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Comments/observations on run with IR, SR, SCS2


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I guess i comment most on spells, so posting in this forum should be ok i guess.

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties ...
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
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~1PP.TP2~ #0 #3 // One Pixel Productions: v3 Flame Short Swords (4): v2.7
~1PP.TP2~ #0 #4 // One Pixel Productions: v3 Flame Short Swords item patches (5): v2.7
~1PP.TP2~ #0 #5 // One Pixel Productions: v3 Flame Short Swords mod item patches (6): v2.7
~1PP.TP2~ #0 #6 // One Pixel Productions: v3 Paperdolls (human, half-orc, elven, halfling, dwarves) (7): v2.7
~1PP.TP2~ #0 #7 // One Pixel Productions: v3 Legacy Shields - Bucklers (D1) (8): v2.7
~1PP.TP2~ #0 #8 // One Pixel Productions: v3 Legacy Shields - Small Shields (D2) (9): v2.7
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~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7
~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7
~1PP.TP2~ #0 #12 // One Pixel Productions: v3 Colourable Quarterstaves mod patches (13): v2.7
~NINDE/NINDE.TP2~ #0 #0 // Ninde NPC Mod for BGII: SoA: v1.1
~SETUP-GMINION.TP2~ #0 #0 // gMinion v1.8: 2
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: 3.2
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~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: 3.2
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: 3.2
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~YOSHIMO/YOSHIMO.TP2~ #0 #0 // Yoshimo Friendship Mod for BGII: SoA: 2
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Heavy Armor Encumbrance -> Movement Speed and Dexterity Penalties ...
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // Prevent Druids from Wearing Helmets: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // Restrict Fighter/Druids to Armor that Druids Can Wear: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v2 (Hotfix 20100602)
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons ...
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v13
~SCSII/SETUP-SCSII.TP2~ #0 #1010 // Allow enemy AI to detect the party's magic items: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3500 // Randomly change the locations of many in-game items: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v13
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v13
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v13
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v13
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v13
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring ...
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells ...
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning ...
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> ...
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly ...
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly ...
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly ...
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v13
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #150 // PnP Fiends: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Revised Fiend summoning: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot ...
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.11
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers ...
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly

 

(I know that i have some redundant components - installed too fast :) )

 

 

So i started a playthrough (Conjurer imported from BG1) and thought i comment along the way, about changes and stuff i notice. Not necesserally bugs and not necessarily bad things. This time i play with a party and reloading.

 

-Item revisions nerfs thieves w/ stealth and backstab mali, which is realistic but they are not the most powerful class to start with

-detect evil doesn't work on peasants/orcs in circus, i guess it should though. How can a Paladin e.g. attack them with doubt left. Or does dispel magic work?

-Werewolves in circus do real damage without being acknowledged.

-Web makes now neutrals hostile (this sucks)

-sleeping while hasted means waking up winded

-attacking a charmed person takes several rounds for them to get hostile

-Yoshimo's Katana is really powerful now

-Dungeonbegone and SCS2 Item Randomizer are not compatible (2 metaspell amulets and items missing now i guess)

-I really like the new summons

-I would add more save mali to spells cast by high level caster. Greater Malison is now nerfed to p&p which is cool, but in p&p you also have more other ways to reduce spells saving throws (e.g. attributes). I don't think Greater Malison is now worth a lvl4 slot.

-Stinking Cloud and Web are also nerfed and i'm not sure how useful. Combos with summons should be still effective (at low-mid level) i guess.

...more to come

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So i started a playthrough (Conjurer imported from BG1) and thought i comment along the way, about changes and stuff i notice. Not necesserally bugs and not necessarily bad things. This time i play with a party and reloading.
Good, I like feedback! :laugh:

 

-Item revisions nerfs thieves w/ stealth and backstab malus, which is realistic but they are not the most powerful class to start with
Actually IR aims to "nerf" fighter-thieves much more than true thieves. You don't suffer any backstab malus if you use light weapons used by thieves (e.g. daggers and short swords), and you suffer very little to none stealth penalties with the right equipment (some light armors even boost stealth abilities).

