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Version 28 of Sword Coast Stratagems released


DavidW

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1) I am not sure I understood how the Improved Deployment of Party Assassins component changed since v24 on a BGT game. I have BGT Tweaks' Altered Spawning component installed (Option 3: Deactivate BGT-WeiDU spawns: spawns appear once). How does that affect SCS's take on the deployment of the assassins?

IN pre-v24 they spawn in the area the player is when the timer gets to 0 (and all the other conditions meet), while in post-v24 they ambush the party while traveling after the timer gets to 0 (and all the other conditions meet).

 

You can use the old version if you prefer by setting the "force_old_assassin_spawn" option in stratagems/stratagems.ini to 1.

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So, December is slowly coming to an end. How are you feeling DawidW? Do you plan to return from your fully deserved hiatus with a new shiny v29? I know Mad Mate did a terrific job with fixing most glaring bugs, but I'm sure that you have more extensive plans for your babe, that that:)

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(Very minor) suggestion:

Skip the Candlekeep tutorial sections (TUTU,BGT,BGEE)

When choosing alternative 2 for that component, you should also get what alternative 1 gets you. Namely, deletion of the green monks.

 

Incidentally, is it this component that kills the yellow text that spawns in Candlekeep?

 

@Constantine:

Here. Incidentally, all broken links (like, the entire forum) are directing you like this http://forums.gibberlings3.net/index.php?showtopic=15700, and you can manually reach that location by switching the address to http://gibberlings3.net/forums/index.php?showtopic=15700 (you just move the forums part from before gibberlings3.net to after).

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(Very minor) suggestion:

Skip the Candlekeep tutorial sections (TUTU,BGT,BGEE)

When choosing alternative 2 for that component, you should also get what alternative 1 gets you. Namely, deletion of the green monks.

I'm not sure I see the point. Alternative 2 breaks the fourth wall anyway.

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I'm not sure I see the point. Alternative 2 breaks the fourth wall anyway.

Basically just a a question of consistency: there's no conceptual reason why alternative 2 should keep the monks. Importantly, alternative 2 does provide for NOT skipping Candlekeep - via dialogue - and then the monks are jarring.

 

The component is thoughtful in the way that you can use it to run along to Gorion ASAP (which I do when I'm testing stuff out), but run around in Candlekeep if you so please (which I do when I do a "hardcore" run). For the latter approach it's weird that the monks are left in.

 

Anywho, if it involves a non-trivial amount of work I'd rather you spent that time perusing the latest developments in the quantum field.

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I'm not sure I see the point. Alternative 2 breaks the fourth wall anyway.

Basically just a a question of consistency: there's no conceptual reason why alternative 2 should keep the monks. Importantly, alternative 2 does provide for NOT skipping Candlekeep - via dialogue - and then the monks are jarring.

 

The component is thoughtful in the way that you can use it to run along to Gorion ASAP (which I do when I'm testing stuff out), but run around in Candlekeep if you so please (which I do when I do a "hardcore" run). For the latter approach it's weird that the monks are left in.

 

Anywho, if it involves a non-trivial amount of work I'd rather you spent that time perusing the latest developments in the quantum field.

 

A completely trivial amount of work; I just wanted to understand the rationale. (Which I guess I do.)

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A completely trivial amount of work; I just wanted to understand the rationale. (Which I guess I do.)

That pleases me to hear. For what it's worth I've always found you an extremely accommodating modder when a request is within scope, not unnecessarily demanding compared to benefit and rationally motivated.

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I just started a new game after installing SCS 28, and barkskin seems to not work at all.

I pick a fight with Bregg and Cohrvale outside Copper Coronet, and they completely ignore barkskin on my tank.

Without barkskin I have AC of 1, with it I have AC listed as -5. Still Bregg hits me with as low rolls as 13.

The icon is there aswell, so it is def. a bug of some kind.

 

According to this guide : http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/27144

 

They should both have a thac0 of 17, but they do drink potions before the fight.

Still hitting AC -5 on a roll of 13 is thac0 of just 8 or better. Even with a really good str. potion it shouldnt be possible.

 

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Not a bug. Bregg is a tenth level fighter, and tenth-level fighters have a base THAC0 of 11. He's got strength 18/50, which gives him +1 to hit, and by tenth level he's going to be quadruple-specialised with his weapon, giving him another +2. In total that's already a THAC0 of 8, and that's before allowing for whatever potion he's drunk.

 

In unmodded BG2, Bregg has an inaccurately low THAC0 of 17; that's what your guide is telling you. But SCS corrects errors in THAC0, saving throws and the like back to the legal values. From the readme for "smarter general AI": "[this component] ensures that creatures have correct (or at any rate consistent!) saving throws, attack rolls, levels, and kit abilities."

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Thanks for the speedy answer, I guess I need to dump that monster reference then :)

Is there any similar compilation of the stats of SCS monsters in an easy to search form?

 

Just out of the starting dungeon and the game is already alot more interesting, looks to be an interesting playthrough.

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Vanilla provides a level 10 fighter with THAC0 17? God bless SCS...

A drunk fighter can have really bad Thac0 ... so it's unlikely to be incorrect actually.

I'll guess we'll just have to add the drunk effect next time, +6 Thac0... to him and Cohrvale.

 

Is there any similar compilation of the stats of SCS monsters in an easy to search form?

Well you can use the Near Infinity... but it's likely to spoil too much, so spoilers warning.

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