The Return of BTB... and a new project!

Post » Fri Apr 22, 2016 12:24 am

A Personal Message From BTB


Greetings and salutations, all. It's been about five years since I took a bit of an extended sabbatical from this forum to work on a Final Fantasy VI mod called http://www.insanedifficulty.com/board/index.php?/topic/7485-brave-new-world-172-is-now-available/. Long story short, it ended up being far more successful than I could have ever imagined it would be, and I learned a hell of a lot about good game design along the way. And now, the time has finally come for me to take what I have learned and return to my roots.


Looking back on my Morrowind mod, I see nothing but a misguided - and incomplete - attempt to fix a very broken game. Due to Morrowind's over-abundance of exploits, my focus was almost exclusively on removing those exploits while simultaneously being too afraid to really dig deep into a game that I famously have never actually played... until now. No, I still haven't played Morrowind, but spending five years working on a game that I *have* has given me a wealth of perspective on what makes a game actually fun.


What I am announcing tonight is not an update to BTB's Game Improvements - BTBGI was retired the minute we released Brave New World and I truly understood just how far off the mark it was. What I have begun work on now is a completely new gameplay overhaul, rebuild from the ground up.


I believe I will call it "Might & Magicka".


Details are below, but I do want to wrap this section up by saying that it's good to be back. I've missed you guys. <3


Character Development


Something I started to learn while working on Morrowind, but carried over to my work on Final Fantasy VI and applied to great effect is my belief that any good gameplay mod should always, always, ALWAYS focus primarily on the player character. The fun of any game, RPGs in particular, is the building up of your character, while the challenge exists solely to give you a compelling reason to do so. As such, the cornerstone of this mod will be how it handles the growth and development of your character.


Bethesda was on to something when they tied levels to skill gains and then those skill gains to stat gains (actually, they were ripping off Romancing SaGa, but whatevs). The fatal flaw was wrapping stat gains back around and tying them to levels, creating an incentive to "cram" for +5 stat boosts every level and marginalizing the importance of major and minor skills in the process. BTB's Game Improvements addressed this by making Miscellaneous skills impossible to raise outside of paid training, but it ultimately failed to address the root of the issue.


Now, rather than when you gain a level, your stats are raised according to which skills you have leveled whenever you sleep in a bed (camping doesn't work). Major and minor skills are given more weight in these calculations to reinforce them as the skills you should be focusing on raising; bonuses are also given for race, favored attributes, and class specialization (i.e. Fighter/Mage/Thief). Miscellaneous skills

remain impossible to raise outside of training, partly to further force players to focus on their major and minor skills and partly to make paid training a legitimate cash sink.


To raise a stat, you must earn ten "points" of levels in any skill(s) that it governs:


Major Skills 5

Minor Skills 3

Misc Skills 1


Racial Bonus +(skill bonus/5)

Attribute is Favored +1

Class Specialization +1


At most, a character can raise a stat at a 1:1 ratio with a given skill, such as a Nord fighter with Axe as a major skill and Strength as a favored attribute. However, that same Nord would need *ten* levels of Restoration for a single point of Willpower (assuming that Restoration is not a major or minor skill and that Willpower is not your other favored attribute). Any excess points are carried over to the next stat gain, with multiple gains being possible if points permit. Note that you still get three +1 "bonus" stat boosts per level up as in the original game, with the caveat that they cannot carry any stat beyond the 100-point cap*, whereas gains through skill usage can take them as high as 255.


Also note that, in order to prevent over-buff abuse, 255 is the maximum possible value for any stat including fortifications.


