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<title>Scales of Balance</title>

Scales of Balance

NOTICE!!!
THIS MOD IS DEPCRECATED

INSTEAD, USE:

  • SUBTLEDOCTOR'S ITEM TWEAKS,
  • COMBAT SKILLS & PROFICIENCIES,
  • and SUBTLEDOCTOR'S STATS OVERHAUL
  • (in that install order)

THANK YOU.

Author: Duns Scotus, the SubtleDoctor
On the web: Home page
and discussion forum

LAST VERSION: 6.6

Overview

This mod is all about improving gameplay. While I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks, BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I call this a "post-hac tweak mod" because it is designed to be installed on top of - not instead of - all the other great mods out there. I began with a BGT game with over 75 mods; they made the game great, but a few things still irked me, like awkwardly fourth-wall-breaking weapon names. (Holy sword +6? Really? That's a punchline, not a game feature.)

Everything is completely optional. You can use as many or as few of the mod components as you want. There is no 'core' component; use what you like, ignore what you don't.

Installation

Windows:
The mod archive should be extracted into your game folder from the archive (or just unzipped and then copied there). If properly extracted, you should have an "SoB" folder and "setup-SoB.exe" in your BG2 folder. To install, simply double-click "setup-SoB.exe" and follow the instructions on screen.

Please run setup-SoB.exe in your BG2 folder to reinstall, uninstall or otherwise change components.

Mac OS X:
This mod is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your game folder. If properly extracted, you should have a folder called "Scales_of_Balance" and the "WeiDU Mac Launcher" app in your BG2 directory. To install, simply double-click the WeiDU Launcher, choose Scales of Balance from the list, and follow the instructions on screen.

Compatibility

Scales of Balance is designed to work with any Infinity Engine game on a variant of the BG2 engine that someone might purchase and play today, in 2014. At the moment, that includes TOB, TuTu, BGT, BG:EE, BG2:EE, and IWD:EE.

Scales of Balance aims to be compatible with almost all other popular mods. There are however a few compatibility issues of note:

  • Some of the tweaks here cover the same ground as other tweak mods. This should hopefully be pretty obvious: for example, my hit dice component and the changes to level-up hit dice in Tweaks Anthology; my Weapon Proficiency Overhaul and the Tweaks' proficiency changes; my changes to stat bonuses and various other mods' changes to stat bonuses... etc. These kinds of overlaps should be pretty obvious.

  • I have not tested compatibility with Kit Revisions. These two mods cover a lot of the same ground. For now at least, you should probably choose one or the other.

  • The first component of Rogue Rebalancing is not compatible, and not necessary, with SoB's component #122 "the Weapon Proficiency Overall Overhaul."

  • Most of SoB's overhauls and class tweaks are incompatible with the first, "core" component of Six's Kitpack. Take a look at what each mod does and decide which one you want to use.

See the component descriptions below for more specific information about compatibility.

Load Order:
Scales of Balance should be installed after all other mods that add or change creatures, items, spells, and kits. It should be installed after most tweak mods, like Tweaks Anthology. Most of this mod should slot in nicely immediately before or immediately after SCS... *except* the MRO: if you install aTweaks PnP fiends, the MRO component should be installed after that. (That's why I moved the MRO to the end as of v5.3.) Alternatively, if you want really hard aTweaks fiends, you can install aTweaks after the MRO, and they will be the only creatures in the game that have magic resistance.

My personal install order looks something like this:

  • [quest mods]
  • [NPC mods]
  • [item mods including Item Revisions]
  • [spell mods including Spell Revisions]
  • [small kit mods]
  • Divine Remix
  • Tome & Blood
  • Will to Power
  • Might and Guile (v5+)
  • Faiths & Powers (v0.85+)
  • [tweak mods like Tweaks Anthology]
  • SCS
  • Scales of Balance (v6+)
  • [end-of-order mods like LevelOneNPCs, NPC_EE, Dual to Kit, etc.]

Modder Resources:
Scales of Balance adds several custom spellstates to SPLSTATE.IDS. It uses the 4th byte of stat 115, Clubs proficiency, for certain features, principally the Revised Weapon Styles component.

Contents

Component 100:

Item & Weapon Overhaul (IWO): Yet Another Revised Armor System

This component changes armor to give the wearer a mix of Armor Class and Damage Resistance bonuses. The values are listed below:

 Armor:
    leather:	  AC 8 	-1 Dex 	8% DR 	+2 casting time  +0 weapon speed  0% miscast chance  0 movement penalty
    studded:	  AC 7 	-2 Dex 	12% DR 	+2 casting time  +0 weapon speed  0% miscast chance  0 movement penalty
    hide armor:   AC 6 	-3 Dex 	24% DR	+3 casting time  +0 weapon speed  0% miscast chance  0 movement penalty
    chain mail:   AC 5 	-3 Dex 	24% DR	+3 casting time  +1 weapon speed  0% miscast chance  0 movement penalty
    splint mail:  AC 5 	-4 Dex 	30% DR	+4 casting time  +2 weapon speed  0% miscast chance  0 movement penalty
    plate mail:   AC 4 	-5 Dex 	36% DR	+5 casting time  +2 weapon speed  0% miscast chance  0 movement penalty
    full plate:   AC 3 	-4 Dex	42% DR	+5 casting time  +2 weapon speed  0% miscast chance  0 movement penalty
Enchantment: +1: -1 AC +1 Dex +1% DR +2: -2 AC " +2% DR +3: -3 AC " +3% DR +4: -4 AC " +4% DR +5: -5 AC " +5% DR +6: -6 AC " +6% DR
* "Caster" armors: no casting speed penalty * Elven armors: dex/casting speed equal to leather * Scale armors: like plate mail for AC, like chain for DR and penalties

This component allows casting arcane spells in armor, but with steep casting time penalties. (As of now, these penalties do not affect divine casters.) It also makes changes to Dexterity bonuses: bonuses to AC and thieving skills are increased so that the penalty for wearing armor is more meaningful without being crippling, and the option to go without armor is a bit more reasonable.

This also makes changes to Dexterity bonuses: bonuses to AC and thieving skills are increased so that the penalty for wearing armor is more meaningful without being crippling, and the option to go without armor is a bit more reasonable.

Finally, this alters the Armor of Faith spell to only give a flat 10% DR bonus, at all levels; and reduces the DR bonus from Hardiness and Defensive Stance form 40% to 20%; and reduces the price of the Defender of Easthaven while reducing its DR bonus from 20% to 5%.

NOTE: you can change these values by editing them in /Scales_of_Balance/ini/YARAS_default.ini. As of version 5.33, there is another version of these settings, which only applies thief skill penalties a chance of miscast magic... this is meant to mimic the "Allow Thieving in Heavy Armor" and "Allow Spellcasting in Armor" components of Tweaks Anthology, but is compatible with mods like Might & Guile and the 5E spellcasting conversion. To use those settings or your own personal preferences, copy /Scales_of_Balance/ini/YARAS_CD.ini or your modified version of /Scales_of_Balance/ini/YARAS_default.ini into your override folder and rename it to "d5_yaras.ini." If that file is in your override folder at the time of installation, the mod will use those settings instead of the default settings. If you like, you can keep a copy of "d5_yaras.ini" with your own preferred settings and simply drop it into your override folder before each time you install mods.

