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Kit Revisions Beta 20


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Sorry guys I've not been able to mod these last few days, I hope I can find some time tonight or tomorrow as Beta21 was pretty much done and I only need something like 1-2 hours to finish it.

 

Regarding the discussion going on about the Offensive/Defensive Stances, I do planned to make them last waay longer and add a third "no stance" ability to deactivate them, but it requires adding custom sec type and I was not considering it a top priority. I'll try to work on it asap.

 

Edit:

I'll obviously fix Berserker Rage not getting immunities at level 19, and increase Rage duration to 6/8/10 rounds as we discussed.

Should Barbarian Rage get the same treatment?

Edited by Demivrgvs
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BG:EE with the latest beta patch, running tweaks, SCS and this and just got my Cavalier to level 4. At first spells like doom and magical stone appear in his spellbook upon level-up, though seem to disappear shortly. Was looking forward to seeing heroism, but I don't appear to have any access to it. Spells that exist for him are Armor of Faith, Bless, Cure Light Wounds, Detect Evil, Protection From Evil, Remove Fear and Shield of Faith. It's not in the special abilities panel either, just a 2nd daily use of Challenge Evil. Regarding that skill, is it supposed to show up on the character sheet as Diseased when in effect currently? Just a temporary status effect oddity until something more permanent is in place or a sign that something else is rather bugged in my install?

 

Also, unlike some classes such as Ranger where Minsc's kit description for example show the new info, a PC Cavalier will just show the old default class info in-game. If you need a save, let me know. I'm abandoning that one for now as it's after a very pyrrhic victory at the bandit camp, but I'll hang onto it.

Edited by Mike1072
moved
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I also still have the problem where some of the kit descriptions are fine during character generation but are the vanilla descriptions in-game.

 

As for the spellbook, the way that it is currently coded the spells will immediately be removed and replaced with the appropriate spells after leveling up. Therefore, if you pause the game to level up, the spellbook will be incorrect until you unpause it.

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BG:EE with the latest beta patch, running tweaks, SCS and this and just got my Cavalier to level 4. At first spells like doom and magical stone appear in his spellbook upon level-up, though seem to disappear shortly.
As for the spellbook, the way that it is currently coded the spells will immediately be removed and replaced with the appropriate spells after leveling up. Therefore, if you pause the game to level up, the spellbook will be incorrect until you unpause it.
^This.

 

Was looking forward to seeing heroism, but I don't appear to have any access to it. Spells that exist for him are Armor of Faith, Bless, Cure Light Wounds, Detect Evil, Protection From Evil, Remove Fear and Shield of Faith.
The Cavalier-only 1st level spell is Shield of Faith, while Heroism is a unique 4th level spell in the current beta (it's a kinda great spell imo as it works as a sort of Bless + Mass Aid).

 

It has been suggested to make Heroism a 3rd level spell and I may opt for that just because I'd like to have it available for mid game. That means Divine Retaliation would be moved up to 4th level, but I have some in mind to try making it worth such a spell slot (e.g. instead of damaging those who effectively strike the Cavalier in melee, I think I can make it affect anyone who attacks the Cavalier in melee even when such attacks miss - which would be huge plus imo considering Cavalier's outstanding AC).

 

On a side note, it's really odd-looking to see Detect Evil as a 1st lvl spell when all KR's Paladins can use the same ability at will. SRv4 will change it into Detect Alignment, but should I do something about it for those using KR without SR?

 

Regarding Challenge Evil, is it supposed to show up on the character sheet as Diseased when in effect currently? Just a temporary status effect oddity until something more permanent is in place or a sign that something else is rather bugged in my install?
You mean the Cavalier portrait icon when activating Challenge Evil shows Disease (icon or text?) instead of "Smite"? o.O I don't know what could cause that, the files look fine. Kreso would have surely noticed it imo, thus I assume it's a EE-related issue. Can anyone else reproduce it?

 

Also, unlike some classes such as Ranger where Minsc's kit description for example show the new info, a PC Cavalier will just show the old default class info in-game.
I also still have the problem where some of the kit descriptions are fine during character generation but are the vanilla descriptions in-game.
This is one more EE oddity which I don't understand. I would have to assume EE makes in-game kit description use a different string reference, but why does this happen only for few selected cases like this? I hope Arda or Mike can help me out on this matter. :(
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Divine Retaliation would be moved up to 4th level, but I have some in mind to try making it worth such a spell slot (e.g. instead of damaging those who effectively strike the Cavalier in melee, I think I can make it affect anyone who attacks the Cavalier in melee even when such attacks miss - which would be huge plus imo considering Cavalier's outstanding AC).

Great idea.

 

On a side note, it's really odd-looking to see Detect Evil as a 1st lvl spell when all KR's Paladins can use the same ability at will. SRv4 will change it into Detect Alignment, but should I do something about it for those using KR without SR?

Imo, irrelevant. I succesfully (?) installed SR on BG2:EE but have yet to see if it works.

