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"Parry Magic" = Minor Spell Deflection, turned into an innate, but with the same filename and same entry in SPELL.IDS. Ditto for innate Spell Thrust. So, whenever scripts call for the AI to cast MSD or ST, they should use these innates.

 

For Bolt of Glory, if you don't want to install the rest of my mod/component, you could just pull sppr612.spl from the mod folder (it's in /sob/wizard/) and drop it into your override folder. I forget what game I copied it from though - you might need to manually fix the Name and Description fields to the right strrefs. Just check the strrefs for the vanilla spell in NI and set them to the same after doing the copy.

Edited by subtledoctor
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No problem, bolt of glory magic removal is a welcome fix IMO. Ill look into your mod.

 

Im sorry this is probably not the place to ask, but if anyone knows this il like to know how can i tweak the concentration fix in ToBEX. You know, the fix that does a concentration check : luck +1d20 vs damage + spell level. I would love to further decrease spell interruption chances.

Edited by geg_Ma3gau
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re tobex and EE it also doesnt enable to comps that allow you to see more than 24 spells selectable.. memorizable..etc.... its been a pain.

response ive gotten is they arent real high priority on enebaling the currently disbaled tobex [parts unless one because absoulutly nessacry for a higher priorty fix then need to do ..basiclly unless it becomes in their interest they probably wont do it..

love the modded sppr612 thanks subtle

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Animal Summoning II and Animal Summoning III aren't much different from each other. Animal Summoning II summons 2-3 war dogs, Animal Summoning III summons 2-3 wolves. Stat-wise, they both do the same damage and have the same THAC0. The wolves have slightly better HP (21 vs 18) and slightly worse AC (6 vs 4). The wolves' special ability will give them +1 to hit for each other wolf nearby (pretty weak benefit), while the dogs can detect invisible (pretty much completely eclipsing Detect Invisibility, since it lasts six times as long and gives you minions to boot, although the range is shorter). The dogs also have marginally better saving throws than the wolves do (13/17/13/15/17 vs 15/17/15/13/17). I would probably increase the pack attack bonus to give the wolves a bit more of an edge.

Ranger/Clerics are pretty powerful casters. Before the latest EE patch they they got full access to the Druid's spellbook, which was mostly just good for throwing bugs at casters and putting Iron Skins on yourself. Now they only get up to whatever level of spells the Ranger side has unlocked, up to 3rd level at level 13. The improvements to Druid spells in general means they still get some great spells out of this; the Regeneration line is great, and since it caps out in power with relatively few caster levels it makes a Ranger/Cleric a more versatile healer than a straight Cleric without really costing them much in terms of straight up healing power. Being able to throw Call Lightning around like confetti is a huge boost to the Cleric's offense; up to 30d6 worth of random lightning bolts over the course of five rounds from a 15th level caster is really, really good against a single powerful target.

Edited by Pax_Empyrean
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Animal Summoning II and Animal Summoning III aren't much different from each other. Animal Summoning II summons 2-3 war dogs, Animal Summoning III summons 2-3 wolves. Stat-wise, they both do the same damage and have the same THAC0. The wolves have slightly better HP (21 vs 18) and slightly worse AC (6 vs 4). The wolves' special ability will give them +1 to hit for each other wolf nearby (pretty weak benefit), while the dogs can detect invisible (pretty much completely eclipsing Detect Invisibility, since it lasts six times as long and gives you minions to boot, although the range is shorter). The dogs also have marginally better saving throws than the wolves do (13/17/13/15/17 vs 15/17/15/13/17). I would probably increase the pack attack bonus to give the wolves a bit more of an edge.

I did asked to test summons and give me feedback. :D For example, why nobody pointed out that AS spells give "only" 2-3 animals while low level MS spells give 4-5 monsters?

 

Regarding ASII and ASIII (leaving aside the saves, that's a mistake I'll fix - wolves will get better saves, precisely 13/14/13/12/14) my general idea to differentiate them was to make War Dogs defensive summons (better AC, anti-invisibility scent but poor thac0) and Wolves more offensive oriented (pack bonus is not that bad imo). If we agree on this I may try to enphatize it a bit more, for example adding the classic Trip maneuver to wolves. They d get it in PnP, but we have to keep it in check (e.g. relatively easy save) or we could turn wolves into "disabling monsters".