Compatibility: this component covers the same ground as the IR component "Revised Armors" as well as the "Spellcasting in Armor" component. Ditto for the Full Plate and Packing Steel mod, and some armor/casting-related components of Tweaks Anthology and Klatu Tweaks. Don't install these things together; choose one armor system mod and stick with it.

Component 101:

IWO: Aesthetic & Enchantment Tweaks

This component removes "+1," "+2," etc. from item names, and standardizes the enchantment levels of weapons for purposes of which enemies they can hit:

  • Generic +1 weapons become "Mastercraft" weapons, forged with unusual materials and skill that enable them to strike enemies who are immune to normal weapons.
  • Generic +2 and +3 weapons become "Enchanted" weapons, with the enchantment level and stats of +2 weapons.
  • All named weapons that were formerly from +1 to +4, become +3 weapons for purposes of what they can hit - though their bonuses and magical abilities remain unchanged.
  • All upgraded weapons and originally +5/+6 weapons become +5 for purposes of what they can hit.

New in version 5.14 is an optional "hardcore" version of this component, borrowed from the "Low Magic World" mod. In this version all generic enchanted weapons, instead of being standardized as +2, are turned into "mastercraft" weapons (i.e. equivalent to +1).

(This component does not work on IWDEE - too many items are defined and recognized by the "plus" in their names and descriptions.

Compatibility: this component covers the same ground as the SCS component "Make +1 Weapons Into Fine Weapons." This component also has other effects, of course. You should not install that component of SCS if you want to use this component.

Component 102:

IWO: Functional Weapon Tweaks

This component makes tweaks to the base characteristics of various items:

  • Spears do 1d10 damage, since in BG games they are of the 2-handed variety (this is Pen-and-Paper rule).
  • Quarterstaves get an inherent -1 AC bonus.
  • Daggers do 1d5 base damage instead of 1d4. (This includes throwing daggers.)
  • Light crossbows can be used 1-handed, with shields. Heavy crossbows have an overall +3 damage bonus to compensate.
  • Bolts do 1d6 base damage (and thus, from heavy crossbows they do 1d6+3).
  • Bows have their base APR reduced to 3/2; Longbows and composite bows do an extra +2 damage.
  • Arrows do 1d5 damage (and thus, 1d5+2 from longbows).
  • Sling bullets do blunt damage instead of missile damage.
  • Darts have 2 APR instead of 3.
  • In the EE games, strength damage bonuses are removed from thrown daggers, darts, and slings.
  • Archers (and any kits with the Archer usability flag) can now use Elven Chain armor.

Compatibility: this component covers some of the same ground as the "Weapon Changes" component of Item Revisions. I, for one, use both together. But be aware that this might compound or override some of the IR component's effects.

Component 103:

IWO: Distinctions between Light and Heavy Weapons

NOTE: This component is deprecated and will no longer be installed. Distinctions between light and heavy weapons when dual-wielding are included in a much more comprehensive way in component #124, the "Fighting Style Overhaul."

Light, low-damage weapons get a +1 off-hand thac0 bonus. These weapons include short swords, and daggers. Light two-handed weapons - spears and quarterstaves - get an overall +1 thac0 bonus.

Heavy weapons that are inappropriate for dual-wielding get a -2 penalty to off-hand thac0. These include bastard swords, katanas, and flails.

Compatibility: this component covers the same ground as the "Dual-Wielding Changes for Light and Heavy Weapons" component of Item Revisions. You can probably use both together, but the effects will be compounded and will likely be somewhat extreme. Best to choose one or the other.

Component 104:

IWO: IWDEE-specific Item Tweaks

This component patches IWDEE items in several different ways:

  • Weapons for sale by Conlan have their prices normalized a bit.
  • The Black Knight and White Bishop figurines are usable once per day instead of once ever.
  • Melee weapons "of Action" are changed a bit: instead of giving bonus APR, they *set* base APR higher.
  • Weapons "of Action" +2 that previously only gave +1 DEX now give an extra 1/2 APR as well.

Component 109:

IWO: Universal Potions

This component removes the usability restrictions from potions, since I don't understand how one's choice of profession can affect the ability to drink certain liquids.

So now you can waste a potion of Giant Strength on your mage; and you can boost your barbarian's pickpocket skills with a Potion of Thievery. Go crazy.

Component 122 (for EE 1.4+):

Weapon Proficiency Overhaul (WPO): Overall Overhaul

INSTALL NOTE: if you install this component, then component #121 (Weapon Category Combination) will also be installed automatically.

This component can be considered a convenience tweak; it will give most classes natably more proficiency points to spend. But it incentivizes spreading those points more widely instead of focusing on a single weapon (like the vanilla game), and your overall level of power at any given moment should roughly on par with an unmodded game. The aim is, with more points in more weapons, when you complete a quest and find a wonderful magical artifact, you can actually *use* it instead of just tossing it into your pack to sell later.

Weapon use is slightly liberalized: all weapons are usable by clerics, but single-class clerics can only be proficient in traditional cleric weapons (the exception being kitted clerics' favored weapons.) Multiclass clerics primarily benefit from this: cleric/thieves can use thief weapons, and fighter/clerics can use any weapon.

Clubs are truly universal, simple weapons: everyone can use them. Crossbows are usable by everyone except druids and Beastmasters.

Warriors, rogues, and priests start with 5 proficiency points; wizards, sorcerers, and shamans start with 3. Warriors receive up the 3 more proficiencies, chosen by dialogue, if their INT score is 11 (+1), 12 (+2), or 13 (+3). At 1st level, nonwarriors may only put one point in any weapon or style, so you must spread those proficiencies among many weapons. Warriors may specialize at 1st level.

Warriors gain another proficiency point every 3 levels. Rogues gain a new point every 4 levels. Druids, clerics and shamans gain a new point every 5 levels. Wizards, sorcerers, and monks can never move past their initial proficiencies (NOTE - this means no more weapon advancement at all after dual-classing into a mage!).

  • Trueclass fighters and Kensai can attain Mastery (+++) at 6th level, and High Mastery (++++) at 9th level, in any weapons they focus on.
  • Other kitted fighters plus barbarians, paladins, rangers, and multiclass fighters can attain Mastery (+++) at 6th level.
  • Rogues, clerics and druids, as well as mage/thieves, cleric/thieves and cleric/mages, can attain Specialization (++) after 6th level, with any weapons they can normally use.
  • Multiclass fighter/mages can attain Mastery (+++) in any weapon but the only available styles are Single-Weapon and Two-Handed Weapon.
  • Fighter/clerics and Fighter/thieves can attain Mastery (+++) in any weapon they can use.

Beyond that, certain kits will be able to reach 1 point higher or lower in certain weapons (e.g. Archers can reach (++++) with missile weapons, and only (++) with melee weapons; Assassins can reach (+++) with daggers; etc.).

Proficiency benefits (cumulative totals)
– ** = +1 thac0; +1 damage; +0.5 APR
– *** = +3 thac0; +2 damage; +1 APR
– **** = +4 thac0; +4 damage; +1.5 APR
.

