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SR V4 Open Beta (last update 25 October 2018)


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Spell Shield fix

In short only Spell Thrust and Secret Word are working as intended.

I think I know what's going on then. Shame on me.

P.S thanks man for reporting it, I should be able to fix it now and upload a new build asap.

Edited by Demivrgvs
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Demivrgvs by any means, would you accept another beta for your revisions mods? Was just making a playthrough on BG:EE and got frustated on how i couldnt find a mod that would make spells balanced...

Then found this and lot of posts about the revisions mod and how awesome they were on the original Bg and Bg2. So im really up to give all the feedback from a Bg:ee fresh playthrought if you allow me =)...

Thx in advance

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Hey forumz! So I decided to go thru BG saga again after some years and would like to start from BG:EE with this amazing mod since I'd like to have me a pure wizard spell slinger! But v3.1 does not work with BG:EE. Could I please have a link to v4 so I can enjoy this amazing game and mod once again while reporting bugs that will occur during the gameplay :)

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... since I'd like to have me a pure wizard spell slinger! But v3.1 does not work with BG:EE.

Unless you got the patient of a saint, that ain't going to happen... you do realize that a level 1 mage only has a 1 level 1 spell to utilize, at caster level 1. :D

Yes, specialists will have 2... but then you'll loose other things.

 

Yes, the mages are good, but they grow so much stronger after a few level ups. That you ain't going to get if you start with a mage. Yes, Imoen can be used to carry you a bit, but you also need to utilize your melee ability even as a mage, and that's scary.

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... since I'd like to have me a pure wizard spell slinger! But v3.1 does not work with BG:EE.

Unless you got the patient of a saint, that ain't going to happen... you do realize that a level 1 mage only has a 1 level 1 spell to utilize, at caster level 1. :D

Yes, specialists will have 2... but then you'll loose other things.

 

Yes, the mages are good, but they grow so much stronger after a few level ups. That you ain't going to get if you start with a mage. Yes, Imoen can be used to carry you a bit, but you also need to utilize your melee ability even as a mage, and that's scary.

 

 

 

Hey! Well I'm not exactly a power gamer, I do enjoy gameplay more then characters power curve and do RP during a play thru, and personal favorite is spell combinations. My main character is a scholar who finds himself to be a Bhaalspawn. Thus I prefer a pure sickly mage who will one day become a demigod to lead a party of best heroes the land has ever known! Also there is always Ajantis to smite some evil while throwing curses at em. And lets not forget Boo.. cmon... cuteness of this guy is worth at least 6 man party :)

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Yes, the mages are good, but they grow so much stronger after a few level ups. That you ain't going to get if you start with a mage.

Use my mods (in conjunction with SRv4) and wizards are pretty great, even at level 1. Specialist mage + Might & Guile intelligence bonus + Ring of Evermemory = 5 or 6 1st-level spell slots before you even level up. Plus, with Scales of Balance, add unlimited cantrips to the mix, and special kit abilities like (for instance) Contingency at 1st level. When's the last time someone played the game with a pure-class Diviner?

 

Anyway, what's this about melee? You can get into the FAI and have 3 fighters on your squad (F, F/D, and F/T) facing only a single battle... against a wizard.

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Against a wizard that casts lightning balls and other 4th spell level sorties, especially with SCS... you are far more likely to gain entrance if you go and get a dwarf that regens, and a bard, a necromancer and a fighter/thief and then make a mess out of the wizard..

Ouh, yeah, and install my mod and you can have endless supply of spells... with your own set timer of them coming back, not just some lousy cantrips. But let's not go to whose mod is best, if power hog -used. :D

F/T at FAI, who ? Cause Montaron is in the Lion's Way with Xzar, the first map outside the Candlekeep.

 

Nevermind, back to original topic.

Edited by Jarno Mikkola
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The links remain the same with updates.

 

Demi hasn't updated SR since April 13 (see name of topic). That's 7 months ago.

Ehm... This last week I worked on a couple of things that seriously messed up my internal build (e.g. I moved ProFire and similar spells from 5th lvl to 4th, partially implemented MSVIII and MSIX, etc.) and stuff I'm not fully convinced (e.g. I "removed" Dispel Magic and renamed Remove Magic as such), but if I don't have a cool new build ready within 1-2 days I swear I'll just roll back to the last stable build (aka the one I share on dropbox with Mike) and release it this Friday.

 

Haste

Thx for providing a link to v4! Went thru the spells and Improved Haste is now a usual Haste giving 1 apr but with no fatigue and it's aoe? these are some radical changes :)

Yep, I previously used a different solution (ImpHaste was giving +2 apr insteadof x2) but when we turned the 3rd lvl Haste into a single target spell I tried the current take on its Improved version.

 

As always, feedback is welcome.

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I know people love spamming vanilla IH but I think SR's alterations are very good.

 

Another possibility:

- Haste = AoE, +1 APR, short duration (5 rounds?) and fatigue after (~10 rounds of fatigue)

- Imp. Haste = AoE, +1 APR, +2 DEX, long duration (10-15 rounds) and no fatigue.

 

Something like that perhaps. But we've already been over suggestions for Haste many many times... at some point SR just has to settle on something. There will always be people who like and dislike it.

 

if I don't have a cool new build ready within 1-2 days I swear I'll just roll back to the last stable build (aka the one I share on dropbox with Mike) and release it this Friday.

 

Poop, I guess the 3 hours I spent last night installing & modding BGEE on my iPad is going to be repeated on Saturday. :)

 

Feh, I should really just wait for SoD and EET anyway... just play IWDEE til then...

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... and stuff I'm not fully convinced ...

Then give the build to some of you voluntaries, and let them convince you. And if they all hate it, then you have your answer. :D

 

Feh, I should really just wait for SoD and EET anyway... just play IWDEE til then...

But won't that take all the nice things away from the IWDEE-in-EET mod ? Edited by Jarno Mikkola
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Eh, no, I want the BG trilogy together on my iPad, with a stable and uniform mod setup. IWDEE works fine as it is right now.

 

(I mean the combination would just be jarring - all the non-SCS-affected enemies up north would be what, stupid from the cold?)

 

Incidentally (to keep this on topic) I have some reports from playing with the current SRv4 build on IWDEE. (I know it doesn't matter much because IWDEE is not officially supported, but I thought I might be good to know this stuff.) Long story short, there are a number of IDS mismatches, because some of the new SR spells overwrite existing IWDEE spells, because IWDEE has more spells at each level than BG2 does. So for instance, Sunscorch at SPPR114.spl (or whatever it is) has the symbolic name CLERIC_STRENGTH_OF_STONE. Stuff like that.

 

Imagine you install SR after the IWDification spell packs instead of beforehand - that's basically the situation right now on IWDEE, because the IWDification spell packs have been absorbed into the base game.

 

The nice thing is, as it's been said that SR is going to use ADD_SPELL for these new spells, I think the IWDEE issues might instantly work themselves out as a result of doing so. So you guys might find that IWDEE compatibility (and thus, IWDEE-in-EET compatibility) is achieved without having to specifically do anything about it. :)

Edited by subtledoctor
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