====================================================== THE FIELDS OF THE DEAD ====================================================== A Baldur's Gate - Tales of the Sword Coast mod Version 1.07 Author: Echon Email: echon@echon.dk FotD site: http://www.echon.dk/fotd Forum: http://forums.pocketplane.net/index.php?board=54.0 ----------------- Table of Contents ----------------- 1. Introduction 2. Installation 3. Compatibility 4. Known Issues 5. FAQ 6. Credits 7. Version History 8. Features --------------- 1. Introduction --------------- The Fields of the Dead is a mod for Baldur's Gate - Tales of the Sword Coast which expands and renews the game. The AD&D rules have been updated as much as the Infinity Engine allows to add more options to the things that had been simplified as well as to introduce elements that had been left out. The basic stats of many creatures, items and spells have also been corrected. The mod brings much new content to the game. There are new spells for both wizards and priests covering all spell levels, numerous magical and mundane items, and many new creatures, all of which are fully integrated into the game. Enemy NPCs make use of the new spells and items, stores carry the items and the new creatures can be found in the existing areas. The AI has been updated throughout the game. NPCs co-orporate, use items like potions and scrolls, and have access to all the spells in the game rather than just a few spells. They use spells to protect and heal each other, and will no longer waste powerful spells on weak enemies such as summoned monsters. Finally the mod adds a new area to the worldmap. This area may be explored at any time but is designed to provide a challenge for experienced parties. Tales of the Sword Coast and TotSC Patch 5512 are required to play this mod. http://www.bioware.com/games/tales_sword_coast/support/patches/ --------------- 2. Installation --------------- -2.1 Required Installation Order- Baldur's Gate Tales of the Sword Coast TotSC Patch 5512 Baldurdash (optional) Dudleyville (optional) Ease of use (optional) The Fields of the Dead Other WeiDU mods (optional) ---------------- 3. Compatibility ---------------- -3.1 BG1Tutu- The Fields of the Dead should not be installed on BG1Tutu, because at present it is incompatible with the recommended BG1Tutu Fixpack. A Tutu version may be available in the future. If you choose to proceed at your own risk, install FoTD before Tutu and do NOT install the Tutu fixpack. Neither I nor the Tutu support team will be able to assist you until a Tutu-compatible version of FoTD is available. -3.2 Ease of use- Note that the Fields of the Dead will overwrite Ease of use components 1, 2, 3 and 8 if you have it installed. Do not install Ease of Use after having installed the Fields of the Dead. -3.3 Dark Side of the Sword Coast- The Fields of the Dead is not compatible with the normal version of Dark Side of the Sword Coast or the WeiDU version. --------------- 4. Known Issues --------------- -5.1 General Issues- Do not disable the party AI. Doing so prevents Chant, Strength of One and Defensive Harmony from working. Of course, if you do not use any of these spells, you can disable it. If you normally disable the party AI because you want full control over the characters, instead remove the default script they have been assigned and replace it with 'none'. -5.2 Spell issues- Rainbow: Do not use Rainbow when a shield is equipped. ----------------------------- 5. Frequently Asked Questions ----------------------------- Q: Is this a WeiDU mod? A: Yes. Q: Are there any areas with new graphics? A: Yes, two. Q: What do I need to play the mod? A: Baldur's Gate - Tales of the Sword Coast with patch 5512. Q: Do I have to start a new game? A: Yes. Q: What does P&P mean? A: P&P stands for Paper & Pen, tabletop roleplaying. It is used to refer to the official AD&D products. Q: Is this a rules-lawyer mod? Do you want everything to be exactly like in P&P? A: To some degree. I am using P&P to expand the game. Q: What mods is this one compatible with? A: Most of Baldurdash, Dudleyville and Ease of Use. It should be fully compatible with BG1 Slime Quest. Q: What mods is this one incompatible with? A: Dark Side of the Sword Coast, Baldur's Gate Trilogy and BG1Tutu. Q: Will FotD become compatible with BG1Tutu at some point? A: Hopefully. ---------- 6. Credits ---------- Avenger: Helping with modding Deano & TeamBG: Providing the first forum Icelus: Alpha testing jcompton & PPG: Providing the current forum and helping with WeiDU Jepsolon: Alpha testing and extensive feedback Max: Making new areas for this mod and helping with modding SimDing0: Alpha testing and extensive feedback ------------------ 7. Version History ------------------ 05.04.07 - v1.07 Fixes: Therella has been restored The duel with Ludrug has