At 12th level, warriors will get a +1/2 APR bonus with all weapons. (This is in place of the unmodded game's 1/2 APR bonuses at 7th and 13th levels. Because you can get an extra APR bonus from proficiencies, the late-game total max APR for warriors will end up the same as in the unmodded game.)

(The APR bonuses will only benefit warriors, unless you also install the WPO part 5, "APR on Spec.")

This component also tweaks the thac0 tables: Rogues' thac0 becomes equal to clerics and their progression is smoothed out - no more jumping by 2.

level warriors priests rogues wizards
1: 20 20 20 21
2: 19 19 19 20
3: 18 19 19 20
4: 17 18 18 19
5: 16 18 18 19
6: 16 17 17 18
7: 15 16 16 18
8: 14 16 16 17
9: 13 15 15 17
10: 12 15 15 16
11: 11 14 14 16
12: 11 13 13 15
13: 10 13 13 15
14: 9 12 12 14
15: 8 12 12 14
16: 7 11 11 13
17: 6 10 10 13
18: 6 10 10 12
19: 5 9 9 12
20: 4 9 9 11
21: 3 8 8 11
22: 2 7 7 11
23: 1 7 7 11
24: 1 6 6 11
25: 0 6 6 11

This component makes serious changes and it has been rather hard to get various game mechanisms to work with it, especially dual-classing and NPCs. To catch them up, joinable NPCs will have several innate abilities that allow you to choose more proficiencies for them.

Compatibility: this component is generally not compatible with stuff like the weapon proficiency changes in Tweaks Anthology. Choose one proficiency system mod and stick with it.

Component 123:

WPO: Expanded Combat Skills System

INSTALL NOTE: if you choose to install this component, it will also, of necessity, install component #121 (Weapon Category Combination).

This component adds a lot of new abilities to the weapon proficiency system. Its chief aim is to expand the definition of "proficiency" into a broader set of "skills." It folds in a number of 3E-style feats borrowed from the Might & Guile mod, and uses a single currency - proficiency points - to manage both weapon skills and other feats.

First off, to recap the combined weapon categories:

  • Long swords and bastard swords are combined.
  • Clubs and Maces are combined.
  • Spears and halberds are combined.
  • Daggers and darts are combined.
  • Long bows and short bows are combined.

Second, this component introduces six new impovable combat skills that act similar to weapon styles:

  • The Backstab skill applies a 1-point bonus to a character's backstab damage multiplier. Most thieves can take four ranks in this proficiency; Assassins can take six; Shadowdancers and Stalkers can take two. (And this replaces thieves' automatic level-based bonuses to backstab multiplier.)
  • The Set Snares skill grants a character the ability set one snare per day, for each rank taken. Bounty Hunters can set one normal snare and one special snare for each rank taken. (This replaces thieves' automatic level-based Set Snare ability.) Note: an attempt to set a snare may still fail without investing thief skill points into the Set Snares skill.
  • The Dodge skill grants a 1-point bonus to armor class with each rank. Most character may take two ranks in this proficiency; Swashbucklers get one rank for free and can take up to five more. (And this replaces Swashbucklers' automatic level-based AC bonus.) Note: this armor class bonus is not cumulative with any bonuses from using a shield - it is only applied when equipping a one-handed weapon, a two-handed weapon, or two weapons.
  • The Melee Training skill grants a 1-point bonus to attack rolls with all melee weapons, regardless of proficiency, for each rank taken. Most characters can take up to two ranks in this proficiency; Swashbucklers get one rank for free and can take five more. (And this replaces Swashbucklers' automatic level-based bonuses.)
  • The Ranged Accuracy skill grants a 1-point bonus to attack and damage rolls with ranged weapons, for each rank taken. Most characters can take up to two ranks in this proficiency; Archers get one rank for free and can take five more. (And this replaces Archers' automatic level-based bonuses.)
  • The Thrown Weapons skill makes a character more likely to successfully strike enemies with thrown weapons like daggers and axes. A baseline 3-point penalty to ranged attack rolls is applied to all such weapons; one rank in this proficiency reduces that to a -1 penalty, and a second rank results in a 1-point bonus. Halflings automatically begin the game with two ranks in this proficiency.

Third, this component introduces four more groups of feats that characters can learn. Each of these is tied to a single proficiency; each point spent on that proficiency grants an innate spell which, when cast, allows the character to choose one feat via a dialogue. These groups of feats are:

Combat Postures: these abilities represent the style and approach a character uses in combat. These are exclusive to each other - a character can only use one posture at any given time. But characters can learn more than one posture, and switch between them as it is convenient.

  • Leadership: when in this posture all nearby allies gain a 1-point bonus to attack rolls, armoor class, and casting speed.
  • Grappling: when using this approach, in addition to attacking the character will attempt to grab and hold a nearby enemy. Each round a nearby enemy must save vs. breath weapon or have their movement restricted for 3 seconds and be slowed for 6 seconds. If this occurs, the grappling character will also have their movement restricted for 3 seconds.
  • Precise Strike: when in this posture, a character focuses on delivering penetrating attacks, and is thereby 5% more likely to land a critical hit.
  • Reckless Attack: in this posture, attacks can be made faster (1/2 extra attack per round), but all attacks incur a 3-point penalty to attack rolls.
  • Fighting Dirty: this posture involves the use of dirty tricks to gain advantage over enemies. Once each round the nearest attacker must save vs. breath weapon or be briefly tripped, blinded or weakened.
  • Parrying: this posture gives a 50% chance to block the physical damage (slashing, piercing, or crushing) of one successful attack. Only one attack can be parried in this way each round.
  • Missil Snaring: in this posture a character can block one otherwise-successful missile attack each round. (Elemental damage attached to the attack will still affect the character, however.)
  • Spell Evasion: when in this posture a character can make an extra save vs. breath weapon in order to evade the effects of certain targeted and wide-area spells, such as Magic Missile and Fireball.

Physical Fitness: These are ways a character can improve their physical capabilities.

  • Health Conditioning: this permanently grants the character 7 extra hit points.
  • Toughness: this grants the character 10% resistance to slashing, piercing, and crushing damage.
  • Resistance: this grants the character 10% resistance to fire, cold, and electric damage.
  • Quickstride: this allows the character to move faster, or to toggle the ability off and move at the same speed as the rest of the party. (The exact bonus to movement speed can be controlled by a settings file in the "ini" subfolder.)
  • Intestinal Fortitude: this allows the character an extra chance to save vs. death/poison to avoid the effects of any disease or poison to which they are exposed.
  • Unflagging Determination: this allows the character an extra chance to save vs. petrification to avoid sleep, paralysis, fear, and stunning effects.
  • Strength Training: this grants the character a permanent +1 bonus to Strength.
  • Agility Training: this grants the character a permanent +1 bonus to Dexterity.

Miscellaneous Feats: these are an assortment of generally roguish abilities that may be helpful in a pinch.

