tribunal Posted January 5, 2007 Share Posted January 5, 2007 I always play solo with XP cap removed. That's the only "rule" I break, if you want to call it that. To me, a single level 50 FMT/FMC is still much weaker than a party of 6 that are well within their XP cap. Besides, I always play with mods like MixMod and IE_Harder in addition to all the tactical mods. Regardless, thats not the issue. The point is, I repeat, for the Change XP Cap component to be consistent with the HLAs Link to comment
Guest coaster Posted January 5, 2007 Share Posted January 5, 2007 I think I've found the fix referred to earlier in this thread, which supposedly makes FMT and FMC HLAs more "mage friendly". Unfortunately it's low on specifics. Can anyone a bit more tech-savvy work out exactly what is being replaced by what? Link below. It seems to be (sort of) in Weidu format... http://koti.mbnet.fi/taza2/web/index.php?site=bg2 Link to comment
CamDawg Posted January 5, 2007 Share Posted January 5, 2007 Lessee... these drop Critical Strike, Energy Blades, Power Attack, and Smite for FMCs and Comet, Energy Blades, Scribe Scrolls, Smite, and War Cry for FMTs. Link to comment
coaster Posted January 5, 2007 Share Posted January 5, 2007 Thanks CamDawg. FMT: not sure about losing Energy Blades in the above mod, which I do use sometimes. I'd lose Power Attack, War Cry, Scribe Scrolls and Alchemy. If we have to retain Power Attack as a pre-requisite, I'd drop (Greater) Deathblow instead. Never played a FMC and unlikely to, so no preference there. Link to comment
tribunal Posted January 6, 2007 Share Posted January 6, 2007 I think I've found the fix referred to earlier in this thread, which supposedly makes FMT and FMC HLAs more "mage friendly". Unfortunately it's low on specifics. Can anyone a bit more tech-savvy work out exactly what is being replaced by what? Link below. It seems to be (sort of) in Weidu format... http://koti.mbnet.fi/taza2/web/index.php?site=bg2 Nice find, coaster. But I'm not sure if thats the one I was thinking of. The author in the mod I downloaded gave a good justification in the readme of why certain HLAs were dropped. Anyway, its up the people behind BG2 Tweaks to decide if they want to do anything about it. At least, I'm glad the problem is notified. Link to comment
CamDawg Posted February 9, 2007 Share Posted February 9, 2007 Just a bump here to see if anyone else wants to weigh in here. Link to comment
Guest Guest Posted February 15, 2007 Share Posted February 15, 2007 Sure, something like that would be easy enough. We'd be looking to trim 4 HLAs from FMCs and 5 from FMTs. Let's use this thread as suggestions for what to drop, then we can run a poll to vote. Fighter War Cry Mage Energy Blades Cleric Energy Blades Globe of Blades Mass Raise Dead Thief Alchemy Avoid Death Evasion Greater Evasion Scribe Scrolls I'd drop those. For fighters, its tough to drop anything else because they are pre-reqs Link to comment
Guest Guest Posted February 15, 2007 Share Posted February 15, 2007 Erm oops, I forgot to cut out Acoid Death/Evasion/Greater Evasion. Those actually are useful. Sorry, can't edit. Other abilities you could lose are Magic resistance for fighters as either equipment, spells or by the end of BG2 you will have more or at least 50% MR anyway. And comet for mages because dragon's breath is much better Link to comment
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