 

I do love rogue classes, and I assure you I actually try to improve their appeal, which is very low in vanilla. IR's Short Sword of Backstabbing is a good example, and you may actually find more thief-exclusive items like the Ring of Danger Sense, or the Gloves of the Rogue. I'll take into accunt that thieves "are not the most powerful class to start with" even for future versions of IR (e.g. Gloves of Missile Snaring will be usable only by rogues) and Kit Revisions :puke: .

 

-detect evil doesn't work on peasants/orcs in circus, i guess it should though. How can a Paladin e.g. attack them with doubt left. Or does dispel magic work?
I don't know, but it's hardly because of SR. I'll check it.

 

-Werewolves in circus do real damage without being acknowledged.
This surely isn't IR or SR related.

 

-Web makes now neutrals hostile (this sucks)
:laugh: Was it friendly? I never changed its projectile except for the AoE radius. ;)

 

-sleeping while hasted means waking up winded
Not my fault, damn hardcoded limitations. :)

 

-attacking a charmed person takes several rounds for them to get hostile
This shouldn't happen...and doesn't happen in my game. I'll check it asap, but it's probably script related, though it seems strange SCS can ruin them considering I have it installed without ever noticing such issue.

 

-Yoshimo's Katana is really powerful now
Eh, you're probably right. It's a pain to make NPC personal equipment powerful enough to last at least half SoA game without having them quite powerful for the very early stages of the game. We'll surely discuss it quite soon within IR V3 topic.

 

-Dungeonbegone and SCS2 Item Randomizer are not compatible (2 metaspell amulets and items missing now i guess)
Eh, you should ask to the authors of those mods, not me, but I can tell you tha IR is actually designed to work without "item randomization", because when and where an item is found is an extremely important factor when designing the item itself. I sort of recommend not using any "item randomization" with IR.

 

-I really like the new summons
:laugh: And expect even more summons with V4. :laugh: Let me know if they also seem balanced enough.

 

-I would add more save mali to spells cast by high level caster. Greater Malison is now nerfed to p&p which is cool, but in p&p you also have more other ways to reduce spells saving throws (e.g. attributes). I don't think Greater Malison is now worth a lvl4 slot.
Ehm..."PnP Malison is cool...but not worth its slot". :)

 

Are you asking more save penalties for mid-low lvl spells cast by archmages, or more save penalties for high lvl spells?

If it's the former it may happen within V4 (though even with V3 almost all mid-low lvl spells already are harder to resist that they were in vanilla), if it's the latter it surely won't happen. Many players actually reported high lvl spells's penalties are too effective right now (e.g. Wail of the Banshee).

 

-Stinking Cloud and Web are also nerfed and i'm not sure how useful. Combos with summons should be still effective (at low-mid level) i guess.
Here I really don't understand.

 

Stinking Cloud is more or less as before, instead of sleeping targets can do nothing but walk around. Furthermore its effects are not stopped by Sleep immunities anymore (e.g. Chaotic Commands protecting from this cloud was hilarious).

 

When did I nerf Web? :laugh: Many players are still asking me to nerf Web, because it's a seriously overpowered spell with the right combos. As of now I've only very slightly nerfed its save penalty (by 1 point), and casting time (from 2 to 5), but it's smaller AoE can actually be used as an advantage by skilled players.

 

...more to come
Bring it on!
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You are very dedicated. Thank you for your work! Really appreciated. You know i don't expect that you check everything i spot. Some stuff might be SCS2 some might even be vanilla and not everything is that important. ;)

 

Actually IR aims to "nerf" fighter-thieves much more than true thieves.

Yeah, this was only my very first impression. With your items, which i haven't anticipated thieves will probably be better than before.

 

This surely isn't IR or SR related.
I know i encountered this before. Could be SCS2.

 

-Web makes now neutrals hostile (this sucks)
:laugh: Was it friendly? I never changed its projectile except for the AoE radius. :laugh:

Yes when e.g. a commoner walked into your web, he would remain neutral in vanilla, now he becomes hostile. It makes sense for some encounter like in the seven dales, where it could be abused. On the whole i don't think commoners should get hostile though.