The new governing stats and racial bonuses are as follows:


Strength

Armorer

Axe

Blunt Weapon

Hand To Hand


Intelligence

Alchemy

Enchant

Mysticism

Security


Willpower

Alteration

Conjuration

Destruction

Illusion

Restoration


Agility

Block

Long Blade

Light Armor

Marksman

Sneak


Speed

Athletics

Unarmored

Short Blade


Endurance

Heavy Armor

Medium Armor

Spear

Acrobatics


Personality

Mercantile

Speechcraft


Moving on to races and birthsigns, the primary goal with both was to make them more unique by allowing them to provide benefits that can't be replicated easily - or at all - by any other means. Races now have a wider spread of base stats, with some now starting out as low as 20, as well as a full range of skill bonuses (which will benefit their stat development, as discussed earlier). Powers are a large focus for both races and birthsigns, and one of the most important things to note is that they now scale with your level instead of being overpowered early on and then quickly obsoleted. Birthsign stat boosts follow suit, initially providing a bonus of 10 and then increasing by 5 for every 5 levels, up to a maximum of 50.



ARGONIAN


STR 30 | Alchemy +5

INT 30 | Athletics +10

WIL 30 | Illusion +10

AGI 40 | Marksman +10

SPD 40 | Mysticism +5

END 40 | Spear +10

PRS 30 | Unarmored +10


Immune to Poison

Resist Disease (50)

Water Breathing

Swift Swim (50)


BRETON


STR 30 | Alchemy +10

INT 50 | Alteration +10

WIL 40 | Blunt Weapon +10

AGI 30 | Conjuration +5

SPD 30 | Mysticism +10

END 20 | Restoration +10

PRS 40 | Unarmored +5


Fortify Maximum Magicka (100%)

Resist Magicka (50)

---

POWER: Fire/Frost/Shock Shield + Resist Weapons


DARK ELF


STR 30 | Destruction +10

INT 40 | Hand To Hand +10

WIL 40 | Light Armor +10

AGI 30 | Long Blade +10

SPD 40 | Marksman +5

END 30 | Mysticism +5

PRS 30 | Short Blade +10


Resist Fire (75)

Sanctuary (10)

---

POWER: Silence + Absorb Magicka


HIGH ELF


STR 20 | Alteration +5

INT 50 | Conjuration +10

WIL 50 | Destruction +5

AGI 20 | Enchant +10

SPD 20 | Long Blade +5

END 30 | Mysticism +10

PRS 50 | Speechcraft +15


Fortify Maximum Magicka (200%)

Resist Blight (50)

---

POWER: Weakness to Fire/Frost/Shock


IMPERIAL


STR 40 | Armorer +5

INT 30 | Block +5

WIL 30 | Heavy Armor +10

AGI 30 | Long Blade +10

SPD 30 | Mercantile +15

END 30 | Spear +10

PRS 50 | Speechcraft +5


Bless (Fortify Attack) (10)

---

POWER: Charm


KHAJIIT


STR 30 | Acrobatics +10

INT 40 | Alchemy +5

WIL 20 | Athletics +10

AGI 50 | Hand To Hand +10

SPD 50 | Security +5

END 30 | Sneak +10

PRS 20 | Unarmored +10


Resist Frost (50)

Night-Eye (?)

---

POWER: Jump + Slowfall


NORD


STR 50 | Axe +15

INT 30 | Blunt Weapon +5

WIL 40 | Hand To Hand +5

AGI 30 | Light Armor +10

SPD 20 | Long Blade +10

END 40 | Medium Armor +10

PRS 30 | Mercantile +5


Immune to Frost

Resist Shock (50)

---

POWER: Shock + Paralyze


ORC


STR 50 | Armorer +15

INT 20 | Axe +5

WIL 50 | Block +10

AGI 30 | Blunt Weapon +5

SPD 20 | Heavy Armor +10

END 50 | Medium Armor +10

PRS 20 | Restoration +5


Resist Shock (25)

Resist Magicka (25)

Resist Weapons (25)


REDGUARD


STR 40 | Acrobatics +10

INT 20 | Athletics +15

WIL 20 | Axe +10

AGI 40 | Long Blade +10

SPD 50 | Medium Armor +5

END 50 | Security +5

PRS 20 | Spear +5


Resist Poison (50)

