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NWN MODULES

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Title  Neverwinter Balance Patch
Author  Mr Ghosh
Submitted / Updated  02-26-2009 / 03-04-2009
Category  Other
Expansions  HOTU-1.69
Language  English
Scope  Dependant on Module
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  Any
Min # Players  Any
Min Character Level  Any
Gameplay Hours  <1
Description
INTRODUCTION

The Main beauty of Neverwinter Nights was choice of making your character, but some of the spells and classes are made in such a way that they dont really leave a choice. Some classes and spells are pretty useless compared to others so nobody really chooses those classes and spells .The Main objective of this patch is to balance the game so that it truly becomes a choice about what you want to choose {Balance is meant in terms of usefulness and not anything else.}.

The changes made by this patch/module will effect all the modules and main game .



How to Install - Put all the files from 'override' folder in this module to 'override' folder in main game folder. Make backup of 'dialog.tlk' from main game folder then Replace 'dialoge.tlk' from main game folder with the dialog.tlk from this module.



SPELLS

1. Virtue - 1 hp per 2 caster level. Effect of virtue stack. Available to all casting classes.

2. Time Stop - Now duration 2-4 rounds

3. Resistance - duration = hour*level

4. Vampiric Touch - Now does upto 10d10 damage instead of 10d6.

5. Healing Circle - Heals 1d4 per 2 caster level + upto 20.

6. PhansKiller - does upto 10d6 if not successful.

7. True Strike - lasts much longer

8. Prayer - Effect to self, ally is 1 + 1 per 5 caster level turn. Enemy effect still in rounds per level.

9. Issac lesser missile - Now missiles upto 15 instead of 10.

10. Harm - Damages 2/3 of the current hitpoint of target. Will reduce hitpoint to 1 if used with maximize feat. Heals undead 2/3 of their maximum hitpoint. Heals undead fully if used with maximize feat. Remember harm doesnt check spell resistance.

11. Heal - Heals target of 2/3 of their maximum hitpoint. Heals them fully if used with maximize feat. Damages undead 2/3 of the current hitpoint of target. Will reduce hitpoint to 1 of undead if used with maximize feat.

12. Monsterous Regeneration - Now heals at double rate at round/casterlevel.

13. Regeneration - Now heals at double rate.

14. Battletide - Now available at Spell level 4.

15. Mass Heal - Effects same as Heal but in a area.

16. Greater Restoration - Effects are same but heals 2/3 of maximum hitpoint now. Might cause some problem with some 'Non playing charcter' healers in game that use this spell. Just ask them to heal you again.

17. Healing Sting - Now heals 1d6 per 3 caster level + caster level.

18. Weird - Now damages 10d6 if unsucessful.

19. Identify - Now for 5 rounds instead of two.

20. Resseruction - Brings target to life with half hitpoint.

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



FEATS



LayofHands - Now [casterlevel + 1/2 charisma modifier] * charsima modifier.



Divine Might - Now 1.5 times charisma modifier damage.



CLASSES

Some of these changes will not effect existing charcters.



BARBARIAN - Well when comparing Barbarian to other classes, Barbarian is pretty weak comparing to Fighter and Darwfen Defender. Fighters getting much higher feats while Defender getting much higher damage reduction as well has both having much higher armour than Barbarian. A barbarian is best used by using a large twohanded weapon but thier lack of armour especially using rage makes them quite useless. So to balance Barbarian....

Effect-They will get damage reduction on level 1, 4, 13, 16. At level 8 they get Epic Damage Reduction 3.

Barbarians will get Ambidextery for free a 1 level. So that they dont have to spend points to raise dextery.

They will get Disarm for free at level 6, for anyone who didnt raise intelligence to 14. They still have to get Improved disarm on thier own.

They will get Toughness feat on level 10.

Barbarians get monsterous regeneration spell at level 13. I just liked the idea of barbarians regenerating damage.



HARPER SCOUT - I liked the concept of harper scout but I think bioware had some vandata against this class so this class was quite useless to use. So....

Effect Bonus - This class gets Magic Device skill as cross skill.

Gets Death Attack at level 1, 3, 5.

Gets Alertness al level 1

Gets Iron Will and Improved Parry at level 2.

Gets 6 skill ponts per level instead of 4.

Requirements changed to 4 Search and Desiplne , 5 to Lore and Persuade, Nonevil



CLERIC - I found clerics to be the most powerful class in Neverwinter. They canhave the highest armour [Armour + Spells], Can use use flame on weapons to increase damage, very powerful summons and magic spells and the best healers.

Effect - Clerics no loger get Heavy armour prof for free.

I actually wanted to limit them to light armour in start but I judged that limiting clerics to medium armour is better.



RANGER - Well rangers are a good class at starting levels but when they reach higher levels say above 10 they tend to become quite weak in damage dealt compared to other classes. I found that Elf Druids or Clerics mixed with rogue class make much better Rangers. So I thought it would be a good idea to increase buffing qualities of ranger......