 

-sleeping while hasted means waking up winded
Not my fault, damn hardcoded limitations. :)
SR's fatigue doesn't last very long. It's not a big problem for me.
-attacking a charmed person takes several rounds for them to get hostile
This shouldn't happen...and doesn't happen in my game. I'll check it asap, but it's probably script related, though it seems strange SCS can ruin them considering I have it installed without ever noticing such issue.

Perhaps i interrupted the script from firing by constantly hitting. But i'm no coder, don't know much about that stuff.

-Yoshimo's Katana is really powerful now
Eh, you're probably right. It's a pain to make NPC personal equipment powerful enough to last at least half SoA game without having them quite powerful for the very early stages of the game. We'll surely discuss it quite soon within IR V3 topic.

I didn't mean to say it was too powerful, just that it striked my eyes. In comparison to other npc-equipment say Keldorn's or Haer Darlis' it's quite balanced.

 

-Dungeonbegone and SCS2 Item Randomizer are not compatible (2 metaspell amulets and items missing now i guess)
Eh, you should ask to the authors of those mods, not me, but I can tell you tha IR is actually designed to work without "item randomization", because when and where an item is found is an extremely important factor when designing the item itself. I sort of recommend not using any "item randomization" with IR.

Yeah, i understand you balanced the items under another more comprehensive perspective. But hey together now it's like playing the game the first time in that regard. I was astounded when all Joluv had was only "mundane" +2 weapons.

-I really like the new summons
:D And expect even more summons with V4. :D Let me know if they also seem balanced enough.

I love summons, they rock! :laugh:

 

-I would add more save mali to spells cast by high level caster. Greater Malison is now nerfed to p&p which is cool, but in p&p you also have more other ways to reduce spells saving throws (e.g. attributes). I don't think Greater Malison is now worth a lvl4 slot.
Ehm..."PnP Malison is cool...but not worth its slot". :)

Hehe, i said that because i generally like everything which brings the game more to PnP (which is the only thing cooler than crpgs). Greater Malison is still good in BG1 but i think for BG2 it's worth only the 4th slot if there are other good ways to reduce the saves. GM was very good in vanilla because it 1. allowed no save (which it imo should) and was stackable with Doom and Glitterdust. The latter was a lot better in vanilla than GM now btw. So what i want to say is GM is ok in it's PnP form, but imo it's effective only in combination with other means to reduce enemies saves.

 

Are you asking more save penalties for mid-low lvl spells cast by archmages, or more save penalties for high lvl spells?

If it's the former it may happen within V4 (though even with V3 almost all mid-low lvl spells already are harder to resist that they were in vanilla), if it's the latter it surely won't happen. Many players actually reported high lvl spells's penalties are too effective right now (e.g. Wail of the Banshee).

I meant the first. But for a really well-founded opinion i need to play the latter part of BG2 more often, which i do very seldom.

When did I nerf Web? :laugh: Many players are still asking me to nerf Web, because it's a seriously overpowered spell with the right combos. As of now I've only very slightly nerfed its save penalty (by 1 point), and casting time (from 2 to 5), but it's smaller AoE can actually be used as an advantage by skilled players.

+that neutrals become hostile. :laugh:

It's effective because it's stackable with other area movement hindering stuff (and with itself). In mid to end BG2 Web for itself is useless, but yes it's combos still useful. That was what i was blathering about. :puke:

 

Few other things:

 

-a charmed party npc will be attacked by amnish guards, even though he doesn't attack civillians (probably vanilla behaviour. They attack everything red circled?)

-summoned undead which are turned by enemies and then turned back by the party revert to hostile after a while (also vanilla behaviour i bet)

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Sorry for taking so long to reply...

 

Web

Yes when e.g. a commoner walked into your web, he would remain neutral in vanilla, now he becomes hostile. It makes sense for some encounter like in the seven dales, where it could be abused. On the whole i don't think commoners should get hostile though.
You're right, I just checked and Web wasn't considered hostile in vanilla. I'm not sure I should make it again non-hostile, I'd probably get quite angry if someone cast trap me in a mass of webs :) but I'll think about it.

