1,2 & 4 dmg bonus.
6b) added superior focus for ALL weapons. Only prereq is the original FOCUS feat. Fighting class get access to all 3 (highest give a 1-4 dmg), intermediate classes the first 2 and *weakest* fighting class only gets access to the first.
6c) Brought back heavy weapons feats - only includes HEAVY repeating rifles. The superior focus feats allow an extra attack when wielding those.
6d) Same thing was done for focus unarmed combat which grants an extra attack when fighting bare-handed. Dueling is the prereq to those focus feats.
***Just for the record, that last part is a LOT of trouble. Easy scripting, but they have to be repeated over and over because of weapons types (stupid double-handed weapons, gaaahh!!!). Meaning there's a lightsaber duelist armband, another one for melee/blaster dueling, another pair for vibro-doubleblades/dbl-bladed sabers, another trio for twin single-handed weapons... Not to mention each item has MANY (too much, imo) conditionals checks... A nightmare, but it had to be done so the player would only need ONE armband if they want to use the duel feats... Oh yeah, and make sure dual-wielding wouldn't get the duel bonus, eh.***
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g) WEAPONSDISCHARGE.2da
- Power Blast and Sniper shot can now be used with Speed/other increased attack effect (4 attacks cap)
- heavy weapons get one more attack than other rifles as was said earlier
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h) BASEITEMS.2DA
Damage tweaking, eh. Most noticeable are...
- Lightsabers: Small = 2-12 dmg, regular = 3-18, dbl-handed = 4-24
- Rifles: heavy weapons = 4-24, repeating rifles = 3-18, rifles = 2-12
- VibroDoubleBlades = 2-20
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i) EXPTABLE.2DA
Tweaked the exptable from lvl 10 and then on. No reason why you should get good spells on Telos, really.
Also tweaked the xptable.2da to make sure the exp *loss* when leveling doesn't happen too fast. Meaning you don't get more exp from kills. You just don't lose too much when leveling in same area.
Will only be able to test later on, but it should give one about 3-5 additional levels by the end of the game.
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2 - FORCE POWERS!!!!!!!!!!!!!!!!
Gah, I pretty much REDID them all. One must note that I didn't change ONE IOTA of k_inc_force. For now, all the scripts WORK and a bunch of them have *blank* value. In other words, all I gotta do is fix dmg, ranges, durations, effects & 2DAMEMORY entries (for the TSLPatcher) here and there. Bulk of the scripting is complete. Now it's on to punching in descriptions and making new icons (GAAAHHH!!!)
A few key facts:
- Only Masters/Lords have access to the LAST TIER of OFFENSIVE powers!!!!!!!!!!!!!!!!!!
- meaning that range, duration and dmg scale up with tiers and that it actually shows. A first-tier spell isn't that good. Second-tier is potent. Third-tier is the proverbial cherry on the sundae.
- Attack spells have been divided into TWO branches: one for solo attacks, and another for mass attacks. The gist here is that solo attacks are much stronger and last longer. Players will HAVE to invest in the solo tree to get access to the area effect spells
- most offensive spells give an automatic (small & short-lived) penalty to the specific save type AFTER it's been cast. I mean, just because you RESIST something doesn't mean you'll be just as strong 3 seconds later...
- Finally, AND THIS IS IMPORTANT, I put a *boss handicap* feature. Meaning they'll only receive 2/3 or 3/4 (2/3 for now, but I am frankly unsure) of the damage, failed or succeded save (meaning 1/6 or 3/8 on a succeeded save)
That being said, let's move on...
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DARK SIDE, BABY!!!!!!!
- Death Field: now is a 3-tiers spells. Changed the dmg cap for higher tiers rather than remove it. Enemies lose Str/dex/con and the caster gains some for a very short time ( betwen 2 & 4 for a very short 10 seconds)
- Drain Force: same thing only the penalty/gain is for Int/Wis/Cha. Buffed up the force gain a bit if I recall correctly.
- Poison: a damaging acid blast (think frag grenade) releases the poison. Only the solo target tree has damage attribute... Poison dmg was buffed up A LOT!!!
- Lightning: solo target now has force push. Mass area pretty much the same.
- Kill: buffed up damage (they call it KILL, damnit, KILL!!!!), there now is a MASS KILL spell... Lesser dmg, but affects, 2,3 or 5 enemies depending on tier...
- Crush: now available via leveling... (Would recommand using RedHawke's mod on this one). Didn't buff it up (ah!), but there is a Mass Crush tree (see Kill)
- scream: same attribute dmg effects, but dmg now works with a dice... Meaning the spell is about, oh, 247% time more useful.
- insanity: divided it in two trees: the solo tree will greatly cripple the target..., mass effect pretty much unchanged.
*** No real plan on adding other DS powers, really. The dual trees for offensive powers (meaning ALL DS powers, lol) are more than enough to outnumber the LS' buffs and new spells...
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GOODY TWO SHOE LIGHT SIDE:
- enlightenment: now includes force resist/immunity (universal) and the modded FPs. (see remark about RedHawke's mod on the Crush entry)
- heal/armor: armor is unchanged (already insanely strong!!) and I do have a *blank* heal script to mod it if I feel like it...
