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Planescape: Torment - Profound changes

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
Disconnected said:
You've got it backwards. He wants to restrict the fighter's THAC0 advantage to fighters only.

I know, that is why I said there is no point ... the fighter class sucks, I explained why it sucks and if you restrict THAC0 to fighters only that way what happens is nobody is going to pick the fighter class because its no longer worth it, you already seen people in this tread saying that.

Why people are saying if he does that, build strategy moves from "taking x levels of fighter" to "rush to get mage training" since, again, the Fighter Class is rendered POINTLESS but the game available equipment.
 

Disconnected

Scholar
Joined
Dec 17, 2007
Messages
609
trais said:
But I've no idea if that's the case, so please correct me if I'm wrong.
You've got the designer backing Quinn that it's a bug. HD should be D10 for TNO regardless of class.

Thus bonuses from different classes shouldn't cummulate, THAC0 included.
Which is why I said that I don't think it matters whether it's a genuine bug or a developer fuckup. The fighter THAC0 ought to be fighter-only.

Drakron said:
I know, that is why I said there is no point ... the fighter class sucks, I explained why it sucks and if you restrict THAC0 to fighters only that way what happens is nobody is going to pick the fighter class because its no longer worth it, you already seen people in this tread saying that.

Why people are saying if he does that, build strategy moves from "taking x levels of fighter" to "rush to get mage training" since, again, the Fighter Class is rendered POINTLESS but the game available equipment.
So.. Your argument is basically that either way fighters are useless, but melee-monster-mages are preferable to mages?

I disagree. Besides, aren't there already character editors for the IE games that lets you fuck with the rules?
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
Trais,

That find from the manual is gold, I didn't notice it before, thank you!

So, good. -Both- changes are to make the game in line with the manual. And it lays it out as plain as day that TNO is supposed to be a single classer at any given point in time, not a bizarre partial-hybrid-multi-classer that can, as a level 3 mage, do 3.5 attacks per round with a THACO of 5 and 5 better AC than a fighter could ever hope to have. Yay. That argument can finally end.

So the hit dices in charts can be right... just not for TNO, but for other party members. But I've no idea if that's the case, so please correct me if I'm wrong.

The game engine only permits 4 hit die charts... one for warriors, one for priests, one for mages and one for rogues. There isn't a 5th one available to give specifically to a 5th type of character. So, what scient had to do is tell the engine, "for TNO, use the warrior table regardless of what class he's in."

Qwinn
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Qwinn said:
It was impossible in this game -not- to be a fighter,
Qwinn
:lol: :lol: :lol:
And I always play at the most difficult level.
Besides this, you have my eternal gratitude for all your work.
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
Kavax,

Thieves do get some love in the new versions.

1) Lock fixes. Almost all locks in the game were of essentially trivial difficulty. You could bash at least 60% of them with a mage with 9 strength. The toughest locks in the game (except for 2 in Curst Gone, and even they were no big deal) were easily opened with the open lock skills Annah has when you first find her, with no bonuses (or by a level 4 TNO thief). Basically, the open locks skill was completely useless and broken. I went through every lock one by one and gave them difficulties in line with a reasonable difficulty for that part of the game.

Oh, by the way, for the non-thieves... the prybar now gives a 10% bonus to your bash percentage, as the description implies. And as is hinted many times throughout the mortuary, you will in fact need to use it in order to get the item needed for one potential escape route out of the mortuary, unless you have decent strength to start with.

2) The Tenement of Thugs. This entire area is designed to be a Thieves' Playground, but instead it was a boring interruption to the game. There were 2 reasons for this. One is that there's a secret door near the far door that lets you run right through the place with zero challenge that was only supposed to be available to Xaositects. That is now fixed (and Xaositects can still use it if they talk to the right person). The other is that all of the creature files for the thugs there were set to be initially hostile, which made them unable to be pickpocketed. There was tons of scripting for them to make them aggro when they saw you, but none of it mattered because they were hostile to begin with. Making them neutral to start with reactivated all their excellent aggro scripting, and made them able to be pickpocketed. When you see how it all works out, and you see how carefully the creatures are placed to make it fun for thieves in there, you'll see what I mean.

Pretty sure there's other stuff for them, but that's what's on the top of my head for now. Gotta run off for the day.