 

It's effective because it's stackable with other area movement hindering stuff (and with itself). In mid to end BG2 Web for itself is useless, but yes it's combos still useful. That was what i was blathering about. :)
Well, it's a only second lvl spell, it's obvious that by itself it cannot rule a fight near the end of SoA! But when it comes to balance spells I do have to take into account the various combinations they offer, and a couple of Web spells is a very simple but devastating combo, especially if you have a tank immune to Web (e.g. under Free Action) who can decimate everyone inside Web's AoE.

 

Item Randomization

Yeah, i understand you balanced the items under another more comprehensive perspective. But hey together now it's like playing the game the first time in that regard. I was astounded when all Joluv had was only "mundane" +2 weapons.
Actually Joluv changes are made by IR, not by Item Randomization. ;)

 

Malison, Doom & Glitterdust

Greater Malison is still good in BG1 but i think for BG2 it's worth only the 4th slot if there are other good ways to reduce the saves. GM was very good in vanilla because it 1. allowed no save (which it imo should) and was stackable with Doom and Glitterdust. The latter was a lot better in vanilla than GM now btw. So what i want to say is GM is ok in it's PnP form, but imo it's effective only in combination with other means to reduce enemies saves.
I'm not following you...what has Glitterdust to do with Doom and Malison? And you think Glitterdust was better than Malison? :puke:

 

Anyway, Malison still stacks with Doom, and Chant.

 

Various

Few other things:

-a charmed party npc will be attacked by amnish guards, even though he doesn't attack civillians (probably vanilla behaviour. They attack everything red circled?)

-summoned undead which are turned by enemies and then turned back by the party revert to hostile after a while (also vanilla behaviour i bet)

- Charm opcode and its effects are hardcoded

- I don't know if I can do something about it...I'll try to look into it

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I'm not following you...what has Glitterdust to do with Doom and Malison? And you think Glitterdust was better than Malison?

 

About glitterdust, vanilla description say that this spell also provides penality to saves but if I am not wrong, it is a wrong description. (in game, there is no save penality and fortunately)

 

 

 

Web is obviously overpowed for a level 2 spell and actually still usefull from BG1 to end of TOB.

 

 

In BG2 I find SR'sMalison a bit weak. Maybe save penality should increase by 1 or 2 with caster level ?

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Yes Glitterdust supposed to impose a -4 penalty to saving throws. I was not aware that it didn't actually.

 

 

Few other comments:

-i love the new enchanted weapon spell, but perhaps they should last no longer than 8 hours. You can spend a rest to equip half of your party and then have new 4th lvl spells

-there is a shield symbol which comes and goes on the portraits of my party!?

-Valygar doesn't seem to have a backstab multiplier at lvl 9 which he should have (nothing with your mods i'm sure)

-Viconia wears the helm of resilience but often finds i should stop whipping her back

-Short sword if backstabbing shows an multiplier increase of 2 in the character sheet though the description says 1. Well it's working fine now after Yoshimo's lvl up.

-Acid Arrow shows no icon anymore

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Malison

In BG2 I find SR'sMalison a bit weak. Maybe save penality should increase by 1 or 2 with caster level ?
I'll try to study GM again, but I'm pretty sure I did the math right when I decided to make it as per PnP. This spell lasts the entire fight, while it seems to me most players judge it only by checking the spells cast right with it or a round or two later.

 

Glitterdust

Yes Glitterdust supposed to impose a -4 penalty to saving throws. I was not aware that it didn't actually.
Muahahahah, I forgot how wrong its description was...it also said it caused -4 penalty to attack rolls and AC (instead of "only" -10 to attack rolls)...ah ha ah.

 

Enchanted Weapon

-i love the new enchanted weapon spell, but perhaps they should last no longer than 8 hours. You can spend a rest to equip half of your party and then have new 4th lvl spells
I don't rememebr right now, but I'm almost sure I tried to do it (because I do agree) before finding out the duration was hardcoded.

 

Acid Arrow

-Acid Arrow shows no icon anymore
Very strange it's there in my install...

