Most don't even really know out that mod, nor was it really worth anything. And I pretty much dropped it over 10 years ago. However, I have decided to start working on version 2.0...at the very least for my own enjoyment. My goal isn't to redesign the game, since I really don't want to mod locations and scripts and others have done it much better. My goal is to take what is in the existing game and make it better.
This is basically revamping classes, races, skills and items to make more sense and better use of them. I also like conformity, so, I am doing my best to have a standard and stick to it. Right now I'll post a brief description of what I am planning on changing and if anyone cares, they can certainly reply with advice/criticism.
Wizardry has given us the idea that 45s are "average" in the game, however, only Speed averaged exactly 45. Thus, I have spent time readjusting base level stats for each race to average exactly 45 for each stat across all playable races. This, for the most part has caused a bump in many race's stats, and, with humans being the prime example, they now have 45 50 50 45 45 45 45 as base stats. Close to average, but really, humans are slightly smarter and more pious than the average race.
I also have adjusted resistance mods quite a bit, making mental resistance mostly Intelligence/5 and Divine resistance Piety/5 as well as some others. I didn't touch their abilities as it is something that makes certain classes unique. I have tried to offset them better though.
One major drawback is that I am, as of right now, unable to adjust experience needed per level (thus I am stuck with the base 4 types). However, I have tried to create structure among each group for balancing purposes.
Specialists- 1000 XP per level
260 base stats required. 60 points in their main stat, 55 in their secondary stat, 45 in their tertiary stat and 25s in the rest. Example: Fighter needs STR: 60, VIT: 55, DEX:45 REST:25
Caster Specialist- 1200 XP per level
285 base stats required. 60 in primary, 55 in secondary, 50 and then 45. Example: Priest needs 60 in Piety, 55 in Vitality, 50 in Intelligence and 45 in Strength.
Hybrid- 1400 XP per level
310 base stats required. I went a little different here as I turned the valkyrie into a bishop light. No requirement is over 55, but they all add up to 310.
Elites- 1600 XP per level
335 base stats required. Different for both bishop and ninja, though I removed the Ninja's casting ability.
On a class by class level (all classes were given 4 professional skills):
Fighter: HP: 10 per level. Primary:Close Combat Professional:Ranged Combat, Sword, Axe, Dagger (yes martial a
Rogue: HP: 7.5 per level. Primary: Dagger (did debate stealth). Professional:Locks & Traps, Dual Weapons, Pickpocket, Stealth. Gave scouting ability
Gadgeteer: HP: 5.5 per level. Primary: Modern Weapon. Professional: Ranged Combat, Engineering, Locks & Traps, Shield (no swords, yes axes and maces)
Bard: HP: 5 per level. Primary: Communication. Professional: Music, Mythology, Artifacts, Throwing & Sling
Priest: HP: 6 per level. Primary: Divinity. Professional: Mace & Flail, Shield, Communication, Divine Magic
Alchemist: HP: 4 per level. Primary: Alchemy. Professional: Mythology, Throwing & Sling, Air Magic, Artifacts. (gave locks and traps ability)
Psionic: HP: 3.5 per level. Primary: Psionics Professional: Communication, Mythology, Mental Magic, Mace & Flail. (Gave Mace & Flail, critical strike and scouting. Whips will be their specialty)
Mage: HP: 3 per level. Primary: Wizardry. Professional: Fire Magic, Water Magic, Air Magic, Staff & Wand. (Gave dual wielding...for daggers)
Lord: HP: 9.5 per level. Primary: Shield. Professional: Mace & Flail, Sword, Close Combat, Communication. (no polearm) -3 magic offset
Valkyrie: 8 HP per level. Primary: Mythology Professional: Close Combat, Polearm, Mace & Flail, Shield (can now use all 4 magic abilities, see below)
Ranger: 8.5 HP per level. Primary: Ranged Combat: Professional: Scouting, Bow, Mythology, Modern Weapon
Samurai: 9 HP per level. Primary: Dual Weapons. Professional: Close Combat, Sword, Dagger, Critical Strike. (no shield)
Monk: 7 hp per level. Primary: Martial Arts. Professional: Close Combat, Critical Strike, Staff & Wand, Stealth. (no mace and fail, nunchuck redefined to staff).
Ninja: 6.5 HP perlevel. Primary: Critical Strike. Professional: Staff & Wand, Martial Arts, Throwing & Sling, Stealth. (gave scouting and removed maces and alchemy)
Bishop: 4.5 HP perlevel. Primary: Artifacts Professional: Alchemy, Wizardry, Divinity, Psionics. (given polearm) see below
To offset the multiple spell realms of the bishop and valkyrie, I am making it so that they cannot learn spells from spell books. You can change classes to learn all the spells, but that obviously gimps the character a bit. I think this is a good tradeoff. If I could make the Valk a 1600 exp character I would, but I can't. I also removed alchemy from ninja so he can focus on his skills and now there are just 4 hybrids with individual spell realms.
I am also going to adjust most starting equipment.
Skills: Changed many of the driving attributes for skills. Axes and maces now depend on strength and vitality while Bow and modern weapon depend on dex and senses. Other changes that I am not listing.
I am creating weapon "lists". Each weapon type will have requirements to use a specific weapon that is stronger than the last. Thus, there is now a hierarchy for swords and axes, and you can't use the higher level sword unless you have a high enough skill (pretty similar to how magic works). Also, changed all 2 handed weapons to have extended range (mostly for swords and axes) and redefined all one handed weapons that are lighter than 7 lbs to be able to be used in the off hand. Weapon stats will be modified to better associate ranking with the weapon's actual usefulness. Now we don't have a ton of useless weapons that we ignore or sell. Most weapons will be useful for a time until you are skilled enough for the next weapon.
Readjusting who can use what armor. Valk is going to be dropped from the higher end and the strongest armor will likely be lord only (as he is not going to be a defensive specialist). Other classes will find more armor available and things will be defined better.
Some spells may change in power or level (maybe, still working on it). Obvious change is that bishops and valkyries cannot use spell books. Was debating making hybrids not using them as well, but that may gimp their casting too much. Another option is to allow everyone to use level 1 books, but anything above that is for pure only. Or, lastly, make it so that all up to level 1 for all, level 3 for hybrids and only pure casters above level 3.
That is my plan and should definitely make the game feel different despite being the same. Any advice or suggestions is welcome...or even a don't bother, nobody will play it might dissuade me and force me to spend more time with my kids.