Overhauled Classes will include;
- Minor fixes for current classes
- Slight updates to feat lists for new feat availability
- Updates to Assassin, Blackguard and Harper Scout to have proper spell books
- New classes with hardcoded elements in the game already:
- Eye of Gruumsh - A barbarian Half-Orc blind-fighter prestige class
- Note the "blind appearance" might be doable by VFX on the head.
- Shou Disciple - A Monk prestige class who can wear light armor and use more weapons
- New classes: some ideas will be on subpages, hopefully utilising all the NWN:EE features
General Updates
Some random QOL things:
- More packages / tuned packages which have at least HotU spell selections among other things, will help henchmen if nothing else (although technically they can be edited with JSON)
- Handbook - class, feat and spell guides in-game (encyclopaedia as it were)
- A "better character sheet" might help alleviate some of the issues with the usual one, like showing full weapon effects, full sneak attack and other attack bonuses...
- Additional quickbars for all classes.
- Possibly some automatic ones tailored to their class abilities
- Some custom ones they can change (feats, spells, items)
- KISS - don't have every spell read through JSON just do GetHasSpell with warnings about cure-spontaneous spells
Class Specific Updates
Base classes:
- Cleric
- Add additional domains. Potentially think about expanding or rebalancing the default ones
Prestige classes:
- Shifter
- Have the icons for spell abilities that are limited get greyed out when the uses have been depleted - https://nwnlexicon.com/index.php?title=SetTextureOverride
- Better information on what will be copied item-wise to each polymorph (ie "your item set will give these properties in the end:" and a list)
- Assassin
- Harper Scout
- Add class spell book
- Potentially expand levels with new crafting feats Bioware had planned
- Blackguard
- Arcane Archer
- "Proper" attack checks rather than touch attacks. This hopefully makes it more sane, and also in possibly some ways better for them (since weapon attack bonuses etc. can work). Needs a comprehensive GetEffectInteger set of functions for AC and attack calculations.