Qwinn
 

asper

Arcane
Joined
Nov 14, 2007
Messages
2,207
Project: Eternity
Wow, that sounds awesome. Thanks for all the work you are putting into this great game!
 

hiver

Guest
trais said:
More from manual:
The Nameless One only gets experience in the class he is currently a member
of — he switches classes by talking to people in the game. Furthermore, he cannot
access any of the other classes’ abilities when he is specializing in one of the classes.
Ok, I'm not D&D specialist, but I'm pretty sure bonus to THAC0 is fighter class specific, and with little good will you could call that an ability.
Other than that, it show us how designers wanted it to be: you can change your class, but you ain't multiclasser. Thus bonuses from different classes shouldn't cummulate, THAC0 included.
The great design has spoken.
alright, cool then.


Qwinn said:
Now, the only way you're going to be a kickass basher is by playing a fighter and sticking with it. He'll be every bit as good as the kensai-mages in combat were (which was insane), but he won't have the mage AC anymore to go along with it which means he might actually get hurt now. Mages will have their own problems... they'll keep that awesome AC but they will now have to find other ways than daggers to deal good damage.
I actually like this. Its not that i dont, really.
I was mostly putt off by your insistence on "motives" of what is at best few posters.
But you explained that and even apologized. So now discussion is much more fruitful is it not?



personal layer of view on th fighter/mage
---------------------------------------------------------------------------------------------------------------
Its just so bloody easy to get use to fighter mage in PST.
I dont think i ever actually tried to make a different multiclass build so i couldnt notice anything wrong with the system.

(partly because i dont like playing with other classes, partly because thief has nothing to do, partly because i thought its too late in the game to switch and i will be left with no levels in previous class and at the start of the new one.)

And you dont pay enough attention to combat anyway once you played the game several times, except worrying how to catch most of the enemies in Cloudkill or other high level spells.

And its really easy to rationalize: Hey cool all this time i spent leveling up fighter skills isnt wasted! And as a balance i cannot use fighter weapons when i go Mage.
----------------------------------------------------------------------------------------------------------------



wishful thinking, purely theoretical:
--------------------------------------------------------------------------------------------------------------
I would prefer to have working multiclassing but thats heavy moding territory, not fixing bugs.
Of course, heh, quite the contrary of your ... previous "concerns" I would like it to raise the challenge of the game. Be harder to do.

Which is a big problem to achieve because the way PST works isnt adequate to give you any greater need for any kind of tactics in combat.
Areas are simple two dimensional squares - which means terrain plays no part except funneling enemies into tight passages couple of times.
Enemies have no special abilities except resistance to damage, high hit points and high damage sometimes.

- There should be more fights like that one with the Tanarii demon in destroyed Curst.

- Is there a chance to buff up some of the more important demons, especially those two fighting each other in last area of destroyed Curst, which are too easy to kill? There must be some bug there.


In BG" when you multiclassed (fighter mage is my favourite class - I always play it) you advanced more slowly because your exp was split between two classes.
In Diablo II enemis would get tougher the more players would be playing coop.
That would be the least i would expect from normally working multiclassing system.


Not to mention other types of cris-crossing made available (you can use the rationalle of keeping two different memories as something hard to do to penalize those builds in interesting and appropriate ways)

And removing class restrictions on all weapons - which is something i always hated.


The only thing that could help combat in PST as it is, is moding in full turn based system, im afraid. Something like TOEEs system preferably.


- I have to say though that if we accept rationale of not being able to hold two memories at once it leads to conclusion that TNO is too dependent on his memories.
Its almost like he is unable to learn something himself - which i still think game presents in sufficient manner as one of the ways TNO learns -
And the story itself is leaning heavily on your ability to be "yourself" and not to succumb to past reincarnations. One of the main points of the game is that distinction, actually.

What i mean to say is: I would rather have a system that makes TNO look like he is using his past memories -remembers hot to start being a mage , remembers few spells, gains bonuses from specific memories, gains small boons or insights, etc -
generally through the game (not counting important events, quests and powerful entities) then to portray some fractioned memories as something that controls him so much.

But that has more to do with the way Devs constructed the whole story and setting and i doubt many people will bother themselves with thinking so deeply about the logic of it, anyway.

-----------------------------------------------------------------------------------------------------------------



Running tweak for enemies:
Does it make all enemies run or just some? Is there a chance to apply it only on enemies you would expect to be able to run? Cause there certainly is a few creatures in game that do not look like they have anything to run with.

-otherwise thats a nice tweak. thanks.
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
Does it make all enemies run or just some? Is there a chance to apply it only on enemies you would expect to be able to run? Cause there certainly is a few creatures in game that do not look like they have anything to run with.