Effect - Ranger get following spells

Spell Level 1 - Entropic Shield

Spell Level 2 - Expendious Retreat, Endurance

Spell Level 3 - Barkskin

Spell Level 4 - Restoration.

Rangers will get Brew Potion Feat at level 8.

Will get Point Blank Shot at level 3.

Will get Zen Archery.

Will get Death Arrow at level 20.

I actually wanted to make a feat like Harper Item for Ranger to make some arrows with elemental damage or enchantment bonus at higher levels. But I couldnt find any script for referance. Any help would be welcome.

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

To update from previous version replace ALL the files do not leave the old files as some of them have been updated.



Last Update - 5 March 2009


---------------------------------------
I am still making spells and will try to update this in a few days. If you want any changes to a spell, class Or need any spell edited try to ask.

This mod is compatible with Prc and Cep 2.2. Prc will simply overwrite this mods files if you Prc haks. I will try to make Prc or better said make this mod fuse with Prc. I havnt done this yet because I havent used Prc in a game yet.
Unlike Prc, this mod will effect all the modules and original game.I will try to add new spells and feat when I fuze this with Prc later. Without prc this mod will effect only existing spells etc.

MULTIPLAYER
I cant play mutiplayer so I cant test it. But having this patch in both the computer should solve the problem.
-----------------------------------

NEED SOME TESTERS TO TEST THIS MOD FOR BUGS AND NEED PEOPLE TO DEVELOP A NEW ORC MODULE. Anyone interested should Post a message here.I actually wanted to develop a new mod on Neverwinter 2 but I cant really spare the money to buy neverwinter 2 and its expansions

THIS mod has been updated on 5 March 2009. Read through description again to see the changes.

I wanted to change properties of original feats . eg. Alertness give 2 to listen, spot I wanted to increase it to 5. Now I know original feats cant be edited but if someone knows the names of script used by feats maybe I can create a new feat and override original script. Or maybe someone know a way to edit override original scripts. Any help is welcome.

DO try to VOTE to let me know if this mod is useful or a waste of time.

Files

NameTypeSizeDownloads
Balance_Patch.zipBalance_Patch.zip
Submitted: 02-26-2009 / Last Updated: 03-04-2009
zip3.1Mb268
Main Download file.
Last update 5 March 2009
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Comments (19):

Posted by Muric at 2009-09-17 12:34:01    
Ha.. i found a new bug after discovering the old bug i was complaining about was fixed. when you leave defensive stance, you are rendered immobile, and the only way to get out of that state is to use dm_heal. wonder if it's a known issue like the broken sleep spell that they aren't going to fix.
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Posted by Muric at 2009-09-17 10:09:22    
out of curiosity, who else noticed that Harper Scout suffers from arcane spell failure while Assassin does not?, talk about unbalance...the 5 level limit really kills HS's usefulness, should really be 8-10, and as done here already, some of the prerequisites cut. on a different note: i agree isaac's lesser missle storm really needed a boost. by default it's pretty much the same as a maximized magic missle, except it can hit multiple targets, but at the cost of a damage ratio. I do disagree that barb is the weakest of the fighting classes. i tend to feel Dwarvern Defender is much weaker then Barbarian if anything. as soon as you go into defensive stance, your D.D. just takes hits, rather then even attempting to attack(unless they fixed it). Also giving Barbarian ambidexterty will do nothing unless you plan on going for two weapon fighting and improved two weapon fighting, for dire mace,double swords and double axe. while it would make good logical sense for them to get it for use of a two handed weapon, the fact is it has no bearing at all with great swords, heavy flails, or great axes(unless you changed that too with this override). Barbs are a purely attack and damage based class, which is why they do get damage reduction to make up for their lack of defensive ability. strength and constitution is their attribute focus. the only thing Barbs need dexterity points for is for the AC bonus when using light & medium armor. expertise mode is a great combat mode for barbarians, sacrificing 5 attack for +5 AC.
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Posted by Baragg at 2009-08-08 22:47:06    Voted 1.25 on 08/08/09
Crap.
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Posted by bigbee at 2009-05-31 23:21:11    Voted 9.75 on 05/31/09
Well said doctortux . Can you add new spells and feats too?

Posted by bigbee at 2009-05-31 23:16:57    Voted 9.75 on 05/31/09
Quite Fun .

Posted by DrTux at 2009-05-31 23:15:19    Voted 10.00 on 05/31/09
Changed the way this game is played in a good way. Hope this is updated soon.