  • Lore: this increases the character's Lore stat by 25 points.
  • Tracking: this allows the at-will use of the Tracking ability, which can identify the general types of enemies nearby, and which direction they are in.
  • Flaming Weapon: this skill enables the character to coat a weapon with viscous oil and light it aflame, thereby doing extra fire damage with successful attacks. The flame lasts for 2 turns, and the character can craft enough of the oil to use the ability once per day.
  • Grease Jar/Smoke Bomb: this allows a character to create improvised semi-explosive devices which can cover a small area with slippery grease, or with noxious smoke. These mimic the effects of the wizard spells Grease and Stinking Cloud, respectively. Each device can be created and used once pr day.
  • Escape Artist: this ability is the result of a character learning to untie knots, dodge tangling briars and webs, and generally escape when bound. Whenever the character is physically or magically restrained, there is a 50% chance each round that this character will be able to free themselves.
  • Slippery Mind: this allows the character an extra chance to save vs. spells to avoid charm, domination, confusion, feeblemind, and maze effects.
  • Luck: this grants a permanent 1-point bonus to a character's Luck. This can make the character slightly more likely to succeed with thieving skills and weapon attacks, and to take a bit less damage from enemy spell attacks.
  • Wild Talent: this ability instantly grants a character the use of a psionic power, which is chosen at random. (NOTE, this ability will only be present if the 'Will to Power' psionics mod is installed.)

Magical Abilities: smart rogues can sometimes learn the basic tenets of magic, without studying enough to become a proper mage. They can learn to Use Magical Devices, a.k.a. cast spells from wands and scrolls. Additionally, they can learn some select low-level magic spells, generally those associated with illusions and hiding. Each time a character learns a spell this way they gain one 'spell slot,' which can be used to cast any spell they know (similar to how sorcerers cast spells). Shadowdancers automatically know the Shadowstep spell, and get two extra spell slots. The spells that can be learned this way include:

  • Color Spray
  • Reflected Image
  • Blur
  • Knock
  • Luck
  • Glitterdust
  • Sanctuary
  • Shadowstep

In order to make use of all these abilities, most characters get more proficiency points to spend. Most of these are available to warriors and rogues; bards and priests can use a few, while mages and sorcerers cannot use any. The number of proficiency points available to character is increased over the base game:

– Fighters/thieves: 8 at 1st level, plus 1 every two levels thereafter
– Rangers/Paladins: 6 at 1st level, plus 1 every two levels thereafter
– Priests/Bards/Monks: 5 at 1st level, plus 1 every three levels thereafter
– Mages/Sorcerers: 3 at 1st level, no more thereafter
.

Additionally the maximum number of points that can be invested in any one proficiency is as follows:
class level 1 level 2 level 5 level 9
Warriors: 1 2 3 4
Thieves: 1 2 3 4
Bards: 1 1 2 3
Priests: 1 1 2 3
Mages: 1 1 1 1

Compatibility: this component is probably not compatible with most other proficiency system changes. However, it IS compatible with the first subcomponent of the "Revised Proficiencies" options in Tweaks Anthology - the one that basically just merges maces and morning stars. If you install that first, then clubs maces & morning stars will all share a proficiency.

Component 121:

WPO: Weapon Category Combination

INSTALL NOTE: if you choose to install component #122, the Weapon Proficiency Overhaul, then this component will also be installed automatically.

This component groups certain proficiencies together:

  • Longswords and bastard swords are combined into a single longswords proficiency.
  • Clubs and Maces are combined into a "club/mace" proficiency.
  • Spears and halberds are combined into a "spear/polearm" proficiency.
  • Daggers and darts are combined into a "dagger/dart" proficiency.
  • Long bows and short bows are combined into a "bows" proficiency.

Compatibility: this component is probably not compatible with most other proficiency system changes, such as CDTweaks BG1 and IWD profiencies, or the Skills & Abilities system. However, it IS compatible with the first subcomponent of the "Revised Proficiencies" options in Tweaks Anthology - the one that basically just merges maces and morning stars. If you install that first, then clubs, maces, & morning stars will all share a proficiency. This component IS compatible with Item Revisions.

Component 124 (for EE 1.4+):

WPO: Fighting Style Overhaul

INSTALL NOTE: if you choose to install component #122, the Weapon Proficiency Overhaul, then this component will also be installed automatically.

This component rebalances fighting styles in order to make them each more distinct and useful (instead of everything playing 2nd-fiddle to dual-wielding). The benefits of each style are listed below:

Single-Weapon Style:
– (+) = +1 thac0, -2 to weapon speed, +2 to saves vs. Breath Weapon
– (++) = one extra attack every two rounds

Shield-Fighting Style:
– (+) = -1 melee AC bonus, -2 missile AC bonus
– (++) = perform a shield bash once per round (1d3 damage per 5 levels and knockback on failed save vs. Breath)

Two-Handed Weapon Style:
– (+) = +1 thac0, +2 damage, +5% crit chance
– (++) = additional +1 thac0, +2 damage, and +5% crit chance

Two-Weapon Style:
– ( ) = No off-hand attacks, no bonuses for dual-wielding
– (+) = 0 to 2 point melee AC bonus; off-hand attack with 6-point thac0 penalty compared to main hand
– (++) = off-hand attack with same thac0 penalty as main hand (see below)
.

When dual-wielding, your main-hand thac0 will depend on the size and weight of the weapons you have equipped, as described below.

– wielding two daggers: 1-point thac0 penalty, 2-point melee AC bonus.
– dagger + anything: 2-point thac0 penalty, 2-point AC bonus.
– medium + medium: 2-point thac0 penalty, 1-point AC bonus.
– large + medium: 3-point thac0 penalty, no AC bonus.
– large + large: 4-point thac0 penalty, no AC bonus.
.

Medium weapons are: short sword, ninjato, wakizashi, club, war hammmer, mace, morning star.
Large weapons are: long sword, scimitar, bastard sword, katana, flail, battle axe.

Note: bastard swords and katanas are unusually large; they cannot be equipped in the off-hand position.

Also note: your thac0 and/or AC may briefly be incorrect when you equip two weapons and begin dual-wielding them. If your thac0 seems wrong, the first thing you should try it simply waiting a couple seconds with the game clock running. They should quickly resolve to the proper numbers.

Shield bash: in addition to the knockdown effect, it stuns opponents for 1 second starting at level 5; and the saving throw is at a -1 penalty for each 5 levels, up to level 20.

Thrown daggers and darts: will have their base APR reduced from 2 to 1.5, and from 3 to 2.5, respectively. So you will need to be specialized in Fencing/SWS to get the full benefit of those items.

OPTION: by editing Scales_of_Balance/ini/styles.ini, you can set Two-Handed Weapon Style to match Single Weapon Style (it is a single weapon, after all) in granting extra APR for specialization, instead of extra damage and crit chance.

Compatibility: this component covers the same ground as the "Dual-Wielding Changes for Light and Heavy Weapons" component of Item Revisions. You can probably use both together, but the effects will be compounded and will likely be somewhat extreme. Best to choose one or the other. If the Item Revisions "Revised Shields" is installed and applies thac0 penalties to medium and large shields, then being proficient in shield-fighting will offset one point of those penalties.

Component 125 (for EE 1.4+):

WPO: APR on Spec

This component enables any class to gain APR benefits from weapon specialization - not just warriors.

(NB if you install component 122 without this one, only warriors will get the benefit of the APR bonus for basic proficiency.)