 

Regarding war dog's Scent, it is actually intentional for it to partially replace druid's lack of See Invisibility/Invisibility Purge, but I don't want it to be as effective. If it's too good please tell me and we'll find a way to adjust it. I only used shorter range (10 feet instead of 30 - though dogs can move around and scatter to increase the AoE) but we can for example add a % chance of success too (e.g. 50% chance per round instead of 100% - multiple dogs would still keep it hugely effective if they don't scatter).

 

Ranger/Clerics are pretty powerful casters. Before the latest EE patch they they got full access to the Druid's spellbook

Actually, I think Demi fixed that in KR over a year ago :D

 

Yep. :) Anyway, Ranger/Cleric class shouldn't even exist imo, if anything I could imagine a Ranger/Druid.

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I did asked to test summons and give me feedback. :D For example, why nobody pointed out that AS spells give "only" 2-3 animals while low level MS spells give 4-5 monsters?

I figured it was intentional, as in pnp the arcane casters generally had the better summons than divine casters, with the exception of elementals being auto-friendly with the latter and being stubborn with the former.

 

 

 

Regarding ASII and ASIII (leaving aside the saves, that's a mistake I'll fix - wolves will get better saves, precisely 13/14/13/12/14) my general idea to differentiate them was to make War Dogs defensive summons (better AC, anti-invisibility scent but poor thac0) and Wolves more offensive oriented (pack bonus is not that bad imo). If we agree on this I may try to enphatize it a bit more, for example adding the classic Trip maneuver to wolves. They d get it in PnP, but we have to keep it in check (e.g. relatively easy save) or we could turn wolves into "disabling monsters".

Yeah, that's risky, especially since you can get wolves out at relatively low levels when everybody is still blowing their saving throws on a regular basis.

As it stands, the usefulness of dogs persists because of how well they counter invisibility, and the usefulness of wolves drops to zero when they are no longer able combatants in their own right due to poor THAC0, low damage output, etc. What I would do with wolves is tweak their ability so that instead of getting attack bonuses from nearby wolves, they inflict a stackable AC penalty on enemies in very close proximity with them; the more wolves adjacent, the bigger the penalty gets (+1 AC penalty per wolf seems reasonable). That keeps the "gang up on an enemy to make them weaker" flavor, makes them useful to the rest of the party as support even after their damage output stops being relevant, and makes them perform relatively better against powerful solo opponents than they would against a group of weaker opponents. It fits wolves well, I think.

 

Regarding war dog's Scent, it is actually intentional for it to partially replace druid's lack of See Invisibility/Invisibility Purge, but I don't want it to be as effective. If it's too good please tell me and we'll find a way to adjust it. I only used shorter range (10 feet instead of 30 - though dogs can move around and scatter to increase the AoE) but we can for example add a % chance of success too (e.g. 50% chance per round instead of 100% - multiple dogs would still keep it hugely effective if they don't scatter).

I don't know that it's too good in an absolute sense, just that it's better than See Invisibility, mostly because the duration is so much better. Increasing the duration of See Invisibility to one turn instead of five rounds would probably be enough to make me indifferent about which one I brought along to do the job. Invisibility Purge is still probably a bit better since it knocks out invisibility spells entirely instead of just suppressing the effect while the spell is running or when the dogs are nearby.

 

Yep. :) Anyway, Ranger/Cleric class shouldn't even exist imo, if anything I could imagine a Ranger/Druid.

Thematically, Ranger/Cleric doesn't make as much sense as Ranger/Druid, but it is a legitimate class combination in pnp and I'm sure some people would miss it if you took it out. Even more so because Ranger/Cleric was such a big deal in this game previously.

I use EE Keeper to add kits to multiclass characters, and I think a Stalker/Druid would be a blast to play. Might have to disable stealth when you turn into a Fire Elemental or something, though. :)
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demi sorry was more focused on as2 and as3 actually working.. and always figured the 2-3 animals versus 4-5 monsters was intentional ..personally since i love playing druids id love to see as brought to 4-5 animals to at least match MS spells...

 

as for the R/CL i totally agree makes much more sense for it to be an R/DR

 

but because of the pnp rules im sure some would muiss the R/cl; if it was totallyremoved..

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Call Woodland Beings is too good relative to Animal Summoning IV.