No, don't worry, there won't be any running zombies.

Basically, affected creatures/areas so far are:

All creatures in Undersigil
All creatures in the Modron Maze
All creatures outside of Sigil

That pretty much sums it up. I really didn't find anywhere in Sigil where it made sense to implement it. I've tested most of it, but I'm in Curst Underground now so still a few areas to check out to see if it all works.

Qwinn

EDIT: Oh wait, yeah, I made Strahan Runeshadow's skeletons run too :D
 

IdaGno

Educated
Joined
Oct 26, 2006
Messages
58
As TNO is an immortal, what's the fucking point? Scaling? & who couldn't be had, one way or another? 'sides, sometimes 'DEATH' is a shortcut. Wait longer to conk? Why?
 

scient

Augur
Joined
Oct 21, 2008
Messages
203
The real kensai-mage... :wink:

trmnt008kt5.png



Note, this was not easy to do. I had to disable a toggle for TNO specific code paths otherwise it would crash. It may be possible to get this working in the future as a tweak. However, it will require some extensive testing.
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
Scient and I chatted about that Multi-Classing tweak over in the Workroom. While I'm not opposed to such a tweak -as- a tweak in principle, fact is, it'd be ungodly difficult to pull off. Never mind the engine nightmares, you also have to deal with every dialogue that checks TNO's class, which is a whole hell of a lot of them, and I can think of several where there's no obvious way on how you'd logically deal with them if you're a multiclass.

It wouldn't be so much a "tweak" as a "rewrite of the game". This is me trying to say... don't hold your breath for that one.

By the way, seriously, if I thought I wouldn't get hassle for putting the RunningAttack tweak in the Fixpack, I would. The more I play with it, it's that much a Must-Have. It -is- more challenging by virtue of not just being able to kill all your enemies one by one as they come at you - an entire group of Curst Prison guards can engage with you pretty much right away, for example - but it just -feels- way more right than everyone slowly dragging themselves towards you while Nordom slices them to ribbons. It's not like there's any rational explanation for why they would walk in such circumstances.......

Qwinn
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
Okay, having tested the RunningAttack tweak everywhere, I've decided it's worth the hassle. It's going in the Fixpack. Having now playtested it, it's inconceivable to me that most creatures being 60% slower than you was truly intended. I have found that is pretty much the single biggest reason for the lack of balance or challenge in combat in the game. It's still not -hard-, your party still clearly has the upper hand, but with creatures moving like slugs in combat it cuts the challenge at least in half and lets you walk away totally unscathed from battles where you should at least get -hurt-. Half of your enemies aren't even swinging at any point in time as they sloooowly manuever around the battlefield to get close enough to you.

You know where I think this came from? The fact that you -can- run in PS:T at all is, I think, unique to IE games. All other IE games have a single combat speed for all creatures, yourself included (someone please correct me if I'm wrong). So all of the BG and BG2 creatures just use the Attack() command, and it all works out. The PS:T designers followed suit in their scripting methods, but when they gave -your- party the ability to run, it pretty much broke the balance in combat, and they didn't go back and give the enemy creatures the combat speed to keep up.

Essentially, the way it used to work, your party has a permanent haste effect. No wonder combat is trivially easy.

Seriously, when you play it, you'll see what I mean. It's my considered opinion that walking enemies is a pretty much combat-breaking imbalance, and fixing it is seriously seriously necessary.

It also makes the game a lot more -fun-, by the way. Having things crawl toward you like slugs before swinging an axe, and being able to kite mobs at 250% of their speed with absurd ease, is deathly dull. But with both sides running, it actually makes it as much or more exciting than BG/BG2 battles where everybody's pretty much just walking.

(Note: Creatures in Sigil proper still remain largely unchanged. Thugs still skulk you and zombies don't sprint. Everywhere outside or under Sigil, it's a whole different ballgame).

Qwinn
 

hiver

Guest
It will certainly add to some of the combat encounters.

I was just a bit worried about those larvae worms in UnderSigil and those short fat demons we occasionally see.
They dont look like running creatures exactly.
-
And some skeletons could-should critically fail and fall apart. :) (not really necessary, it just crossed my mind, naturally, so i had to say it)... and after all, some of them were pretty concerned for their bones as i recall...