Compatibility: this component is not compatible with the APR on Spec component of Tweaks Anthology (which I wrote, and is based on this one). The other version is specifically designed for the vanilla proficiency system; this one is specifically designed for the WPO proficiency system. Use If you installed the "WPO Part 2," use this version.

Component 160:

Saving Throw Overhaul (STO)

This component changes all spells such that the saving throws they offer target follow these guidelines:

  • Direct magical and mental effects like Charms and Illusions offer saves vs. Spells. This includes spells like Blindness and Confusion.
  • Area effects and physical that can be dodged offer saves vs. Breath Weapon. This includes spells like Fireball, Web, and Entangle.
  • Necromantic effects and those that affect the subject's life and health offer saves vs. Poison/Death. This includes all Necromancy effects (including vampire Level Drain), fog spells like Cloudkill, and all poisons.
  • Spells that affect the subject's physical form or movement offer saves vs. Petrification/Polymorph. This includes spells like Flesh to Stone and Polymorph Other, as well as Hold and Slow.
  • Saving throws vs. Rod/Staff/Wands are basically unused. (If you install psionics from Might & Guile, psionic powers will use saves vs. Wands.)

Additionally, saving throw tables are made more sensible. No earth-shaking changes, just sensible progression: wizards save well against spells, priests save well against death, rogues save well against breath, and warriors save well against almost everything.

Component 170 (for EE 1.4+):

STO: IWD-Style Spell Evasion

This component adds the IWD Evasion skill (which I'll generally refer to as "Spell Evasion" to distinguish it from the BG2 HLA). This allows thieves of 7th level or higher to roll a saving throw vs. Breath Weapon for a chance to completely dodge the effects of certain spells like Fireball, Skull Trap, Holy Smite, etc.

You can choose to install it with the bare list of spells that can be evaded in IWDEE, or with an expanded list that includes things like BG2 HLAs and some other spells that I think make sense, like Magic Missile, Acid Arrow, Web, and others. Basically anything that seems like it could be dodged by a skilled rogue in the game world. This should gives thieves a distinctive and unique defensive advantage, something they sorely lack in the vanilla game.

Note: this component can only be installed on EE games with the 2.0 or later patch.

Component 200 (for EE 1.4+):

Stat Bonus Overhaul (SBO)

To make more meaningful differences between races, demihumans will have more stat bonuses and penalties. The racial maximums are now:

  • Elves: 19 Dex, 19 Int, 17 Str, 16 Con
  • Half-elf: 19 Cha, 17 Wis
  • Dwarf: 19 Con, 17 Dex, 17 Cha
  • Halfling: 19 Dex, 19 Cha, 17 Int, 16 Str
  • Gnome: 19 Int, 19 Con, 17 Str, 16 Wis
  • Half-orc: 19 Str, 17 Int, 16 Cha

This component shifts saving throw bonuses to the INT, WIS, and CHA stats. Therefore, and since Constitution is already one of the most important stats in the game, the "shorty save bonuses" for high CON are eradicated. In their place, dwarves and halflings get a flat +3 bonus to saves vs. Death/Poison, and gnomes get a flat +2 bonus to saves vs. Spells.

Finally, the major effect of this component: stat bonuses are modified so that every point added above 13 or so results in a tangible benefit; and scores below ~11 have some tangible penalties (down to 5, which is the new minimum). NOTE: the changes for each stat can be selectively skipped by editing a variable in /Scales_of_Balance/ini/stats.ini.

STRENGTH thac0 Damage
14: - +1
15: - +2
16: +1 +2
17: +1 +3
18: +1 +4
18/51: +2 +4
19: +2 +5
20: +2 +6
21: +3 +6
22: +3 +7
23: +4 +7
24: +4 +8
25: +4 +9
DEXTERITY Armor Class Ranged thac0 Melee thac0
13: -1 - -
14: -1 +1 -
15: -2 +1 -
16: -2 +2 +1
17: -3 +2 +1
18: -4 +3 +1
19: -5 +3 +2
20: -6 +3 +2
21: -6 +4 +2
22: -7 +4 +2
23: -7 +4 +3
24: -8 +4 +3
25: -8 +5 +3
INTELLIGENCE Saves vs. Spells Extra Proficiencies*
5: -4 -
6: -3 -
7: -2 -
8: -2 -
9: -1 -
10: -1 -
11-12: - -
13: - +1, +1 per 9 levels
14: - +1, +1 per 9 levels
15: +1 +1, +1 per 7 levels
16: +1 +1, +1 per 7 levels
17: +2 +1, +1 per 5 levels
18: +2 +1, +1 per 5 levels
19: +3 +1, +1 per 5 levels
20: +3 +1, +1 per 5 levels
21: +4 +1, +1 per 5 levels
22: +4 +1, +1 per 5 levels
23: +5 +1, +1 per 5 levels
24: +5 +1, +1 per 5 levels
25: +6 +1, +1 per 5 levels
* (Warriors only. NOTE: these extra proficiencies can be turned off by editing a variable in /Scales_of_Balance/ini/stats.ini.)
WISDOM Saves vs. Death Saves vs. Polymorph
5: -3 -3
6: -3 -2
7: -2 -2
8: -2 -1
9: -1 -1
10: -1 -
11-14: - -
13: - -
14: - -
15: - +1
16: +1 +1
17: +1 +2
18: +2 +2
19: +2 +3
20: +3 +3
21: +3 +4
22: +4 +4
23: +4 +5
24: +5 +5
25: +5 +6
CHARISMA Saves vs. Breath Saves vs. Wands Luck Bonus XP Bonus
5: -3 -3 -2 -
6: -2 -2 -1 -
7: -2 -1 -1 -
8: -2 -1 - -
9: -1 -1 - -
10: -1 - - -
11-12: - - - -
13: - - - -
14: - - - +2%
15: +1 - - +4%
16: +1 +1 - +6%
17: +2 +1 - +8%
18: +2 +2 +1 +10%
19: +3 +2 +1 +12%
20: +3 +3 +1 +14%
21: +4 +3 +1 +16%
22: +4 +4 +1 +17%
23: +4 +4 +2 +18%
24: +5 +4 +2 +19%
25: +5 +5 +2 +20%

Note: the 18/xx "exceptional" Strength doesn't work in BG like it does in PnP; ALL bonuses are supposed to go up that table in steps (including for non-warriors). BG makes it so that the 1-point jump from 18 to 19 is a bigger difference than the 5-point jump from 13 to 18. I fix that by, essentially, collapsing the 18/xx values to all be about the same. Bonuses are pushed downward, so there is now almost the same difference between 14 and 15 as there is between 18 and 19.

Component 201 (for EE 2.0+):

SBO: Ability Score-Based Bonus Spells

This component gives you bonus spell memorization slots for having high stats. Clerics and druids already get this in the unmodded game; now similar bonuses are applied to mages (based on INT), bards (based on CHA*), and sorcerers and shamans (based on CHA). (* Note, if you have installed Might & Guile's 'Revised Bards,' those multiclass bards will use INT as their casting stat.) If you have installed the option for priests to cast spells spontaneously from Faiths & Powers, that mechanism will be affecte by these bonuses as well.