 

Shield of the Falling Stars

-there is a shield symbol which comes and goes on the portraits of my party!?
It sounds like IR V2's Shield of the Falling Stars. It had a Shield Other aura-like effect.

 

Helm of Resilience

-Viconia wears the helm of resilience but often finds i should stop whipping her back
Knonw issue. That damn immunity to fatigue opcode doesn't work as expected, and within V3 you'll find an entirely different helmet. :)

 

Short Sword of Backstabbing

-Short sword if backstabbing shows an multiplier increase of 2 in the character sheet though the description says 1. Well it's working fine now after Yoshimo's lvl up.
It was probably just a temporary glitch.

 

Valygar

-Valygar doesn't seem to have a backstab multiplier at lvl 9 which he should have (nothing with your mods i'm sure)
I don't touch Valygar at all. :)
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I see that you in fact made the Shield of Balduran better than in the original game. You nerfed eyery other powerful item. I think thats quiet strange.

Since you drastically changed spell shield can you tell me how one can now protect against anti-magic ray? I see no possibility with my lvl 12-13 party except Shield of Balduran.

 

-The cowled wizards don't seem to like it when Minsc fights with Storm Star+3 (chain lightning). Intended?

-Ok the shield icon came from the shield of Fallen Stars

-Remove Fear does not seem to protect from the wandering horror gas fear effect.

-the Amulet of Power drops automatically to the ground if you inspect the statue in the amaunator entrance (unseeing eye quest)

-what means magnetized? (SCS2 i think)

-Should Spell Turning not protect against the paralyze ray of beholders/gauths?

-In vanilla casting free action on a held person frees them, not anymore why?

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Web

Would it break something to have Web considered non-hostile? Because while I understand the logic of "hey, don't web me!!" it should be considered that when an archmage gets into a spell-slinging contest in an urban area he could cast way more destructive things than Web! I think a commoner would appreciate the no-collateral-damage approach (it could be a poisonous cloud, fire or meteors)... :)

 

@Incantatar:

Time to register :)

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Shield of Balduran

I see that you in fact made the Shield of Balduran better than in the original game. You nerfed eyery other powerful item. I think thats quiet strange.
I find it strange myself. ;) For IR V3 I'm changing it to deflect gaze attacks and beholder's rays instead of reflecting them to the original source. It better fits the Mirror Shield background I've assigned it, and it should make the item much more balanced without having to completely eradicate its vanilla's concept.

 

Beholders

Since you drastically changed spell shield can you tell me how one can now protect against anti-magic ray? I see no possibility with my lvl 12-13 party except Shield of Balduran.
You know that using Spell Shield against beholders is "cheating" right? :laugh: Anyway, I do agree SCS should have handled anti-magic rays in a different way (more similar to PnP) and I tried to convince David about it...but to no avail. I really don't know what to say, the best way to face them right now is to use a couple of powerful potions if you have my Revised Potions (some of them are really effective against beholders).

 

-Should Spell Turning not protect against the paralyze ray of beholders/gauths?
I can do nothing about it, if their rays work as spells with a determined spell lvl they are considered just like spells by Spell Deflection/Turning.

 

Storm Star

-The cowled wizards don't seem to like it when Minsc fights with Storm Star+3 (chain lightning). Intended?
No, I'll fix it asap.

 

Resist Fear

-Remove Fear does not seem to protect from the wandering horror gas fear effect.
:) You can still be panicked?! Resist Fear makes you immune to 'panic' and 'break morale' effects, and Wandering Horror uses the former, thus I don't know how it could happen. One thing I've just noticed though is that WH's fear effect also have the annoying 'drop weapons' effect, thus I'll add a Protection from Spell for it (spin675).

 

Amulet of Power

-the Amulet of Power drops automatically to the ground if you inspect the statue in the amaunator entrance (unseeing eye quest)
:puke: OMG, I really don't know what this...tough it hardly has anything to do with IR.

 

Magnetized effect

-what means magnetized? (SCS2 i think)
If I'm not wrong it's one of the new random effects caused by SR's Chromatic Orb. I don't know if any other vanilla effect used it.