been fixed Ramazith now has a pair of Bracers of Defence Abela's hair can no longer be pickpocketed (not FotD bug) Chanthalas Ulbright will now take the 500 gp (not FotD bug) Petrine's quest can now be solved The containers in Red Sheaf Inn have been fixed A fatal bug during Sarevok's coronation has been fixed (again) Greater Dopplegangers outside Durlag's Tower will not turn into Kiel The Knights in the game of chess no longer randomwalk Some doors and containers did not yield XP when lockpicked Some containers could not be lockpicked Skeletons in Durlag's Tower no longer experience morale failure Gervisse will now turn hostile correctly Marek's AI has been corrected Various bug fixes 05.01.07 - v1.06 Fixes: Two general stores in Baldur's Gate no longer identify items Resar now uses spells Priests in the Temple of Umberlee did not turn hostile when attacked AR0717: incorrect CRE reference Three Old Kegs' room availability has been corrected Undead Knight has the correct XP value now Helmet of Defence had a double saving throw bonus Arbane's Sword typo fixed and it now protects against all hold effects Miscast Magic works now Slime Quest compatibility Spiritual Hammer is now subject to magic resistance and MGoI Jondalar does not randomwalk anymore The encounter with Elminster in chapter 4 is truly restored A few doors and chests did not yield XP when lockpicked Arrow of Dispelling had an incorrect name The description for Detect Evil (Wizard) claimed it was a 1st-level spell Helm & Cloak had no rooms available The AI for the wizards on the Trackless Sea Island has been improved A pair of cursed gauntlets had no name The AI for Gorpel Hind & The Merry Fools and The Maulers of Undermountain did not work correctly and now the Maulers cannot be spawned infinitely Various bug fixes Changes: The new area is now visible on the worldmap Tool-tip and 'Gather Your Party...' have been silenced All crossbows gain +2 to THAC0 and heavy crossbows gain +1 to damage and only attack 1/2 rounds Paladins have gained Immunity to Disease Paladins may Cure Disease once per 5 levels (1 use at 1st level, 2 at 5th, 3 at 10th, etc) Landrin gives 1 antidote per party member Some stores now sell lesser mage robes 02.05.06 - v1.05 Fixes: Mordenkainen's Force Missiles typos Drizzt & Gnoll behaviour Nashkel Carnival merchant no longer identifies Trackless Sea Island entrances Mirror Image description AR3303 container boxes Crossbow THAC0 adjustments Weapons that would hit automatically Studded Leather (Dwarf) no longer gives a bonus to find/remove traps Bow of Neverending Arrows #AT Potion of Stone Giant Strength value in Sorcerous Sundries Curse now makes all equipment glow Various minor bugs Changes: Xzar has regained Larloch's Minor Drain The portrait icon has been removed from Feeblemind Black Talon Elite carry high-quality weapons The duration of Armor has changed to 4 hours + ½ hour/level Monster Summoning spells vary in the amounts and types of creatures 02.02.06 - v1.04 Fixes: Game ending coronation bug Aldeth Sashenstar door opening 01.11.05 - v1.03 Fixes: Countless pink dots removed Charisma modifier Scrolls of protection values Proficiency penalties in Magical Stones Magical Stones automatically equipped Blanks in treasure 2DAs removed Safana dialogue check Bow of Neverending Arrows text Chill Touch duration Contagion not being dispellable Shield descriptions Two-handed Sword proficiency Wyvern names Protrait icon descriptions Skeletons now immune to Feeblemind Rainbow crash Chant now available to all priests Stone to Flesh scrolls back in the game 13.05.05 - v1.02 Fixes: Friendly Arm Inn guards Silke and Song of the Moring temple sirines AI Tarnesh spells Undead immunity to healing spells Sirine touch Algernon's Cloak charges Sleep spell 2nd header Arrow descriptions Innate ability descriptions Magical shield descriptions Invisible Stalker attack Tranzing dialogue loop Ogre Droth AI Stealing from stores in Carnival Drizzt gnolls movement Horn of Kazgaroth duration Halacan animation Wand of Conjuration Strength of Stone icon Ardrouine worgs movement Warnings during install 27.04.05 - v1.01 Fixes: Strength of One interruption Chant exploit Arrow of Detonation teleportation NPC special abilities Really removes Chaotic Commands Portrait Icon descriptions Armor and Grease description Crash in AR3327 Small Shield +1, Medium Shield +1 and Large Shield +1 descriptions 22.04.05 - The Fields of the Dead v1.00 released ---------------------- 8. Features ---------------------- Items: All ammunition stacks have been set to 100. This includes arrows, bolts, bullets, throwing daggers, darts and throwing axes. Potions, scrolls, gems and non-magical rings & amulets have had their stacks increased to 50. The speed factor for bows, crossbows and slings has been restored by adding it to