Additionally, these bonuses have been mde more uniform - including the unmodded cleric and druid bonuses:

STAT 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level
13: +1 - - - - - -
14: +1 +1 - - - - -
15: +2 +1 - - - - -
16: +2 +1 +1 - - - -
17: +2 +2 +1 - - - -
18: +2 +2 +1 +1 - - -
19: +2 +2 +2 +1 - - -
20: +2 +2 +2 +1 +1 - -
21: +2 +2 +2 +2 +1 - -
22: +2 +2 +2 +2 +1 +1 -
23: +2 +2 +2 +2 +2 +1 -
24: +2 +2 +2 +2 +2 +1 +1
25: +2 +2 +2 +2 +2 +2 +1

NOTE: sorcerers only get bonuses to spells up to 5th level. In addition, they get up to four +1 bonuses to their caster level.

STAT 1st level 2nd level 3rd level 4th level 5th level Caster level
13: +1 - - - - -
14: +1 +1 - - - -
15: +2 +1 - - - -
16: +2 +1 - - - +1
17: +2 +1 +1 - - +1
18: +2 +2 +1 - - +1
19: +2 +2 +1 - - +2
20: +2 +2 +1 +1 - +2
21: +2 +2 +2 +1 - +2
22: +2 +2 +2 +1 - +3
23: +2 +2 +2 +1 +1 +3
24: +2 +2 +2 +2 +1 +3
25: +2 +2 +2 +2 +1 +4

Component 2012-13 (for EE 2.0+):

SBO: Ability Score Bonus Spells for 5E-Style Casting

These components are only available if component 201 is installed. They represent options for how the ability score-based bonus spells should operate if the '5E Spellcasting' mod is installed, or a mod that uses it such as Tome & Blood's Arcanist or Might & Guile's Revised bards. With only component 201, those spellcasters will get bonus memorization slots, but no bonus casting slots. These components allow you to change that:

  • Component 2012: ability score bonuses increase both memorization slots and casting slots.
  • Component 2013: ability score bonuses increase casting slots but do not increase memorization slots.

NOTE: if you combine component 2012 this with the component in the 5E casting mod that grants bonus casting slots for the Ring of Wizardry and similar magical items, you will end up with a LOT of both memorization and casting slots. I'm surprised to hear myself say this, but it is too many. With such bonuses a 5E mage can easily overpower a sorcerer, which is not supposed to happen. In particular, large numbers of memorization slots can unbalance things; 5E casters can change out their prepared spells every day, so limits on ho many spells they can have prepared is a key balancing mechanism. My suggestion for finding a happy medium is to skip the 5E items component, thereby setting magic items to only increase memorization slots; and to install component 2013 here, thereby setting stat bonuses to only increase casting slots. (Or, if you really want a lot of casting slots, install the 5E items component with component 2013 - that will give you lots of casting slots but retain some limits on memorization slots.)

Component 202:

SBO: Full Strength from 2-Hand Weapons Only

This small component simply adds a -1 STR penalty to every 1-handed weapon. The idea behind it is, your "STR" score measures your total bodily strength. If you attempt a feat of strength one-handed, naturally the result will not be as effective as if you used both arms.

Note: this penalty stacks, so you will have a -2 penalty when dual-wielding. That weapon style is all about speed - not power!

Component 204 (for EE 2.0+):

SBO: Concentration Checks

This component enables the 'concentration' stat and allows spellcasters to roll to avoid interruption when they take damage during casting. The formula is:

(1d20 + Luck) vs. (spell level + damage taken)

NOTE: This is disabled for now. I've heard it said that concentration checks are bugged in the EE 2.0-2.5 engine, applying the 'damage taken' value on the wrong side of the equation:

(1d20 + Luck + damage taken) vs. (spell level)

This means that the more damage you take, the more likely you are to avoid spell interruption. That is really stupid, and it really annoys me that Beamdog has let this bug persist through several patches. I don't think they fixed it for 2.5 (someone with more time than me can run some tests, if you like), and who knows what they're doing for the new 2.6 patch - I don't even know how to report bugs for it. Hopefully they get off their butts and fix this, because it is one of the last places in the engine where the old engine with ToBEx is completely superior. It's 2020 guys, that shouldn't be happening anymore.

Component 205:

Hit Dice Overhaul (HDO): Revised Hit Point Progression

This component takes some of the randomness out of hit point rolls. In the vanilla system, a warrior with 16 CON can actually get *fewer* hit points at level-up than a mage with 8 CON. That only leads to annoying reloads or constant moving of the difficulty bar to get max hp (which is just too cheaty, and perverts various game mechanics). With this component, there are still rolls, but the roll will usually seem "fair" and should never cause you to feel you need to reload or go below Core difficulty. That 16 CON warrior will get between 9 and 12 hit points per level, instead of from 3 to 12. Higher average rolls, and more satisfying numbers, but not overpowered.

  • Wizard hit dice is now 1d3+1. Rogue and priest hit dice is 2d3+1. And warrior hit dice is 3d3+1 (3d4+1 for barbarians).
  • Everyone gets an extra hit point at 14 CON and 16 CON, and warriors get an extra hit point at 18 CON. Everyone also gets an extra hit point at 20, 22, and 24 CON (so stat-boosting spells and effects can actually increase non-warriors' hit points).
  • The minimum roll for those d3 rolls is 2 at 15 CON, and 3 at 17 CON. (So 17 CON means max hit points.)
  • Everyone gets very slow hit point regeneration (1 hp per 2 turns) at 19 CON. The regeneration speeds up a bit at 20 CON (1 per turn), 21 CON (1 per 4 rounds), 22 CON (1 per 2 rounds), 23 CON (1 per round), 24 CON (2 per round), and 25 CON (1 per second).

This slightly front-loads HD progression: you get about 2HD at first level, but HD only goes to 7th level (so you get 8HD total). From 8th level on::

  • Warriors get 4/level from 8 to 15, then 3/level from 16 to 25, and 2/level after that.
  • Rogues and priests get 3/level from 8 to 15, 2/level from 16 to 25, and 1 per level after that.
  • Wizards get 2/level from 8 to 15, and 1/level after that.

Additionally, there is an alternate hardcore version of this component, which eliminates 1 hp from each class (so wizards are 1d3, rogues/priests are 2d3, and warriors are 3d3). The regular component should give hit points somewhere between the vanilla game's mean and max values; the hardcore variant should result in hit points closer to vanilla's mean.

Finally, there is a third version of the Hit Dice progression, labeled "Reduced." This is unrelated to the system described above; it is a simpler modification for players who want to retain the original game's mechanic and who tend to play with the "max hit point rolls" option, but who do not want monstrous amounts of hit points. This option reduces wizard hit dice to 1d3, rogues to 1d4, priests to 1d5, warriors to 1d6, and barbarians to 1d7. It also gives +1 hit point per level for every even point of CON starting at 12 for warriors, and at 14 for non-warriors. If you use the "max hit point rolls" game option, this should approximate higher-than-average rolls in the original system, but with zero variability. Like the other two components, it doubles the hit die at 1st level, but unlike them it allows hit dice rolls until 9th level. After that you only get 2-3 hp/level, slowly tapering to just 1 hp/level at level 25.

