Yes. I can't for the life of me figure out why they would do that but then, that can be said of a lot of decisions in Daggerfalls designDubiousintent wrote: ↑Tue Feb 04, 2020 1:31 pm Wha...? Oh, right. This is a THAC0 based system, isn't it? (THAC0 = "To Hit AC0", which is the most protective class of armor from the original Dungeons & Dragons system.) Not how I initially took those Armor numbers, which was why I felt the need to comment originally; because I thought rats were getting harder to hit.
Never mind me. Carry on.
I'm noticing now that the armor values span from 7 to -12, which is a weird range. I'll have to dig into the code a bit to figure out if I could perhaps stretch it further in both ends.
Same with Level, which I am pretty sure affects stuff like spell calculations.
In other news:
I've also dug up the ability to affect class HP calaculation. The reason humans aren't touched by this mod is because a lot of their stats is defined by the class mechanic. With this I might be able to do some light-touch modding of humans.
Also, I see there's the posibility of running monster spawning commands. I'll check if it might be possible to have extra monsters spawn in dungeons outside of resting. If I'm able to have a monsters provoke spawning of a specific type of monster I could maybe do something like an orc warlord summoning orcs or a Lich summoning skeletons.
We'll see. This bit is complete fantasy at the moment