Demivrgvs Posted September 20, 2016 Author Share Posted September 20, 2016 (edited) However, it does mean we'll then start considering the same for Ice Storm vs Incendiary Cloud, ADHW vs Entangle, etc. This. If you open up that box Ao only knows what will come out of it. That's the same thing I said a few times when I was asked to do similar things (e.g. Flame Blade granting immunity to webs, Grease increasing fire dmg on targets, ...). That being said CoC vs Fire Shield is kinda fitting imo. ADHW vs Entangle - Speaking of Cold damage- Ice Storm has a no-save 50% MS reduction that is bugged to bypass MR. - Suggestion - allow a breath save for MS reduction, fix MR. This spell is just too good. - fixed locally but I'm not touching git until Mike says I can... - it's not a full slow though, just movement rate, is it really dat powerful? 5E uses the "difficult terrain" status but it's still a halved movement rate with no save Edited September 20, 2016 by Demivrgvs Quote Link to comment
kreso Posted September 20, 2016 Share Posted September 20, 2016 It's a 1st pick for me if I have a sorcerer in BG1. Before Stoneskins. If that doesn't prove it being OP, I don't know what does. Quote Link to comment
Jarno Mikkola Posted September 21, 2016 Share Posted September 21, 2016 ADHW vs Entangle Why are you laughing ? Asking because, have you ever not been able to move and then got your head sliced off cause the invisible wall was there... cause of unexpected interaction between things. I bet you have, and now you have to the avoid the thing all the time, while fixing it would have been so easy, just roll +10 more advanced game engine to the current ones place. Same thing here, the Spell Pack has probably done a lot of this stuff already, but there are a lot of counters that could happen. The Cone of Cold is a good "counter" among other effects of it to the (Red) Flame Shield. Of course making and maintaining consistency in a magic system like this will be hard thing to do, so it's not like you have to do it necessarily. Quote Link to comment
GrimLefourbe Posted September 23, 2016 Share Posted September 23, 2016 (edited) SR v4 b12 makes the glabrezuu in Olaf's house(the one with celestial fury) friendly towards me, he'll help me kill the other summoned monsters and if I save/load I'll even have control of him. Can someone else reproduce this? Edit : oh, wrong topic! Edited September 24, 2016 by GrimLefourbe Quote Link to comment
BlackTalons Posted May 5, 2017 Share Posted May 5, 2017 I'm not sure in what state of development is this mod anymore, but I would like to see PfMW removed. It trivializes both mantle spells while being 1/2 spell slots lower, it hinders magical touch attacks forcing messy workarounds and it's suposed disadvantage is a royal pain for inventory management. The mantle spells should be enough to deal with magical weapons if only for a short time and there's really no need to leave a protection gap for mundane weapons, dispel should sufice as it did with PfMW. Mantle can even be made progresive to free spell slots for other stuff. Quote Link to comment
Hoverdawg Posted May 5, 2017 Share Posted May 5, 2017 if I remember well, there have been plans to remove PfMW. However, it plays such an integral part of SCS mage scripts that deleting it would mean making SCS obsolete, and that's not an option. Correct me if I'm wrong. Quote Link to comment
kreso Posted May 5, 2017 Share Posted May 5, 2017 I'm not sure in what state of development is this mod anymore, but I would like to see PfMW removed. It trivializes both mantle spells while being 1/2 spell slots lower, it hinders magical touch attacks forcing messy workarounds and it's suposed disadvantage is a royal pain for inventory management. The mantle spells should be enough to deal with magical weapons if only for a short time and there's really no need to leave a protection gap for mundane weapons, dispel should sufice as it did with PfMW. Mantle can even be made progresive to free spell slots for other stuff. Did you play SRv4? Quote Link to comment
Jarno Mikkola Posted May 6, 2017 Share Posted May 6, 2017 (edited) I have previously proposed the PfMW to penalize the mage that apply it to themselves by setting the mages walk speed to zero. This makes them a target that can be dealt with separately from other troubling facts. Like Demons they summon, this was how the BG1 dealt with the Globe (of Invulnerability) spells ... but as BG2 came up, it was removed from them completely... and this is why a certain caster(Davaeorn) uses an endless supply of the teleport spell(Dimension Door) in BG1, as a tactical challenge. Edited May 6, 2017 by Jarno Mikkola Quote Link to comment
subtledoctor Posted May 6, 2017 Share Posted May 6, 2017 if I remember well, there have been plans to remove PfMW. However, it plays such an integral part of SCS mage scripts that deleting it would mean making SCS obsolete, and that's not an option. Correct me if I'm wrong. Yes. One possible workaround is to add PfMW to hidespl.2da, and make a copy of the Mantle .spl file and rename the copy to overwrite the PfMW .spl file. And ditto overwriting the PfMW scroll .itm file with the Mantle scroll. This way 1) players will not have access to PfMW; and 2) when SCS scripts call for AI mages to cast PfMW, they will cast Mantle instead. That's not a perfect solution, but it might be good enough if someone really wants PfMW gone. Quote Link to comment
BlackTalons Posted May 6, 2017 Share Posted May 6, 2017 I'm actually using SCS so I'm interested in changing it there too. There aren't that many mages in the whole game and I could try it myself, but I have managed little modding beyong tweaking some items, I know nothing of scripts, much less how SCS works. Quote Link to comment
Jarno Mikkola Posted May 7, 2017 Share Posted May 7, 2017 What the std suggests is done before you install SCS, you just export the spwi708.spl, name the file as spwi611.spl and place it in the override folder and that's that. Then you install SCS on top. And the SCS will use the new version of the spell. Quote Link to comment
noah.linden1 Posted April 16, 2018 Share Posted April 16, 2018 (edited) So mage high-level abilities are usable only once per day? That's a huge nerf for mages in general, unless you can select them more than once like warrior high-level abilities. Edited April 16, 2018 by noah.linden1 Quote Link to comment
Daxtreme Posted April 16, 2018 Share Posted April 16, 2018 Well not exactly, as you still have access to all your level 9 spell slots which were previously mostly used by HLAs, so now you will actually use level 9 slots. Also, believe me, mages are still by far the most powerful class. Quote Link to comment
Jarno Mikkola Posted April 16, 2018 Share Posted April 16, 2018 Also, believe me, mages are still by far the most powerful class. This is due to the game capping the warriors to 9th level gimps, atr least partially, while the monsters keep going at least in SR. Quote Link to comment
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