There are a number of miscellaneous gameplay related systems and 2da files that don't fall well into other areas that have things we can fix, change or add to.

This will document the additions, changes and fixes made since they're likely to be extensive.

Ruleset Entries - ruleset.2da

These are the core ruleset entries we are tweaking from the defaults:

Ruleset entry nameDefaultOverhaul versionNotes
MIN_LEVEL_FOR_MAX_HP340

Maximum HP per level.

This is a massive swing in D&D rules, in a sense, less rolling, but does "balance things out" quite a bit. Funny thing is it's clientside only so servers wouldn't know what the client rolls (if they rolled at all) and just accept it.

COUNTERSPELL_GREATER_DISPEL_THRESHOLD56This is 5 due to Bard, since they don't get more spell levels. Really should be 6 so we can counter more reliably higher tiers of spells without Mordenkeins Disjunction.
COMPANION_LEVELS_STACK01

This allows Ranger and Druid animal companions to grow stronger based on the total levels rather than the best of either class levels. More relevant when other classes with animal companions are added so the feature isn't as bad compared to familiars.

While a Druid 2 / Ranger 2 gets a benefit even though the Ranger technically doesn't qualify for it, it's a very minor issue overall.

FIX_EFFECTDAMAGEINCREASE_BYPASSING_DR_AND_DI01Enables the fix to EffectDamageIncrease.
TURN_RESISTANCE_AFFECTS_PCS01Enables the item properties for certain shifter forms, and generally will benefit PCs facing NPC clerics when polymorphed.
SKILL_HIDE_IN_PLAIN_SIGHT_COOLDOWN06000Stops Hide in Plain Sight being used more than once every 6 seconds. Else you can spam the button repeatedly to get the desired result (since it retests each time).
MOVEMENT_SPEED_BONUS_DEFAULT_CAP1.5f3.0f

Having 1 level of Monk allowing you up to 3.0 speed is quite a lot (via MOVEMENT_SPEED_BONUS_MONK_CAP). A first tweak is to have both be 3.0f. Then balance spells somewhat. Possibly lower both to 2.0 or 2.5 depending on how things feel.

MULTICLASS_LIMIT38

Increased since we're wanting to open the option up - it's not always optimal but gives the choice.

Feat Specific


DIRTY_FIGHTING_BONUS_DICE48See Overhaul Feats
MERCANTILE_BACKGROUND_APPRAISE_BONUS24
THUG_PERSUADE_BONUS23
THUG_INITIATIVE_BONUS23
BLOODED_SPOT_BONUS23
BLOODED_INITIATIVE_BONUS23
SAP_TO_HIT_MODIFIER-4-6
SAP_EFFECT_DURATION12.0f6.0f

Resting - restduration.2da

This is an annoying one. It is 10 seconds + 0.5 seconds per level so gets silly at high levels.

Setting it to a standard 6.0 seconds and adding a wrapper of "going to sleep" along with potentially a time skip forwards of 8 hours would help massively the gameplay QoL.

Might be more important for persistent worlds but they should realistically have a different system anyway (eg spawning monsters on rest, or limiting resting actions every X minutes) - roaming monsters "interrupting rest" rarely happen organically, so if you can start your rest 6 seconds or 60 seconds it'll likely complete and just be sitting there.

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