Resist Paralysis (50)

---

POWER: Fortify STR/END/AGI/SPD



WOOD ELF


STR 20 | Acrobatics +10

INT 30 | Alchemy +5

WIL 30 | Enchant +5

AGI 50 | Illusion +10

SPD 40 | Marksman +15

END 30 | Sneak +10

PRS 40 | Speechcraft +5


Immune to Paralysis

Resist Disease (50)

---

POWER: Command Creature



---


THE WARRIOR

Fortify Strength


THE LADY

Fortify Personality

---

POWER: Calm Humanoid/Beast


THE LORD

Fortify Endurance

---

POWER: Restore Health


THE STEED

Fortify Speed + Feather

---

POWER: Restore Fatigue


THE THIEF

Fortify Agility + Luck


THE LOVER

POWER: Absorb Strength/Willpower

POWER: Command Humanoid


THE SHADOW

POWER: Chameleon

POWER: Sanctuary


THE TOWER

Reflect (25)

---

POWER: Open


THE MAGE

Fortify Intelligence


THE APPRENTICE

Fortify Willpower

---

POWER: Fortify *all* spell skills


THE ATRONACH

Spell Absorption (25)

---

POWER: Spell Absorption


THE RITUAL

POWER: Restore Magicka

POWER: Resist (everything)


THE SERPENT

Fortify Health/Magicka/Fatigue

---

POWER: Poison + Paralyze


Magic System


Probably one of the biggest realizations that I had looking back on BTB's Game Improvements after working on Brave New World was just how hard I dropped the ball in dealing with Morrowind's spellcasting system. Nowhere was the notion that I focused entirely on exploit prevention rather than making a fun game more apparent than it was here, and so I set out to rectify that.


Perhaps the biggest failing of Morrowind's spellcasting system is that even the most powerful mages only ever had enough magicka to cast their best spells once or twice before they were completely tapped out, and more often than not had a pretty significant chance of failing them altogether. Spell costs in the original game were simply too high for the magicka pools of anyone who didn't choose the one race and/or birthsign that provided any worthwhile boost whatsoever, as well as the fact that success probability is lowered by higher costs - and it's really not all that great to start off with. One of the overarching themes of this mod is the minimization of "pass/fail" dice-rolls, which tends to invite save-scumming in high-stakes cases... such as casting a spell that costs half your maximum magicka and has a failure rate to match. As such, magicka expended on failed spellcasts is now rebated over time (Willpower determines the speed). As for the lowered cost of spells, that will be discussed further in just a bit.


The other big problem with spells was the prevailing - and unchallenged - notion that just because every effect in the game is classified as a "magic effect" in the code, then every effect must therefore be a spell. This decision had the far-reaching effect of trivializing things like racial/birthsign powers and the enchantments on rare items since their effects were so easily duplicated via the game's spellmaking and enchanting systems. The list of available spells is now greatly streamlined, cutting out the useless crap along with the effects that are too overpowered to allow customization (for consistency's sake, all effects that are still available as spells are also available for enchanting - more on that later).


The list of available effects for spells/enchanting are as follows:


Alteration

Burden

Feather

Fire Shield

Frost Shield

Lightning Shield

Shield

Slowfall

Swift Swim

Water Breathing

Water Walking


Conjuration

Bound Armor --- (Boots/Helm/Gloves/Shield/Cuirass)

Bound Weapon --- (Dagger/Mace/Longsword/Longbow/Spear/Battleaxe)

Summon Creature --- (Scamp/Clannfear/Hunger/Dremora/[Flame/Frost/Storm] Atronach)


Destruction

Damage Fatigue

Damage Health

Damage Magicka

Disintegrate Armor

Disintegrate Weapon

Fire

Frost

Shock


Illusion

Blind

Demoralize Creature

Demoralize Humanoid

Invisibility

Light

Night-Eye

Rally Creature

Rally Huamnoid

Sanctuary

Sound


Mysticism

Absorb Fatigue

Absorb Health

Absorb Magicka

Detect Life

Detect Enchantment

Dispel

Mark

Recall

Reflect

Soultrap


Restoration

Bless (Fortify Attack)