Is there a way to scale the running speed for some creatures or is it just a value that wasnt switched on and you can basically only switch it on back again?

scient said:
The real kensai-mage... :wink:

Note, this was not easy to do. I had to disable a toggle for TNO specific code paths otherwise it would crash. It may be possible to get this working in the future as a tweak. However, it will require some extensive testing.
Can i volunteer as a play tester, SIR!
:)
Looks good i hafta say. But if its that difficult maybe better leave that as a good starting point for later effort.

Do you meant to divide xp among the two classes/skills as usual?

Anyway, shame we didnt get to see more of the abyss and Tanar'ri side of things in the game.
Would it be considered illegal to make a few additional episodes that extend plane travel from the original with TNO and the gang, as a mod, and set them up as something you can dream while playing Purgatorio for example?:twisted:

And also, wouldnt it be very smart and appropriate to use Witcher editor to make such a mod, just looking at it from graphics-interface point of view.
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
I was just a bit worried about those larvae worms in UnderSigil and those short fat demons we occasionally see.
They dont look like running creatures exactly.

I was concerned about this as well, but I've checked it out and they look pretty cool actually. The only creature I've found so far that looks silly using RunningAttack() is zombies, which is to be expected. They didn't even bother doing a running animation for them, it's just a faster version of their walking animation, which makes it look like a glide. The other creatures aren't gliding.

If anyone can find 2nd edition D&D manual support that any of these specific creatures are -supposed- to be a lot slower than other creatures, the way zombies are, please please please do let me know, I will definitely positively set any of those creatures back to walking speed on that basis. But looking at the way they move under RunningAttack seems fine to me, especially if you make an effort to dismiss from your mind the notion that these creatures were supposed to be slow for no other reason than, well, because they were. (In other words, when bugs justify themselves).

Qwinn
 

scient

Augur
Joined
Oct 21, 2008
Messages
203
Sure thing, I'll have to do some more analysis to see how much engine code is TNO specific. I've narrowed it down to one byte when patched prevents the TNO specific code toggle from ever being set. It gets checked continuously while running the game so this should prevent any crashes related to TNO only code going nuts.

As for leveling up, it seems to work.

trmnt010rx5.png


trmnt011wl6.png


This isn't going to be a priority tho since I still need to sort the THAC0 and a few other minor things. I can show you what to do to enable MC, however I can't guarantee that it won't crash and burn in some places or cause other gameplay issues.

You'll need NearInfinity to edit the cheat book. I personally use a modified version of Platter's. To set the class you'll need to use following action script function:

ChangeClass(Protagonist, CLASS_ID)

multi-classes (these should be "valid")
FIGHTER_MAGE
FIGHTER_CLERIC
FIGHTER_THIEF
FIGHTER_MAGE_THIEF
MAGE_THIEF
CLERIC_MAGE
CLERIC_THIEF
FIGHTER_MAGE_CLERIC

I've tested a number of MC's and you can actually make TNO all three. :D

TNO can caste the priest spells without any problems. This is actually great for me since now I don't need Grace to debug priest spells.

trmnt012oj4.png


Trying to use any of the non-fighter/cleric/mage classes like BARD or RANGER will FUBAR the game. There is no engine code to handle them.

To disable TNO specific code toggle, search for the following bytes (independent of whether you have 2/4cd version):

search: 83 C4 04 83 F8 01 75 0F
replace: 83 C4 04 83 F8 01 EB 0F
 

hiver

Guest
I think this might come handy to those that like to play solo a lot.

let me try setting up my old copy of the game then ill report back.
What patches and fixpacks do you use?
 

scient

Augur
Joined
Oct 21, 2008
Messages
203
Well, I'm currently using a testing version of FixPack v3 but this won't matter. The code is completely independent of any other engine patches I've done.
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
Scient, I noticed a potential problem there....

That screenshot shows TNO as a level 4 mage with only 4176 xp. He should be level 3 with that much xp.

Qwinn
 

scient

Augur
Joined
Oct 21, 2008
Messages
203
I think the three classes are a bit buggy so I'd stick with the two only for now. I think it was just duplicating the same level for all three classes bypassing exp requirements.

Also, talk about balance issues.

trmnt013gk5.png
 

Kavax

Scholar
Joined
Apr 14, 2008
Messages
413
Location
The Canary Islands
scient said:
I think the three classes are a bit buggy so I'd stick with the two only for now. I think it was just duplicating the same level for all three classes bypassing exp requirements.

Also, talk about balance issues.

trmnt013gk5.png

So that's why The Nameless One can't become a Priest.
 

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