 

You mean the Cavalier portrait icon when activating Challenge Evil shows Disease (icon or text?) instead of "Smite"? o.O I don't know what could cause that, the files look fine. Kreso would have surely noticed it imo, thus I assume it's a EE-related issue. Can anyone else reproduce it?

That's a Smite icon, in BG2, BG ee, BG2 ee. :D String displayed: "Challenge Evil".

 

This is one more EE oddity which I don't understand. I would have to assume EE makes in-game kit description use a different string reference, but why does this happen only for few selected cases like this? I hope Arda or Mike can help me out on this matter. :(

Strictly EE specific. Afaik RR also had this problem.

Edited by kreso
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When Cavalier uses Challenge Evil ability, string "x Shielded" is displayed, even tough x is an enemy.
I don't understand, the spell projectile is flagged as "not affect enemies". Mmm...

 

"Divine Retaliation" doesn't do anything.
Damn, sppa301 (Divine Retaliation) calls for sppa401d instead of sppa301d. It's a sign, this spell was destined to be a 4th lvl one. :D
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When Cavalier uses Challenge Evil ability, string "x Shielded" is displayed, even tough x is an enemy.
I don't understand, the spell projectile is flagged as "not affect enemies". Mmm...

The projectile does indeed not affect enemies, they aren't "shielded". Only the combat log says they are.

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As for the spellbook, the way that it is currently coded the spells will immediately be removed and replaced with the appropriate spells after leveling up. Therefore, if you pause the game to level up, the spellbook will be incorrect until you unpause it.

 

Understood, was just posting about anything that seemed strange. As it's correct behavior, moving along.

 

The Cavalier-only 1st level spell is Shield of Faith, while Heroism is a unique 4th level spell in the current beta (it's a kinda great spell imo as it works as a sort of Bless + Mass Aid).

 

Makes sense as I imagine heroism would be rather powerful. I'm just going off the first page description which seems to state you get a single use at character level 4, not whenever you level up enough to be able to cast 4th level priest spells.

 

- At 1st level, gains specialization (++) in Sword and Shield style.

- At 1st level, can use Challenge Evil once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at 10th level.

- At 2nd level, becomes immune to fear effects.

- At 3rd level, can use Lay on Hands once per day. At levels 6 and 9, the ability improves and can be used an additional time per day.

- At 4th level, can use Heroism once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at 10th level.

 

As I got the style bonuses on creation, the challenge evil ability at level 1, etc. that's how it reads to me. I have a 'Lay on Hands Amount: 8' listed on his character record, but no actual ability to use Lay on Hands yet if that's supposed to be something else later down the line. I've definitely noticed in the combat log the +2 bonus to hit against evil creatures, I can't really say I've ever seen targets being forced to fight my cavalier, but I'll assume it's working. Out of curiosity, should it only make them save or fight if they're dealt damage or will a successful hit against a mage stoneskin for example force him to stay there?

 

It has been suggested to make Heroism a 3rd level spell and I may opt for that just because I'd like to have it available for mid game. That means Divine Retaliation would be moved up to 4th level, but I have some in mind to try making it worth such a spell slot (e.g. instead of damaging those who effectively strike the Cavalier in melee, I think I can make it affect anyone who attacks the Cavalier in melee even when such attacks miss - which would be huge plus imo considering Cavalier's outstanding AC).

 

Like this idea a lot. Doesn't Fireshield behave in the same manner where you don't have to score a hit, but just try to melee attack someone with it on and you'll take retributive damage?

 

On a side note, it's really odd-looking to see Detect Evil as a 1st lvl spell when all KR's Paladins can use the same ability at will. SRv4 will change it into Detect Alignment, but should I do something about it for those using KR without SR?

 

I actually removed the version check in Spell Revisions before starting this long-delayed run through the original game, but it came back with some error about a number being out of the maximum range acceptable so gave up on that. I'll try installing it again later tonight and edit this post with the exact wording just in case it's of interest.

 

You mean the Cavalier portrait icon when activating Challenge Evil shows Disease (icon or text?) instead of "Smite"? o.O I don't know what could cause that, the files look fine. Kreso would have surely noticed it imo, thus I assume it's a EE-related issue. Can anyone else reproduce it?

 

Yes, linking to screenshots like I should have done originally. This is on 1.2.2031.

 

http://i.imgur.com/GjLXXV5.jpg - Main screen

http://i.imgur.com/V0oBn4g.jpg - Character sheet

http://i.imgur.com/dbsaAYc.jpg - Minsc using Tracking

 

http://pastebin.com/qYbVzHqp - My WeiDU install log

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Looking at screenshots, I checked character record screeen and noticed the same thing (previously I only checked main), but I think I understand now...BG1 EE doesn't have Smite, you can't have it at levels in BG1 since it's a HLA. BG2 EE does, and even on character screen it displays "Smite".

Apperantly portrait icons are coded to display messages on charater screen, regardless of how you name them. If an icon (in your case, Minsc is using Tracking, which uses def.spin icon) points to an ability, character screen shows "unmodded" info about that icon.

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