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Arcane Remix and SR

When I was talking about compatibility I was referring to the three components above mentioned, the mod in its entirety is probably going to be conceptually incompatible with SR just like Divine Remix is.

 

Surely if NIGHTMARE doesn't mind (and I don't think he would considering how quickly he kindly offered his code) I can look at Arcan Remix for inspiration and implement things SR players would like to have within SR itself. The Wiki is down though, and I don't know what Arcane Remix is aiming to do, is there a way to better know about it? For example the .tra file would have given me the chance to see which spells will be changed and how, or which new spells are introduced if any.

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Got my hands on Arcane Remix (and from tomorrow I'm starting to betatesting it) and have to say - that's Gibberlings3 oldschool. Nearly every spell was fixed/edited, there are 20+ of new spells... and there's lack of any .spl files. :( There's a lack of "big" changes, but a lot of minor improvements and fixes. Everything resembles now PnP a bit more. But there are also really, really good new spells such as Paralyzing/Pain Touch, Improved Mirror Image, Mass Charm/Polymorph - they give a lot of impact to specialists. Now I can be a great transmuter and polymorph a band of bandits into squirrels. Or as low-level illusioner create a lot of clones (as in Mirror Image, but I can control them - they're one-hit and don't have any attacks). Didn't mentioned about unique Edwin's spells such as Flensing (rip them of flesh!) or Nybor's Mild Admonishment.

 

But Spell Revision is far more balanced, and works fine with SCS (I think that AR will too - but DavidW is thinking about SCS-SR connection so...) and got so many great changes. Damn. I'd love to see SR with some of the changes and new spells from Arcane Remixes, that would be really cool and you really should talk with NightMARE.

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Guest deducter

Hi, I am playing SR v3.0 and SCSII v10, and I just have some thoughts.

 

1) I noticed that mantle/improved mantle also adds +3/4 to saves/AC respectively, which I think is a neat addition to make those spells better (well, mostly the saves). But this is not in absolute immunity. I have a suggestion just to keep it consistent, you can either A)add +5 saves to absolute immunity or B)Make absolute immunity grant automatic saves vs all effects (+20 saves to all should do it). That would make the 9th level spell truly awesome.

 

2) You added some spells such as dimensional door, break enchantment to mages. I bought a scroll of remove curse and when I wrote it to my mage, it showed up as break enchantment. Maybe rename scrolls of remove curse to scrolls of break enchantment. At least so far in Amn, I have been unable to find a merchant who sells scrolls of dimensional door. Perhaps you should add a few scrolls of dimensional door to some merchants?

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Hi, I am playing SR v3.0 and SCSII v10, and I just have some thoughts.
You're welcome.

 

Absolute Immunity

1) I noticed that mantle/improved mantle also adds +3/4 to saves/AC respectively, which I think is a neat addition to make those spells better (well, mostly the saves). But this is not in absolute immunity. I have a suggestion just to keep it consistent, you can either A)add +5 saves to absolute immunity or B)Make absolute immunity grant automatic saves vs all effects (+20 saves to all should do it). That would make the 9th level spell truly awesome.
I'll add this suggestion to the possible solutions for V4 (but it actually is something I was going to use for a 9th lvl divination spell, Foresight). Currently we were planning to make it grant complete immunity to damage.

 

Break Enchantment

2) You added some spells such as dimensional door, break enchantment to mages. I bought a scroll of remove curse and when I wrote it to my mage, it showed up as break enchantment. Maybe rename scrolls of remove curse to scrolls of break enchantment.
Actually I did it...but it seems there's a second .itm file for the very same scroll, and somehow I missed it. Will fix, thanks.

Dimension Door

At least so far in Amn, I have been unable to find a merchant who sells scrolls of dimensional door. Perhaps you should add a few scrolls of dimensional door to some merchants?
You should be able to find a scroll somewhere, but surely in the Temple of Helm (Sister Garlena has it), from the Temple of Sekolah (Underwater City), from one of the duergar's merchants in the Underdark or from the Temple of Rillifane.
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Farsight

After using the spell Farsight I could not go from area map to world map untill I reloaded the game.
:D

 

 

Ghost Armor

Ghost armour just gives +2 AC, but the description says it sets base AC to 2. I think that latter is supposed to be the case?? The new animation looks cool though! (this is using SRv3 btw)
:p Fixed thanks. Hotfixes will be updated tonight. Yeah, I had some fun trying to add a unique animation and I'm quite satisifed with the end result. ???
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Farsight
After using the spell Farsight I could not go from area map to world map untill I reloaded the game.
???