- valor: nerfed it by removing the saves bonus. BUT, the dmg gain is now 2/4/6 AND I fixed the AC problem.
- Revitalize: now has a % value matching Atton's (10/20/30) rather than the original awful ones. Never used the blasted thing, but I figured it would be unfair to not waste 10-15 minutes on it...
- Barrier: now deflects elemental/energy AND melee attacks. The catch is that it only works on a single target.
- stasis: see insanity
- droids: mmm... haven't done anything with it so far... so restrictive, really...
I mean, there are enemy droids on Peragus/Telos, the only places where you can't get destroy droid... The irony alone is reason enough to not bother with this one... Meh, we'll see.
*** NEW POWER: light side lightning - only hurts dark Jedis and there's no force points damage. Scripted it for both solo and area effect, but I'll probably ditch the solo tree due to the FP being so restrictive
*** NEW POWER: telekinesis - crush animation, only the dmg is based on CURRENT HP. Meaning you can't kill with it. Has both solo and area effect trees...
*** UNSURE: probably will add a new buff which boosts HPs/FPs, will/fort save and regen...
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UNIVERSAL:
- breach/supression/immunity: no changes there except adding lines for my modded FPs...
- speed: fixed the AC problem
- Wind FPs: push & wave have been separated. There also are solo and area effect whirlwind trees. (4 total)
Resist energy: tweaked dmg resist a bit (they're a bit lower than the LS power), ALL tiers affect all party
*** NEW POWER: Shell - same thing than resist energy only for melee attacks.
- Battle Med: removed the Regen effect. Enemy penalty starts at first tier and bonuses are of 2/3/4 depending on tier.
- Throw lightsaber: nothing ANYONE can do. Sorry, lol.
***NEW POWER - fire blast/bomb - high dmg, chance of horror, both solo target and area effect trees. Range is slightly smaller than insanity/stun to not render them useless...
***NEW POWER - cold blast/bom - average dmg, automatic slow, chance of freezing, both solo & Area effect trees... See Range comment from the fire power
*** UNSURE - maybe an ion bomb (the grenades look awesome!!) kind of thing - high dmg to droid (no stun) and half damage to other enemies.
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PRESTIGE FPs:
- removed them all except Force Camouflage (who cares, lol?). The level-up screen will say you get'em (it's hardcoded), but you WON'T. Bwahahahaha.
Why? Inspire/CrushOpp are overpowered AND overkill once you got BattleMed going on. Besides, I already buffed up Master/Lord with, well, being the only ones with access to all offensive FPs...
As for Rage, I decided to add class specific buffs to WpnMStr/Mrder, Assn/Wtchmn and Master/Lord instead. The *catch* is that these buffs are a two-parters. Guardians get their buff, so do sentinels and consulars... Only a weaponmaster/marauder can upgrade the Guardian's and... well, you get the pattern...
The SECOND catch is that these buffs can't be shared (I did that on purpose - think of it as a Force/Ltsbr form if you must) even with Force Chain.
The point here is to try to dissuade from cross-classing. Really, the first buff tiers are just plain , well, not *bad*, but rather inconsequential. Completely different story for the upgrade, though... And yes, Master/Lord DO get the weakest. That balance thingie again.
Don't get me wrong, I DID play the overpowered cnslr/assassin, cnsrl/wpnmstr builds.
Fun to play? Sure. Fair? Nope. Sensical? In one's wildest dreams.
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3 - Mini-bosses (almost complete)
Considering how modding the three Sith Lords & Atris has already be done, I just won't bother.
What I DID DO was to track down the uti files of mini-bosses (Saquesh, Serroco leader, those BntyHntr "leaders" on Iziz, jungle huge beast, Mercs bosses on Dantooine, etc.) and give them higher levels and stats. Mmm... come to think of it, will do it for Jedi Masters too...
Cannon fodder is cannon fodder. But these guys/gals aren't. For sake's I remember having one hell of a hard time butchering sand people in KOTOR... (rolls eyes)...
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4 - ITEMS (haven't done too much here besides creating some of them and testing them, I'm afraid - was too busy with the scripting, gaahhh)
- Anyway, basically I'm adding new upgrades for the workbench, custom items for NPCs, new weapons, JEDI starting-class restricted items (guardians' and sentinels' are better than counsulars' - balance once again), more LS/DS crystals/items...
- nerfed stims - rather than a 4/6 bonus, it now is 2/4. Similar nerfs to the strongest shields
- Also plan on adding some of these to the game's loot rather than just make them placeables or workbench-friendly. You know what, I'll just use some of the created ones, add them to Stoffe's loot mod, put a 80-90% chance of finding them and just load a freakin' zone during the weekend... If it works, we're in business...
- The tragic part here is that I just don't have time to *LEARN* how to model items. Installed Photoshop a few backs and let's just say I'm sucking real bad at making new icons for the FPs... That *desperately need modelist* thingie I mentioned earlier, eh.
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Oh well, it's pretty much it, I guess.
And to think I didn't even mention everything...
Can't really give a release date, but considering how most of the FP scripting and .2da editing is done, it should be done within the next few weeks. Well, at least the FPs/feats/classes part...
Cheers
DarthRevanRLZ
P.S. And I am serious about the modelist thingie