Component 210:

Experience Point Overhaul (XPO): Revised Tables

XP advancement and thac0/spell/skill advancement are two ends of the same rope; you only need to pull on one end to get the desired effect, but for some reason the 2e rules pull both. I've streamlined it to a fast path and a slow path. Fighters, thieves, bards, and clerics are on the faster table; paladins, rangers, druids and wizards are on the slower table. (No more thieves with more hp than fighters with the same XP!) Advancement is a bit faster than vanilla in the middle levels, and then gets progressively slower at epic levels. You'll be at or near level 20 with 3 million XP, like in vanilla; but won't hit level 30 until 8 million XP. HLAs will be rarer with this component, so choose wisely!

The unmodded game sets HLAs to be available at certain levels based on when each class hits 3 million XP. Because these new XP tables change that, the mod will also change when you get HLAs for the sake of uniformity and convenience, all classes will get HLAas when you achieve "epic levels," i.e. level 21. NOTE this is true for multiclasses too! No more getting HLAs at 13th level or whatever, instead multiclasses wil get HLAs starting at level 20, when they have close to 6 million XP. Multiclassing will just have to be, like virtue, its own reward. :P

This component also switches the druid spellcasting table to match the priest one (since the PnP druid XP and spell tables were only for Grand/Hierophant Druids who settle down in a grove and stop adventuring).

Component 212:

XPO: No Murder XP

This component very simply divides the XP reward for killing creatures by 2, 5, or 10. The aim is to make quest XP derived from role-playing relatively more important, compared to combat experience. Quest XP is not changed at all; so this component will result in a substantial reduction in total XP available over the course of the game.

Do not install this unless you are looking for more of a challenge!

Components 221-224:

Experience Point Overhaul (XPO): Revised Starting XP in Siege of Dragonspear

This component gives you four choices for how much XP you will have if you begin a new campaign in Siege of Dragonspear:

  • 65,000
  • 90,000
  • 125,000
  • 161,000

This works in the standalone SoD games, in SoD campaigns when the expansion has been purchased for BGEE, and in EET games.

Components 226-229:

Experience Point Overhaul (XPO): Revised Starting XP in Shadows of Amn

This component gives you four choices for how much XP you will have if you begin a new campaign in BG2 Shadows of Amn:

  • 90,000
  • 161,000
  • 240,000
  • 400,000

This works in BG2EE, as well as in EET games. I have not tested it in the pre-EE engine, but if the game includes STARTARE.2DA, then this should work on TOB and BGT games.

Component 231:

Magic Resistance Overhaul (MRO): Replace MR With Other Effects

WARNING: This component makes very severe changes to the way the game works, and should be considered as 'beta' quality. Its purpose is to largely (but not completely) remove the probability-based "magic resistance" mechanic from the game. It makes the following changes:

  • All creatures in the game, such as drow, dragons, skeleton warriors, etc., will have their MR set to zero. Instead, they will receive +3 bonuses to saving throws vs. Breath, Petrification, and Wands, and a +6 bonus to saving throws vs. Spells. (No bonus to saves vs. Death - this should make necromancy magic a little stronger and more special.)
  • Monks and Wizard Slayers will not get MR; instead, they will get a +1 bonus to all saving throws at level 1, and at every 4th level thereafter (5th, 9th, 13th, etc. up to 25th).
  • Almost all items in the game that grant MR have been changed. Some, like the Amulet of Magic Resistance, have their MR converted into resistance to all elemental and magic damage. Others, like Carsomyr, instead get large bonuses to saving throws. Some are very different, like the Sword of Balduran which now grants a movement rate bonus.
  • It is still possible to get *some* MR, from the Hell Trials and the Machine of Lum the Mad. That's okay, 15% MR isn't game-breaking... it only gets stupid when it is stacked to high levels.
  • Likewise, the "Magic Resistance" spell is left untouched. It can be used as another form of magic protection along with the likes of Spell Deflections and Globes of Invulnerability. Lower Resistance, Pierce Magic, and Pierce Shield are still effective against this spell, and SCS enemies will use them against you.

Compatibility: this should be installed after all mods that add creatures and items that may be subject to magic resistance. Notably, if you want this to affect fiends (removing their MR), then this component should be installed after Spell Revisions, SCS, and aTweaks.

Component 232:

Magic Resistance Overhaul (MRO): Reduce MR

This is a less severe version of the prior component. It reduces the MR of creatures and equipped items, and prevents MR from stacking.

  • All creatures in the game, such as drow, dragons, skeleton warriors, etc., will have their MR set to 1/2 of its normal value.
  • Monks and Wizard Slayers get their normal MR progression.
  • Many items in the game that grant MR an an equipping effect have the effect reduced: 50%-->30%, 40%-->25%, 30%-->20%, and 25%-->15%. Any items that grant a different amount of MR are unchanged.
  • All items that grant MR as an equipping effect now apply it by setting the MR value, instead of increasing it. So wearing two MR items will no longer result in a cumulative benefit.
  • Again, the "Magic Resistance" spell is left untouched. It can be used as another form of magic protection along with the likes of Spell Deflections and Globes of Invulnerability. Lower Resistance, Pierce Magic, and Pierce Shield are still effective against this spell, and SCS enemies will use them against you.

Compatibility: this should be installed after all mods that add creatures and items that may be subject to magic resistance. Notably, if you want this to affect fiends (removing their MR), then this component should be installed after Spell Revisions, SCS, and aTweaks.

Contact Information

This mod was created by SubtleDoctor. You can visit The Gibberlings Three for information on this and many other fine mods.

Thanks and Acknowledgements

Huge thanks in particular to Smeagolheart, Crevsdaak, kjeron, Camdawg, Mike1072, kreso, Grammarsalad, Aquadrizzt, and The Imp for advice and help with the code. And to everyone participating in the Dev thread at forum.baldursgate.com, for helping to sort through my good and bad ideas and helping me get the best ones implemented.

Special thanks to Galactygon, Demivrgvs, DreamSlaveOne, and Pecca for directly contributing mod resources

Big thanks to Etamin for providing a Polish translation.

Thanks to the still active and vibrant Infinity Engine modding community.

Tools Used in Creation
WeiDU by Wes Weimer, and then the bigg and then Wisp
Near Infinity by Jon Olav Hauglid, and then Argent77 and Astrobryguy
IESDP maintained by igi

Credits and Copyright Information

Copyright 2014-2017. If you want to use or adapt any part of this mod in another mod or similar endeavor, please try to contact me at forums.gibberlings3.net or forum.baldursgate.com to discuss it. As a general rule, I have no problem with that as long as you credit the source of the work. If you cannot get in touch with me, assume that you have my permission to use any of this code for any project that is non-commercial, offered for free, and intended for the greater enjoyment of players of Infinity Engine games. You may NOT use this code for any profit-making or commercial venture, without express permission from me.

Version History

Version 5.37 - 2022

  • er, yeah, I have long since stopped updating this. It's mostly been bug fixes and compatibility updates. Looking back at this is a blast, though. The "Moon Knight?" "Silkwhisper?" I don't even remember what those things are!