Cure Blight

Cure Disease

Cure Poison

Resist Fire

Resist Frost

Resist Shock

Resist Magicka

Restore Fatigue

Restore Health


Regarding spellmaking, I attribute its necessity in the original game to Bethesda's failure to meet the player's needs with thes pre-made spells, a challenge that I was all too happy to accept. Every spell is now useful and a lot of them are very cheap. Every school has at least one (most two or three) spell(s) with a cost of one for ease of training (in addition to being useful in their own right). Spells with variable magnitudes are used sparingly and typically only on combat-based spells to downplay the game's save-scummy nature (I'm looking at you, "Open" spells).


But with all that said, still: why get rid of spellmaking? It seems somewhat gratuitous from an outside perspective, but the truth is that it serves three very important purposes. One, it differentiates the

Enchant skill from spellcasting since it's now the only way to obtain custom effects. Two, it allows me to balance magic effect costs exclusively around enchanting and, more importantly, alchemy - the latter of which does not play nicely at all with spellmaking if you try to balance the same effect for both, especially when you're trying to make spells cheaper than a ten-cent [censored]. Third - and this is the big one - it allows me to enforce a minimum skill level requirement for spells based on their cost.


Remember how I said earlier that this mod tries to cut down on pass/fail dice-roll mechanics as much as possible? Well, it'll still let you *buy* a spell that's way beyond your means to use, it just won't let

let you *cast* it until your skill is high enough. Ironically, the whole dice-roll thing wasn't even my primary motivation here, but rather the fact that I (along with the original developers, I've no doubt)

initially attempted to use high spell costs as a gating method. This, of course, is incredibly [censored] and leads to the exact problems we discussed earlier about over-inflated spell costs and insane players who look at a 3% success rate and see only 97 reloads in their immediate future.


Rounding out the above-mentioned overhaul, the spell list of every NPC who sells them has been edited. Arrille is of particular note here, since he now sells a wide variety of starter spells for every school (also, you no longer start out with any freebies for major skills). The low cost and genuine usefulness of entry-level spells gives every player at least something helpful to do with their magicka, not just those geared towards magic. However, even though your magicka dollar will now stretch magnitudes further than before, it's still a tough sell to run a pure mage without one of the two skills that helps restore your magicka: Alchemy or Mysticism. Think of it less as pigeon-holing certain character types into these skills and more like how [censored] it would be to run a fighter without any weapons or armor.


---


Enchanting, contrary to spellmaking, really doesn't change much here from its incarnation in BTBGI. Thus, I'll just hit the important bullet points and move on:


? Magic items no longer recharge on their own over time

? So as not to handcuff Mysticism to Enchant, you can now buy filled soul gems and Amulets of Gem-Feeding

? Self-enchanting is disallowed; the cost of enchanting services is reduced to 1/10

? The cost of "cast once" enchantments is very cheap; also raised the enchant capacity for paper

? Constant effect enchantments are disabled

? The various enchanting-related fixes/features of the Morrowind Code Patch are required/recommended


---


Alchemy, finally, was a fun beast to tackle. As broken as the enchanting system was, Alchemy somehow managed to one-up it and be even *more* broken thanks to the ability to stack effects (with fortify intelligence weighing in as very possibly the single greatest exploit in the game) and complete lack of anything stopping you from pounding back ten potions in a row like a fraternity pledge on haze week. Enchanted items at the very least required you to machine-gun the "use" button in real time - potions work with the game *paused*. The "stacking" issue is partially resolved (fortify intelligence, namely) by hard-capping stats, fortified or not, at 255, while both issues as a whole are put to rest by limiting potion consumption to one at a time.