Posted by DrTux at 2009-05-22 18:16:41    Voted 10.00 on 05/31/09
Quite useful

Posted by MrGhosh at 2009-03-08 15:53:47    
Yes you can take out only selected changes. First install like its instructed then go to the 'override' folder in the main game folder.
The spells are stored with .ncs extentions eg. nw0_i0_virtue.ncs. Simply delete the changed spell if you dont want to use it. WARNING although spell files are not connected to each other, other files may be connected to each other eg. spells.2da and deleting those files may cause things to not work properly. Also the new description will not change in game even if you delete the spell files but the spells effect will be the old ones.
Secondly dont worry about the spell changes. While making changes I tried to be sure that the changed spells, [expect Timestop] donot become more stronger than other spells of the same level. You will probably find other spells of the same or near same level are more strong without the changes. eg. Regeneration, Heal. Also some spells have been made weaker not stronger.
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Posted by bigbee at 2009-03-06 18:22:56    Voted 9.75 on 05/31/09
Shuurai It seems you are criticizing people for the sake of criticizing. I do find Lesser M storm to be a useless spell . A scrool made from Greater M storm does more damage than full Lesser M Storm. I would rather take spells like Stoneskin, instead of LMS . GMS does upto four times damage. Dont forget that most of the time in game people face multiple opponents and there are limits to spells you can learn and cast.

I DID like some of the changes made and I am using spells like vampiric touch and regeneration for the first time because of this hak.

Posted by Silvius at 2009-03-06 16:45:41    
Is there any way to simply pull the Harper Scout and Ranger files from this mod without using the other stuff? I agree that a Harper Scout is a useless class as is, (or at least heavily underpowered), but there is no reason to amp up a sorcerer/wizard's spells.

Posted by shuurai at 2009-03-06 06:56:36    
Actually, Lesser Issac's can be a great choice in some instances; it covers a wide area, and it isn't stopped by resistance to fire/cold/electric/acid which are far more common than general magic around those levels.

And honestly, why does every spell have to do the same damage? If that were the case, then why not just restrict the game to one damage spell per casting level? Part of playing a caster class successfully is picking and choosing spells based on the situation - and sometimes that means choosing less damage for other benefits. Some of those spells that seem weaker still have their place; it's all in how you use them.

But the main point was, if the purpose of this is to make *classes* more balanced (which seemed to be the point in your description) then why make the most powerful classes in the game *more* powerful?

Posted by MrGhosh at 2009-03-05 07:03:31    
Well people are always going to follow someone else's idea of how things should be . I didn't liked many how same level spells were quite weak compared to others. example 'Firebrand' and 'Ball of Lightning' so I made this. I have tried to bring damage of same level spells to same level and make choosing spell or a class truly an option. If you think classes like Harper Scout or spells like Firebrand and Ball Lightning are balanced from someone's point of view then what can I say. Goodbye
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Posted by Mannast at 2009-03-04 09:36:51    
These seem to be an unbalancing as opposed to a balancing - sure the PnP rules (AD&D editions) don't translate perfectly to the NWN format, but disregarding the concepts seems to assuming a great deal about what people want from the game. Every gamer and every game are different and have different feelings tohow balance should be achieved. This is an interesting concept, but I will pass.

Posted by Fintirioth at 2009-03-04 09:21:18    
Intresting idea but this isn't exactly balancing the game, atleast not for multiplayer then again it was not the intention either right?

But it has more or less just the users own ideas poured in how things should be which are odd to say atleast for some of the things. . .

Posted by MrGhosh at 2009-03-04 03:16:22    
While making changes to a spell I see how useful it is compared to another same level spells.
Well level 3 spells like fireball, cone of cold do upto 10d6 damage in area effect while Isaacs Lesser missle does maximum 10d6, Its missile spilt when targetting multiple opponents making it quite weak group spell. While issac's magic damage cant be resisted or saved like fireball, only one spell level up Isaac's Greater Missile storm does double the damage From Issac leeser missile.
Lesser Issac can do a maximum of 60 damage while Greater Isaac can do max 240 damage. Do you think Lesser Isaac is a good choice when compared to other spells.I only increased the Maximum number of missile of Lesser Isaac from 1 missile per level, to maximum of 10 at level 10 to maximum of 15 at level 15. Increasing it maximum damage to 90 at level 15, making it a better option as a spell.
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Posted by shuurai at 2009-03-02 13:08:02    
Honestly, I think a lot of the differences between the classes has more to do with players than with the classes themselves. For example, based on the description it looks like you're amping up wizard/sorcerer spells quite a bit, when those two classes are already very powerful. Issac's Lesser Missiles for example is already overpowered.





Posted by ShaDoOoW at 2009-02-27 05:47:48    
So this is some sort of Spell/Class Balance Package? Is it per rules, either 3.5 or 3.0 or did you just think it up?
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Posted by MrGhosh at 2009-02-27 04:17:41    
Alertness and Iron will are no longer a requirement for Harper Scout. Didint you read the requirement change.
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Posted by Muric at 2009-02-26 22:43:24    
um.. on the note of Harper Scout... alertness and iron will are required for it to become available. Giving those two feats at the first two levels is kinda redundant. now if you just want it to be more useful i'd say just leave it as is originally except give it 5 more levels.
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