Hurricane Posted February 6, 2013 Share Posted February 6, 2013 Release candidate 3: I just put RC3 on Github last night--I think this is it, unless Hurricane shows up to tell me I've done it all wrong again. No worries. I just finished my double checking and can announce that we are now officially done with the Effing Effs. Congrats! Link to comment
Antignition Posted February 6, 2013 Share Posted February 6, 2013 Is using the RC as simple as unpacking v9 of the fixpack, replacing the contents of the bg2fixpack folder with the stuff in the RC folder, and running setup-bg2fixpack.exe? Link to comment
Adanedhel Posted February 26, 2013 Share Posted February 26, 2013 Any plans to remove spells from creatures that aren't supposed to have any? My main concern is SHADOW01.CRE which has a really nice set of spells that you can abuse with rebuke undead. There are probably more like that, IDK. Link to comment
lynx Posted February 26, 2013 Share Posted February 26, 2013 That would be more suited for the tweakpack. Link to comment
argent77 Posted March 5, 2013 Share Posted March 5, 2013 I've got an issue with the states.bam. The file contains a couple of portrait icons which are displayed with an ugly green background in-game. I have found the following icons so far: Energy drain (59) Vocalize (103) Globe of invulnerability (121) Ghost armor (127) Quivering palm (143) Aura of flaming death (160) Improved chaos shield (162) Chaos shield (163) All of the above-mentioned icons don't have the RLE flag set. Setting it fixes the transparency issue. Is it possible to add a fixed version in one of your next releases? Link to comment
mikel123 Posted July 8, 2013 Share Posted July 8, 2013 Hangard's Axe +2, Rifthome Axe +3, K'logarath +4, Dwarven Thrower +3, Hammer of Thunderbolts +3, Runehammer +4, Runehammer +5 - increase damage by 1 Oh, the axes... plain throwing axes do 1d6+1, so the enchanted throwing axes are missing that +1 damage bonus. But the added damage makes throwing axes superior in every way to their non-throwing counterparts--better speed factor, less STR requirements, less weight, cheaper, but with the same thac0 and average damage, whether used in melee or thrown. I'd be more inclined to make bogstandard throwing axes do a straight 1d6, since they're the ones out of the pattern. I'm not worried about the hammers--they're getting a full extra die of damage, so they're already out of the damage/enchantment pattern. With respect to hammers, one thing not mentioned here is that Dwarven Thrower should probably be changed to do crushing damage as a ranged weapon as well. Every other thrown weapon (that is, axes) mentions specifically slashing damage for melee and piercing for ranged. Dwarven Thrower just says crushing. With respect to throwing axes, Azuredge "+3" does 1d6 for non-undead (favoring your perspective), but +4 damage against undead (which would appear to perhaps be the +1 for throwing, +3 for its enchantment). Additionally, throwing axes are inferior to non-throwing in one very crucial way: you can hold them with a weapon in your other hand. Which IMO outweighs everything else you mentioned. Link to comment
Jarno Mikkola Posted July 9, 2013 Share Posted July 9, 2013 Additionally, throwing axes are inferior to non-throwing in one very crucial way: you can hold them with a weapon in your other hand. Which IMO outweighs everything else you mentioned. That can be modified... as in you can make the throwable weapons able to be used in dual wield-able(melee only), but thatis with other mods, like the Item Revision etc. Link to comment
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