So, ok, I guess I should explain that last one, since it's been attempted before but never actually successfully. My intention is to have a script listen for the sound of a potion being consumed and, when it hears you drink a potion, it adds ($SPELL EFFECT) to your character. If you drink another potion while this effect is active, you collapse (maybe), vomit, and are stripped of all spell effects. How long it takes for you to be able to drink another potion is determined by your endurance and/or agility (I haven't worked this part out yet, in case you can't tell).


If I want to, I could probably also set up a NoM sort of thing where you need to eat, like, every eight hours or so. Could probably tie it to sleeping so that you can't restore your health if you're hungry. Probably nothing too complex, but enough so that people won't [censored] about the conflict issues with NoM that will invariably arise from the potion limitation.


Beyond that, the alchemy changes are, again, pretty much the same as in BTBGI, where the effects of all of the ingredients have been overhauled to make sense and for the negative ones to actually be prominent. The only two important footnotes are that the effect costs will be much more balanced thanks to the removal of spellmaking and the fact that fortify intelligence potions are once again allowed since the attribute cap takes care of abuse problems. The latter is particularly important with the new stat development system, given that A) misc skills can only be developed through paid training, and B) you cannot train a skill beyond the value of its governing attribute.


Equipment & Economy


So, now we're starting to get to the parts of my old mod where the fact that I've never played Morrowind before started to get *really* noticeable. The main focus of BTBGI was "fixing" the economy by un-inflating the values of items, except that I really didn't go far enough, nor did I sufficiently address any of the other causes of my primary complaint that Morrowind lacked a real sense of equipment "progression" from one type to the next since the best stuff is so easy to find/steal.


This time around, I will be focusing much more on differentiating the different types of weapons and armor, as well as the different styles. I don't have too much to say on this yet since a lot of this hasn't gotten very far beyond the concept stage, but that's what we'll be looking at.


This was a short section.


World Changes


Similar to how I was too scared to dig deep into balancing equipment in my older mod, so too was I afraid to do any sort of re-balancing of creatures. Again, that will be happening, and again I really don't have much else to say since this part is still in the concept phase.


Also tying in with the above is theft. So much of my old mod was about finding ways to clamp down on this mechanic, and I ultimately ended up racking up a lot of collateral damage by nuking it out of orbit. Once again, I addressed only the symptoms of the problem rather than its root, which was that theft was simply way too lucrative due to the overabundance of *really* good [censored] that was quite easy to steal. I sort of attempted to address that by placing new guards in key areas with expensive stuff lying right out in the open, but it really just makes more sense to not have folks leaving their valuables out in the open like that. This brings us to the subject of locks.


Astute readers may have noticed the "Open" effect missing from the list of Alteration spells above, making Security and/or The Tower birthsign the only reliable way to open locked things. For mage-type characters, I will likely have items with "open" enchantments available as quest rewards, whereas fighters will mostly rely on finding keys. And yes, this means I'm going to pore over pretty much every locked door and chest in the game, see which of them have keys, and figure out if I need to add any.


I am nothing if thorough.


Finally, beds and camping. I touched on this earlier when I mentioned that you need to sleep in a bed in order to gain stats through skill use. Further to it is that camping will now only restore your health; you can only regain your magicka by sleeping in a bed. This change will include an overhaul of how inns function along with the game's piss-poor detection of when you're trying to sleep in someone else's bed so that there is now actually some purpose to paying to stay at an inn (I was actually working on this right before I disappeared five years ago).


---


That's about it for all of the important changes, at least for now. As you can probably guess, this is very much a work and progress and quite a bit of it is subject to change. Let me know what you think, and remember that nothing says "welcome back, BTB" like the contact information and turn-ons of an attractive redhead in or near the Houston area.


(Some things never change)
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ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Thu Apr 21, 2016 6:44 pm

Glad your sense of humor hasn't changed. When I first started modding Morrowind, I read your webpage on Modding Morrowind and found your insights and sense of humor invaluable. Welcome back!
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James Potter
 
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