Hello there
The tree appears to be an accellent lookout point for huge winged creatures :D
Kaucukovnik said:
Like a polearm samurai, sword or axe wielding lord... Ideal case would be making every available combat path also viable
To avoid changes on the clsss, i.e. i did not want to allow Samurais the use of all polearms,
i added a "Samurai only" Naginata, which is used with sword skill.
The weapon is not powerful in terms of damage, but sum of benfits, only one weapon skill @ up to 125 for extended weapon, incl lighting strikes
Another nice variation are weapons which use martial arts skill
(martial arts is, afaik, the only skill aside from the "classical" wiz8 weapon skills that can be assigned to a weapon)
Such weapons will increase their damage with rising lvl like MA/hand&feet
The increase of locations is rather new, all avail mods were, again afaik, created before that.
The imo more important aspect is the avg amount of exp one will collect in a mod.
All mods i know suffer from adding monsters (=XP pts) without compensation(=removing other monsters or general reduction of all monsters xpp)
not to speak of unbalanced items
I think the best way is a non linear reduction of xp/monster,
only little to no reduction in the beginning, perhaps 2 dozen handselected monsters, the rest in a row
(use the xpp column from monster list -> reduce -> dezINhex -> hexedit into .dbs)
As far as I know there is the possibility to have an in-game difficulty choice
requires much scripting/tests, the "adjustable" encounters with low number/single boss probably difficulty specific variations of single monsters, and all have to be tested.
Switchable or "autosensing" monster generators will require lua scripts.