 

I played with SR v3 quite some time ago so forgive me if I am writing wrong spell names or anything. I think the name of the spell is Farsight and it lets you click on one point of the fog-of-war to reveal the map.

 

I did that. And the spell worked fine. But then, after having done it. I open the map, and on the top right corner, there is a button you can click to switch from local map to world map. Well, it is greyed out and no longer usable.

 

I hope I am describing the issue well enough.

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Farsight

After using the spell Farsight I could not go from area map to world map untill I reloaded the game.
???

I played with SR v3 quite some time ago so forgive me if I am writing wrong spell names or anything. I think the name of the spell is Farsight and it lets you click on one point of the fog-of-war to reveal the map.

 

I did that. And the spell worked fine. But then, after having done it. I open the map, and on the top right corner, there is a button you can click to switch from local map to world map. Well, it is greyed out and no longer usable.

 

I hope I am describing the issue well enough.

Well, that's great, it seems hardcoded. SR doesn't change this spell much, and I even tried vanilla's one just to be sure, but this damn behaviour is there in both cases. I don't know what to say... :p
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Spider Spwan

In SR the summoned phase spiders are using the old script, i.e. they teleport to PC rather than to enemies.
In my install the script is modified by SCS, and indeed targets the players. Should I use a custom script, or should SCS patch it in a different way? ??? Both?
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Spider Spwan
In SR the summoned phase spiders are using the old script, i.e. they teleport to PC rather than to enemies.
In my install the script is modified by SCS, and indeed targets the players. Should I use a custom script, or should SCS patch it in a different way? ??? Both?

In vanilla game summoned phase spiders always teleport to PC regardless summoned by whom, and SCS seems only to regulate such behavior. Since PSPIDER.BCS is used by both SPIDPHAS.CRE and SPIDPHSU.CRE, I think a new script for the latter would be nice, and I guess SCS would not patch the new "unknown" script.
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:p Fixed thanks. Hotfixes will be updated tonight. Yeah, I had some fun trying to add a unique animation and I'm quite satisifed with the end result. ???

 

Good to know I wasn't imagining things! I really like the Mirror Image fix too, it changes gameplay in a big way, makes Minor Glove of Inv. much more attractive

 

Also, in the end I realised Shadow Door isn't instant kill for single player..if you buff your saves with potions you can save sometimes (save at -4 is nigh impossible at level 6!!)

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Guest Tsugumi

Good day.

 

I've been playing through BG2 with SR3 lately and have enjoyed the changes/tweaks quite a bit. There's one thing that's bothering me though: Where are my Cleric's False Dawn and Sunray gone off to?

False Dawn was apparently moved to the Druid's spellbook if my quick search through this forum is accurate, but I can find no mention of any kind about Sunray getting a similar treatment.

Is this intended, or is some other mod possibly interfering here? (I have the BG2 teaks, fixpack and item revision mods installed as well, although not every single option)

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False Dawn & Sunray

Good day.

 

I've been playing through BG2 with SR3 lately and have enjoyed the changes/tweaks quite a bit. There's one thing that's bothering me though: Where are my Cleric's False Dawn and Sunray gone off to?

False Dawn was apparently moved to the Druid's spellbook if my quick search through this forum is accurate, but I can find no mention of any kind about Sunray getting a similar treatment.

Is this intended, or is some other mod possibly interfering here? (I have the BG2 teaks, fixpack and item revision mods installed as well, although not every single option)

Sorry, documenting everything for such a huge mod is quite difficult but I should have made more clear that Sunray too is now a druid-only spell.

 

These spells belong to the Sun Sphere, and even if I don't really implement a full "sphere system" a la Divine Remix I've made them druid-only as per PnP. I've tried to make both classes spellbooks a little more unique (and against undead clerics have turn undead in theory) and this change is part of it, but if most of you feel Sunray absolutely need to be within cleric's spellbook I'm always open to player's feedback.

 

P.S Amongst clerics only Morninglords of Lathander should be able to cast False Dawn and Sunray as domain spells, but SR doesn't handle that.

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