Mostly because the Nymph you summon can cast Animal Summoning IV. And while it can only cast the spell as a 7th level caster, this just means that you're summoning two Leopards instead of three. Not that much of a drawback, really. In practice, getting Call Woodland Beings is like trading one leopard for a Nymph.

Even if you disregard the pile of spells that the Nymph can cast (15 spells for a 4th level spell slot! And a bunch of them are really good spells!), it's not actually that bad as a physical combatant compared to a Leopard. It's got slightly more HP (42 vs 36), slightly better AC (3 vs 5), slightly better THAC0 (15 vs 16), and can cast Shillelagh to increase its damage to 2d4+2. It's still slightly lower in terms of damage output due to having half as many attacks per round, but its considerable pile of spells make it the superior choice in pretty much every situation.

I would replace Animal Summoning IV on the Nymph's spell list with something a little less potent. Poison would be a decent option, since it's very level-dependent for its effectiveness and so a higher leveled Druid would prefer to memorize Poison instead of just summoning a Nymph to do it and then do a bunch of other useful stuff, too.

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Call Woodland Beings

Call Woodland Beings is too good relative to Animal Summoning IV.

...

I would replace Animal Summoning IV on the Nymph's spell list with something a little less potent. Poison would be a decent option, since it's very level-dependent...

- I agree. Sooner or later I'll make CWB scale with caster lvl and put there dryads for mid-low levels.

- I agree again.

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Enchanted Weapon: I love this spell like fat kids love candy. Lasts a long time, covers the ammo needs for multiple archers if that's your thing, helps fill in the equipment needs of party members who don't have good weapons yet. Just a great spell.

It's missing a few things that I'd like to see, though. You can make arrows, bolts, and sling stones with it, which is great for characters that use those, but you can't make darts, throwing axes, or throwing daggers. Was that deliberate, or just an oversight?

I'd kill a baby right in front of a high level Paladin for a higher level version that creates more powerful weapons. Say, a 6th or 7th level spell that can make foo+5. They'd still be inferior to the really good weapons, since they tend to have powerful effects in addition to their enchantment bonuses, but it would still be a useful spell, especially for the ammunition. Another possibility would be to make the enchantment bonuses scale with the level of the caster, giving +1 per four caster levels. The latter option would be great for Bards, since they tend to rack up caster levels quickly but don't have many spell slots, and this spell fits them well, I think.

I know it's a fair amount of work to create all those weapon icons; I don't think anybody would care if you reused the +3 ones for a +5 version. They look sufficiently fancy already.

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I'm not sure if your preference is for me to edit posts with new information, or if I should just make a new post when I find something new. To make it obvious when I've got something new, I'll just keep making new posts unless the previous post is really recent.

Latest thing: the short bows and long bows created by Enchanted Weapon (DVENSBOW and DVENLBOW) have only 1.5 attacks per round instead of 2, like other bows of those types. Confirmed in DLTC Editor that this is from the Stat: Attacks Per Round Modifier effect.

Edited by Pax_Empyrean
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Latest thing: the short bows and long bows created by Enchanted Weapon (DVENSBOW and DVENLBOW) have only 1.5 attacks per round instead of 2, like other bows of those types. Confirmed in DLTC Editor that this is from the Stat: Attacks Per Round Modifier effect.

That's what you get for playing a game w/o Item Revisions, where bow's rate of fire is nefred to 3/2 apr.

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Enchanted Weapon
I'll try to add the missing darts asap.

Idon't know if I'm interest on making a higher lvl variant of this spell because +3 enchantment is enough to hit 99,9% of all the in-game enemies, and +4/+5 should be reserved for really epic stuff imo.


Latest thing: the short bows and long bows created by Enchanted Weapon (DVENSBOW and DVENLBOW) have only 1.5 attacks per round instead of 2, like other bows of those types. Confirmed in DLTC Editor that this is from the Stat: Attacks Per Round Modifier effect.

That's what you get for playing a game w/o Item Revisions, where bow's rate of fire is nefred to 3/2 apr.

Strange, I thought I reverted that change on EW bows to let IR's code patch them. Speaking of which, I need to check if that code check for those bows or not.

 

Typos

Animal Summoning VI refers to summoning 2 or 3 Dire Bears, but the stat block calls them Cave Bears. The animals that are summoned are Cave Bears.

Bolt of Glory spell description has a typo: "Magic resistance does not effect this spell" should be "affect" instead.

I'll fix these thanks.

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