The Fields of the Dead, a mod for Baldur's Gate - Tales of the Sword Coast, has finally been released.
The primary aim of this mod is to correct as many aspects of the game as possible according to AD&D 2E rules. This affects the NPCs, creatures, items, spells and rules of the game. Engine limitations prevent some of these rules from being implemented, however.
The AI of the entire game has been given a massive overhaul in order to increase the difficulty and the AI no longer cheats. Specifically, enemy NPCs use unique scripts instead a few shared scripts. As the XP cap has been raised, a couple of fights towards the end of the game have been made harder to provide a challenge for the party.
This mod also features new content in addition to changes to the existing game. New spells for wizards and priests, new magical and mundane items, and new creatures are all fully integrated into the game. There are new unique magical items as well as a range of new potions and ammunition. Prepare to wear gloves of thievery, shoot bullets of lightning and drink potions of superior healing. The enemies you meet will make use of the new spells and items and you should expect to encounter new creatures in the existing areas. Note that while the selection of magical items has increased the amount of magical items has decreased.
Although the quests and the plot of the game remain the same the environment has undergone some changes to prevent metagaming. Expect traps to be relocated, new traps where none were before, magical items to appear in different parts of the game and so forth.
Finally, the mod adds a new area to the worldmap. It can be visited at any time like the other wilderness areas but is geared towards an experienced party. You should expect a challenge.
Tales of the Sword Coast and TotSC Patch 5512 are required to play this mod.
http://www.bioware.com/games/tales_swor ... t/patches/
FotD site: http://www.pocketplane.net/fotd
Forum: http://forums.pocketplane.net/index.php?board=54.0
-Echon
The primary aim of this mod is to correct as many aspects of the game as possible according to AD&D 2E rules. This affects the NPCs, creatures, items, spells and rules of the game. Engine limitations prevent some of these rules from being implemented, however.
The AI of the entire game has been given a massive overhaul in order to increase the difficulty and the AI no longer cheats. Specifically, enemy NPCs use unique scripts instead a few shared scripts. As the XP cap has been raised, a couple of fights towards the end of the game have been made harder to provide a challenge for the party.
This mod also features new content in addition to changes to the existing game. New spells for wizards and priests, new magical and mundane items, and new creatures are all fully integrated into the game. There are new unique magical items as well as a range of new potions and ammunition. Prepare to wear gloves of thievery, shoot bullets of lightning and drink potions of superior healing. The enemies you meet will make use of the new spells and items and you should expect to encounter new creatures in the existing areas. Note that while the selection of magical items has increased the amount of magical items has decreased.
Although the quests and the plot of the game remain the same the environment has undergone some changes to prevent metagaming. Expect traps to be relocated, new traps where none were before, magical items to appear in different parts of the game and so forth.
Finally, the mod adds a new area to the worldmap. It can be visited at any time like the other wilderness areas but is geared towards an experienced party. You should expect a challenge.
Tales of the Sword Coast and TotSC Patch 5512 are required to play this mod.
http://www.bioware.com/games/tales_swor ... t/patches/
FotD site: http://www.pocketplane.net/fotd
Forum: http://forums.pocketplane.net/index.php?board=54.0
-Echon