the ammunition. Arrows have a speed factor of 7, bolts 8 and bullets 6. Enchanted ammunition has lower speed factors. All crossbows gain +2 to THAC0 and heavy crossbows gain +1 to damage and only attack 1/2 rounds Strength bonuses no longer apply to darts and throwing daggers. Every armor now comes in five different versions, one for each race (elves and half-elves use the same). This restriction applies to shields as well, but not to helmets. Magical armors and shields can be worn by any race, however, as they automatically change size to fit the wearer. For each type of weapon in the game there is a low quality and a high quality version that provide a penalty and a bonus to hit respectively. NPCs: All NPCs will be at the same level as the party when they join the group. Dwarven, gnome and halfling NPCs now gain the same saving throw bonuses as PC characters of these races do. Viconia's magic resistance is 50% at 1st level and will increase by 2% for each level thereafter. She also has a one-time bonus of +2 to her saving throws vs. rod/staff/wand and spell. Lore: Lore has been limited to bards who gain 5 points per level. There is no bonus due to high intelligence or wisdom scores. The lore values of all magical items have been altered to reflect this change. Poison: All types of poison now do their full damage instantly rather than doing a few points of damage for a number of rounds. Slow Poison, Neutralize Poison, the antidote and the elixir of health now also provide immunity to poison for certain durations in addition to their previous effects. Races: Gnomes and halflings who are size Small cannot use Large weapons. These include Long Bows, Halberds, Two-handed Swords and Quarter Staves. Elves have gained 90% resistance to sleep and charm related spells and effects. Half-elves have gained 30% resistance to sleep and charm related spells and effects. Dwarves gain +1 to hit hobgoblins. Ogres and ogre mages suffer a -4 penalty to hit dwarves. Half-ogres are at -2 to hit. Gnomes gain +1 to hit kobolds. Gnolls, ogres, ogre mages and half-ogres suffer a -4 penalty to hit gnomes. Reputation: All characters begin the game with the same reputation regardless of their alignment. A high reputation does not lower store prices as much as it did previously. Donating money to a temple to increase reputation has become a lot more expensive. Spells: All friendly spells now ignore magic resistance to take into account that any being with magic resistance can lower it at will. All spellcasters lose any dexterity bonus to their armour class at the instant of casting. There were some spells previously with descriptions that did not match their effects. This has been corrected. Remember to have a look at the spells you use to make sure you know how they work. Spheres of Access -Cleric Major: All, Chaos, Charm, Combat, Creation, Divination, Guardian, Healing, Law, Necromantic, Protection, Summoning, Thought, Wards Minor: Elemental Water, Elemental Earth The cleric loses access to the sphere of sun, elemental air and elemental fire while retaining minor access to elemental water and elemental earth. -Druid Major: All, Animal, Elemental (All), Healing, Plant, Weather, Sun The druid loses access to the sphere of divination and gains major access to the sphere of sun. Opposition Schools Abjurer: Alteration & Illusion Conjurer: Divination & Invocation/Evocation Diviner: Conjuration/Summoning Enchanter: Invocation/Evocation & Necromancy Illusionist: Necromancy, Invocation/Evocation & Abjuration Invoker: Enchantment/Charm & Conjuration/Summoning Necromancer: Illusion & Enchantment/Charm Transmuter: Abjuration & Necromancy Universal Magic This school of magic is essential to any magic-user and therefore all wizards have access to it. The spells include: Identify Knock Dispel Magic Remove Curse Bestow Curse Stores: Buy and sell percentages used to be the same in all stores but these now vary so that some are cheap and others are expensive. Rooms also have different prices depending on the inn you are visiting and most inns do not have all four rooms. Temples sell priest scrolls now and will also buy certain kinds of items. Most stores have new items for sale. Thieving skills: Thieves now gain experience points for disarming traps and opening locked objects such as chests and doors. Armors affect thieving skills as follows: -No Armor Pick pockets: +5% Stealth: +10% -Leather Armor Negates the bonuses gained from wearing no armor. -Studded Leather Armor: Pick pockets: -30% Open locks: -10% Find/remove traps: -10% Stealth: -20% Negates the bonuses gained from wearing no armor. XP cap: The XP cap has been increased to 400,000 xp. Fighter/Paladin/Ranger: 9 Cleric: 9 Druid: 12 Mage/Specialist: 11 Thief/Bard: 11 ---------------------------------- The Fields of the Dead ©2005-2006 Echon