 

Free Action

-In vanilla casting free action on a held person frees them, not anymore why?
Because I didn't wanted "protective" spells to completely outshine "curative" ones. Thus you have Free Action to protect a character from harm, but you have Remove Paralysis to free him from hold or stun. In the same way Chaotic Commands doesn't cure any effect, but you now have Break Enchantment to "remove" negative enchantments.

 

Web

Would it break something to have Web considered non-hostile? Because while I understand the logic of "hey, don't web me!!" it should be considered that when an archmage gets into a spell-slinging contest in an urban area he could cast way more destructive things than Web! I think a commoner would appreciate the no-collateral-damage approach (it could be a poisonous cloud, fire or meteors)... :laugh:
Mmm, I think I may restore its non-hostile status. If you want to do it yourself in the meanwhile, it's quite simple: uncheck the "break invisibility" flag within the spl file.

 

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Time to register :)

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*registered*

I find it strange myself. smile.gif For IR V3 I'm changing it to deflect gaze attacks and beholder's rays instead of reflecting them to the original source. It better fits the Mirror Shield background I've assigned it, and it should make the item much more balanced without having to completely eradicate its vanilla's concept.

Ok. Could also be a tad pricier for its power. I mean the Larloch robe is nearly double its price.

You know that using Spell Shield against beholders is "cheating" right? biggrin.gif Anyway, I do agree SCS should have handled anti-magic rays in a different way (more similar to PnP) and I tried to convince David about it...but to no avail. I really don't know what to say, the best way to face them right now is to use a couple of powerful potions if you have my Revised Potions (some of them are really effective against beholders).

Another way in vanilla was the mustard jelly form which you also foiled. :)

 

I can do nothing about it, if their rays work as spells with a determined spell lvl they are considered just like spells by Spell Deflection/Turning.

No what i meant was, it does not reflect with Spell Turning. I looked at 2e MM and in PnP their rays are supposed to work like spells (except fear which works like the wand). Also the death ray should work like death spell, which it doesn't. Beholders are the real cheaters here. :)

 

confused.gif You can still be panicked?! Resist Fear makes you immune to 'panic' and 'break morale' effects, and Wandering Horror uses the former, thus I don't know how it could happen. One thing I've just noticed though is that WH's fear effect also have the annoying 'drop weapons' effect, thus I'll add a Protection from Spell for it (spin675).

When Yoshimo got panicked in the cloud i threw Resist Fear(Clr) at him and he was only "green" for a second before he panicked again.

 

 

Because I didn't wanted "protective" spells to completely outshine "curative" ones. Thus you have Free Action to protect a character from harm, but you have Remove Paralysis to free him from hold or stun. In the same way Chaotic Commands doesn't cure any effect, but you now have Break Enchantment to "remove" negative enchantments.
I see. Would be cool if Break Enchantment also removed Charm/Domination .

 

Comments:

-Ardulias Fall +2 has a spelling error (2x "or be")

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I'm in Spellhold now and i get ctds when i rest - everytime. That's bad! I never encountered this problem before.
:mad: When it happens? After rescuing Imoen? Between your mods I cannot see mods that may cause ctds without having tons of players notice it and report it

 

My only guess is something "dream sequence related", thus you may ask to IEP authors if they added something to Imoen there....but I can hardly imagine them causing this.

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-There seems to be something wrong with mage duels. I'm fighting Deirex the lich. He casts several energy protection, Simulacrum, II, PfMW and SI:Div at the start of the battle. I cast Ruby Ray of Reversal right on top of him. This should dispel SI:Div since it's the only Spell Protection but it doesn't get dispelled. I tried it several times, sometimes he casts SI:A at the start and even then RRR has no effect on it. True Sight/Remove Magic just shows "Spell Ineffective".

 

Edit:

-In Near Infinity i can find 2 different Kuo-Toa priests, one lvl 10 the other lvl 12. It's strange that they always cast Sphere of Chaos which they shouldn't be able to cast, even NI's spell table says so.

 

-MMMs are always pre cast by SCS2 mages, though the player can't anymore with SR. (But I think you all know that.)

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