subtledoctor Posted July 22, 2016 Share Posted July 22, 2016 DavidW disappears, leaving behind a perfectly stable version of SCS; fans shout "what's with this mod author?? can't we expect updates??" Demi keeps plugging away on SR, adjusting and improving; fans shout "what's with this mod author?? can't we expect it to ever be done??" You can't win... Link to post
Fiann of the Silver Hand Posted July 22, 2016 Share Posted July 22, 2016 Maybe "winning" is a flawed goal for a modder. Link to post
zelurker Posted July 22, 2016 Share Posted July 22, 2016 I don't know if it's been reported, but french can't be installed in 4b12, it breaks on the 1st component (not found error). I installed in english... Link to post
Graoumf Posted July 30, 2016 Share Posted July 30, 2016 (edited) We're still on the update of the french translation. arcane.tra is done; we're working on divine.tra. We noticed some oddness: - there are two spells "Dispel Magic" in @503/@504 and in @547/@548 - in @750, there is "Fire Shield (Red)" -> it should be "Fire Shield" Edited July 30, 2016 by Graoumf Link to post
zelurker Posted August 6, 2016 Share Posted August 6, 2016 For what it's worth my testing with bgee : having haste changed from one of the most powerful spells of the game to something almost totally useless is quite hard, but ok we can play with it using slow (it's harder with a sorcerer in the party who already took haste when installing this mod ! oh well there is alwys ee keeper for that). But changing protection against petrification to some spell to flee battle is harsh in bg1, there are areas with basiliks and you still meet them in the extension, it was my main protection against this kind of encounter and without it it becomes deadly, I uninstalled the mod because of this... well it doesn't restore spell books and rangers can't memorize spells after this apparently (heal light wounds is missing from their spell books and it was the spell they had memorized before). Except that : the spell to counter the effects of charm and dire charm is a good idea even if often it's against creatures who can charm at will which makes it useless but the idea is still interesting. Faeries fires at level 1 is an interesting surprise, I thought it was specific to dark elves but Jaheira can cast it here, oh well... Same thing for the spells about dark area which blinds enemies, quite interesting, even though it seems a little out of place since these are dark elves specialities (I guess for dark elves it's an innate power but here it's a spell which can be used by others). Oh yes, also Jaheira seems to gain shaman spells with this which is quite weird, it kind of mixes druids and shamans here. Nothing much except that, it was a test during SoD, and I uninstalled when I met a basilik. Link to post
Jarno Mikkola Posted August 6, 2016 Share Posted August 6, 2016 Oh yes, also Jaheira seems to gain shaman spells with this which is quite weird, it kind of mixes druids and shamans here. Erhm, shaman spells ? Cause the base game doesn't have Shamans, but only druids... So where did you pull that Shaman spells out of ? Faeries fire has long being a D&D standard for others than dark elves. It's probably really the only species that doesn't get it. Cause it's light based, not fire... Link to post
subtledoctor Posted August 6, 2016 Share Posted August 6, 2016 Well, installing and uninstalling mods during the midst of a playthrough is not recommended, ever, by anyone, so it's not surprising that doing causes problems... Link to post
Hoverdawg Posted August 8, 2016 Share Posted August 8, 2016 For what it's worth my testing with bgee : having haste changed from one of the most powerful spells of the game to something almost totally useless is quite hard, but ok we can play with it using slow (it's harder with a sorcerer in the party who already took haste when installing this mod ! oh well there is alwys ee keeper for that). But changing protection against petrification to some spell to flee battle is harsh in bg1, there are areas with basiliks and you still meet them in the extension, it was my main protection against this kind of encounter and without it it becomes deadly, I uninstalled the mod because of this... well it doesn't restore spell books and rangers can't memorize spells after this apparently (heal light wounds is missing from their spell books and it was the spell they had memorized before). Except that : the spell to counter the effects of charm and dire charm is a good idea even if often it's against creatures who can charm at will which makes it useless but the idea is still interesting. Faeries fires at level 1 is an interesting surprise, I thought it was specific to dark elves but Jaheira can cast it here, oh well... Same thing for the spells about dark area which blinds enemies, quite interesting, even though it seems a little out of place since these are dark elves specialities (I guess for dark elves it's an innate power but here it's a spell which can be used by others). Oh yes, also Jaheira seems to gain shaman spells with this which is quite weird, it kind of mixes druids and shamans here. Nothing much except that, it was a test during SoD, and I uninstalled when I met a basilik. one potion of mirrored eyes and basilisks are toast. Link to post
Jarno Mikkola Posted August 8, 2016 Share Posted August 8, 2016 (edited) Set the potion last for a turn, aka 10 rounds, or ~60 real time seconds(instead of 6 times that), and it's not so much FOR the entire map. But it's use-able outside of battle too. Ouh, and it should be 6 potions, cause the monsters should hunt for other, non protected targets. And the greater B's should probably have a real bite attack that's not of a loosers... 4d4 or something like that, melee.. Edited August 8, 2016 by Jarno Mikkola Link to post
subtledoctor Posted August 9, 2016 Share Posted August 9, 2016 I love the new haste. Hard to say it's "useless" - +1 APR for your best damage dealer for an encounter can easily be as good as any fireball. Link to post
Fiann of the Silver Hand Posted August 9, 2016 Share Posted August 9, 2016 (edited) Is there still fatigue? Edited August 9, 2016 by Fiann of the Silver Hand Link to post
subtledoctor Posted August 9, 2016 Share Posted August 9, 2016 I forget. I think it's like 10 rounds of haste and then 2 round of fatigue? Something like that. Which is totally fine - realistically, what fight is taking you more than 60 seconds to finish? Link to post
Fiann of the Silver Hand Posted August 9, 2016 Share Posted August 9, 2016 Just curious. A lot of Demi's stuff draws from PnP, and 1e/2e Haste ages you 1 year. Might've been fun. Link to post
Jarno Mikkola Posted August 9, 2016 Share Posted August 9, 2016 I love the new haste. Hard to say it's "useless" - +1 APR for your best damage dealer for an encounter can easily be as good as any fireball.You forget that to get to that point, where the damage output is equal to that of a fireball with haste, the character must be quite close to the ToB levels... I would in most cases much rather take the fireball in most cases. See a fighters melee hits can miss, yes melee because a 1d6*10 is better than that of a ranged weapon can normally do, and thus you are exposed ... for a 10 rounds to get the most out of it. Yeah, there's no Fatigue, just "fatigue" thats gone in a couple rounds... Just curious. A lot of Demi's stuff draws from PnP, and 1e/2e Haste ages you 1 year. Might've been fun.Yeah, and lesser restoration fixes everything, but the wounds. Pointless. And the PnP stuff usually is very much a business for the Dungeon Master, but here you have only the math to compete with. And thus no PnP, but computecomputecompute. CCC Link to post
edgymaster Posted August 9, 2016 Share Posted August 9, 2016 Shaman is a new class with its unique spells, which was added with patch 2.0 and Siege of Dragonspear. And If I remember correctly, SR also breaks its spirit dance ability. For example, you can conjure only 3 spirits with the dance on 11 level, but if there're already 3 active summons, they'll will overlap it and the dance will be useless. Link to post
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