Version 5.22-5.23 - 2020

  • some fixes
  • encapsulation
  • added Poison Overhaul
  • added starting XP for SoD and SoA

Version 5.19-5.21 - 2020

  • I forget
  • probably some fixes

Version 5.14-5.18 - 2019

  • bunch of minor fixes
  • updates for Spell Evasion
  • some changes to stat bonuses

Version 5.13 - June 2018

  • what happened to 5.11 and 5.12??
  • some externalizations, e.g. of the proficiency dialogue
  • some updates for the 2.5 patch, e.g. with the proficiency dialogue
  • some fixes

Version 5.10 - April 2018

  • new component: IWD evasion for thieves

Version 5.9.2 - April 2018

  • new universal potions component
  • even more refined dual-wielding

Version 5.9 - February 2018

  • dynamic spell slot bonuses
  • refined dual-wielding
  • improved weapon proficiency dialogue

Version 5.8 - December 2017

  • major revision of the fighting styles code: better shield bash and refined dual-wielding
  • smaller refinements elsewhere, such as with the stat bonuses

Version 5.7 - March 2017

  • new component: concentration checks
  • compatibility between WPO and the FnP 0.74+ usability system

Version 5.6 - March 2017

  • re-wrote SBO - now completely dynamic!
  • new dialogue for initial proficiencies

Version 5.5 - November 2016

  • Polish translation by Etamin added - thank you!
  • re-wrote YARAS
  • re-wrote portions of the WPO
  • added multiple subcomponents for NMX

Version 5.4 - September 2016

  • added Full STR From 2-Hand Weapons
  • overhauled the weapon style revisions

Version 5.3 - April 2016

  • added No Murder XP
  • moved the MRO to the end

Version 5.2 - April 2016

  • SoD and EE 2.1 compatibility

Version 5.1 - March 2016

  • EET and EE 2.0 compatibility
  • changed hit dice component, added hardcore variant

Version 5.0 - February 2016

  • major re-write and revival
  • all the old kits and class-based tweaks are gone (download Might & Guile, Faiths & Powers, and Tome & Blood instead)
  • the overhauls and basic game/rule tweak components are re-introduced, and updated

Version 4.2 - November 29, 2015

  • REALLY ACTUALLY fixed bugs with wizard spell changes

Version 4.1 - September 16, 2015

  • Fixed bugs with wizard spell changes

Version 4.0 - September 12, 2015

  • Removed ALL components except for clerics and wizards - find the other tweaks and kits in Might & Guile

Version 3.3 - August 25, 2015

  • Some bug-fixing
  • Removed the NPC components - now find them in my NPC_EE mod

Version 3.2 - July 19, 2015

  • Eliminated the Harrier kit
  • Added backstabbing for Rangers
  • Better handling of CLSWPBON.2da

Version 3.1 - June 1, 2015

  • Various small bug fixes
  • Added the Magic Resistance Overhaul

Version 3.0 - May 22, 2015

  • Another major reorganization, with components DESIGNATED and compartmentalized into distinct .tpa files
  • More options in the settings file to adjust mod components
  • Major revision of the wizard specialist kits
  • Revised the proficiency overhaul
  • Favored weapons for clerics available without the proficiency overhaul
  • Toggleable monk fists available without the proficiency overhaul
  • Added spell saving throw standardization component
  • Added Elementalist druid kit, and further-revised druid shapeshifts
  • Added Spellbender cleric/mage kit
  • NPCs: Nalia = Spellbender
  • Revised Wizard Slayer kit, with fighter/thief option
  • NPCs: Valygar = F/T Wizard Slayer

Version 2.9 - April 15, 2015

  • Added Luckrider of Tymora
  • Replaced High Mage with new multiclass Monitor
  • NPCs: Faldorn = Purifier

Version 2.8 - March 15, 2015

  • Added multiclass Gloryblood of Tempus, and multiclass Monitor of Mystra
  • NPCs: Khalid = Woodscout and Branwen = Gloryblood
  • Tweaks to Spellfilcher, Alaghor

Version 2.7 - March 9, 2015

  • Bug fixes and streamlining
  • NPCs: Xan = Bladesinger

Version 2.6 - March 6, 2015

  • Bug fixes
  • Added the Meistersinger and Purifier

Version 2.4 - February 26, 2015

  • Bug fixes
  • NPCs: Garrick = Gallant

Version 2.3 - February 22, 2015

  • Favored weapons for clerics within the proficiency overhaul
  • Added Mistwalker of Leira

Version 2.2 - February 15, 2015

  • More reorganization of component categories
  • Wizard spell school reallocation
  • More bug fixes

Version 2.0 - February 10, 2015

  • Simplification of component categories
  • Expansion of the wizard tweaks component
  • Enhanced compatibility with Item Revisions, Spell Revisions, and Tome & Blood
  • Many, many bug fixes

Version 1.6 - December 15, 2014

  • Increased compatibility with IWDEE and its 'pre-generate character' option

Version 1.5 - November 30, 2014

  • Increased compatibility with other mods

Version 1.4 - November 14, 2014

  • Real support for IWD:EE

Versions 1.2 through 1.3

  • Numerous preliminary attempts to add support for IWD:EE

Version 1.1 - November 2, 2014

  • Support for monks added to the proficiency overhaul
  • Added multiclass component
  • New kits: Fastpaws, Woodscout, Forestwalker, Bladesinger, Spellfilcher, Nightrunner, Misadventurer, Hearthguard, and Alaghor

Version 1.0 - October 25, 2014

  • Changed organization of installation options, categorizing components into Basic, Kit, and NPC groups
  • Lots more bug-fixing and improvement of existing components

Version 0.9.9 - October 19, 2014

  • Compatibility with the proficiency overhaul added for all mod kits, and for BG2 starts
  • Lots of bug-fixing and improvement of existing components

Version 0.9.7 - October 13, 2014

  • Tra-ification
  • Distinct called shots for archer kits

Version 0.9.4 - October 8, 2014

  • New kit: the Gallant

Version 0.9.2 - October 5, 2014

  • Compatibility with the proficiency overhaul added for ~40 mod NPCs

Version 0.9 - October 2, 2014

  • Item tweaks

Version 0.8.1 through 0.8.9

  • Numerous attempts to fix bugs in the Proficiency Overhaul

Version 0.8 - September 15, 2014

  • Proficiency Overhaul
  • Kitted NPC options

Version 0.6 - September 7, 2014

  • Merged OG and EE mods
  • Stat tweaks
  • APR on Spec
  • New kits: Scout, Sniper, Jongleur, and Loresinger

Version 0.5 - September 1, 2014

  • Kensai revision
  • Paladin kit revisions
  • Cleric kit revisions
  • New kits: Harrier, Barbarian Ranger, Moon Knight, Silkwhisper, Monitor, Gloryblood, Darkcloak, and Beastheart

Version 0.4 - August 24, 2014

  • Ranger modifications
  • New kits: Halfling Slinger, Elven Archer, and Mage Hunter

Version 0.3 - August 21, 2014

  • Fighter kit rebalancing
  • New kits: Corsair and Marksman

Version 0.2 - August 11, 2014

  • Added wizard cantrips

Version 0.1 - August 8, 2014

  • Druid shapechange revisions