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VagPen

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Posts posted by VagPen

  1.  

    Liches got their xp from adventurers who thought they could solo revised scs :p

    Yeah, I know you are kidding, but just to ... the in game lore is completely against this, because the world is lived in, and so the rules reflect that. One being that the Lichdom is like said, a curse like state of a failed ascension ... which leaves the Lich itself unable to live and learn more.

     

    From this page: https://www.realmshelps.net/monsters/aboutundead.shtml

     

    "The living spend their time living life and gathering experience, thereby shaping their personalities and adjusting to the world as it changes around them. In contrast, the undead mind sees the passage of time very differently. Undead exist, they do not live. Life means change, and while undead endure over time and learn new facts, they rarely change or appreciate new paradigms. Aside from a rare few exceptions, an undead's outlook remains stagnant over the decades, or centuries, of its existence, despite new experiences and new situations it may encounter."

     

    As far as i understand, intelligent undead can learn new skills/stuff but have trouble adjusting to changes concerning their sense of self importance, morality and general outlook. That's enough lore for me to justify their high mage levels. I mean, a Lich reaches the pinnacle of it's magic prowess well after its last breath as a mortal through means like spell research, rituals, journeys to other planes, fiendish bargains, wish spells and yes, even killing hapless adventurers.

  2.  

    "Cheat" means that player and enemy use the same 'laws of physics', so I take issue with....

    Yeah, so when and what exactly did the Liches do to earn their super powers to get to level 29 ? That's just a number for them, but for the player, it's their experience in the game. So you are OK with the player then cheating their chars to level 50 ? Good, cause in that case, the whole thing is easy to have already to been solved. But then why would one even need to fight against the liches, cause it's not like they can provide anymore XP.

    This is why the whole make DM & RM capped at level z is a good solution. Yeah, the bards get a few level ahead of mages, but it's no +10 levels at level 20. Or that would be broken. And Kit Revision intends to set the levels to be the very same for all the classes, that of the Paladins progression. Even to Fighters.

    And let's not forget that most spells power is capped, the Fireballs damage is capped to 10d6 damage. The Lightning Bolt is capped at 20d6 if memory serves in SR. They don't progress beyond. But the DM&RM do ? Why ?

     

    Liches got their xp from adventurers who thought they could solo revised scs :p

  3. I am currently playing through a game of BG:EE with the following mods:

    • BG1 NPC
    • Portraits Portraits Everywhere
    • The Picture Standard
    • Artaport
    • LeUI

    Before going any further on my current play through, I would like to install a few of the tweaks from the Anthology. Is it generally OK to install/uninstall such tweaks on a current game without messing anything up?

    I think you'll be fine, tweaks are meant to be installed after those mods anyway.

  4.  

     

    I am not underleveled. In fact i am over lvl 20 when facing most of the Liches. I can solo ScS without a problem. Timestop is not an issue when your buffs up because Lich can dispel X amount of your buff in a given time. Not all of your buffs. Especially when you can cast spell shield after timestop ends. With SR all of your buffs are dispelled by a level 3 spell which you can't prevent from in any way.

    Liches in SCS are what, 29lvl mages? And dispel magic's success is based on caster level difference, right?

     

    So what does it mean? Do i need to hit exp cap to fight them? There are a lot of liches triggered as encounter in SoA when you past level 15. You have no chance but to fight. In fact, only in temple ruins, you encounter 2.

     

    I am just not sure if these fights are even doable with a solo arcane caster without ProUndead OR 9lvl spells.

  5. I am not underleveled. In fact i am over lvl 20 when facing most of the Liches. I can solo ScS without a problem. Timestop is not an issue when your buffs up because Lich can dispel X amount of your buff in a given time. Not all of your buffs. Especially when you can cast spell shield after timestop ends. With SR all of your buffs are dispelled by a level 3 spell which you can't prevent from in any way.

    Liches in SCS are what, 29lvl mages? And dispel magic's success is based on caster level difference, right?

  6. >powerful but short duration

     

    That's an...interesting analysis. A few different effects here: 1. Frees imprisoned/mazed characters; 2. Temporarily protects against imprisonment/maze; 3. Free Action. The second effect, one person being immune to imprisonment/maze for a handful of rounds, sounds like it should be a level 1 spell a la Protection from Petrification, not a level 9 spell. Free Action is a level 4 cleric spell that has a duration of 1 turn/level - a few rounds of that is...pretty bad (I mean, if the protection against Imprisonment even does its job for your one character, you're probably not going to be concerned about other movement-limiting effects within the same timeframe anyways, right?), and also does not a level 9 spell make. If it were me, I would probably opt for 1 turn and affect the entire party (a sort of mass vocalize, except against imprisonment/maze instead of silence), or even everyone within the entire area if you want to make the concept of freeing all imprisoned characters - even hostile ones - consistent. Basically, would be a 1 turn freeze on imprisonment/maze effects. The reason it should be at least 30' party is spellcasters would just target non-Freedom-ed characters just as easily, which makes a single target protection against it rather useless...and it's a level 9 spell.

     

    @DavidW: Outside of a handful of exceptions, yes. SR definitely overwrites spin788, which it calls "Demilich Soul Trap", and I presume that's the same. I'm not sure HOW it modifies it, though - never looked at it.

    You are right. The above efffects with an AOE and a 5 turn duration would make for a much better 9 level spell... SR seems like a conservative spell mod - more toning down strong spells than making weak ones stronger, so i tried being conservative :p

  7. I'm not sure which approach I would favor, or possibly even both. Freedom is currently a pretty bad spell, very similar to Stone to Flesh, so it probably makes some sense to change it. Do you only provide protection against Imprisonment, though, or everything it currently breaks? For how long? One character or the entire party? And unfortunately, it's a level 9 spell, which means you can't really use it (unless you cast it from scroll?) in SoA against Imprisonment's most notable user, Kangaxx. So it might make sense to provide a saving throw anyways...which would probably be like -6?

    IMO, single target, 3-6 rounds (likePFMW, powerful but short duration), protection from maze, imprisonment/trap the soul plus the benefits of the divine spell freedom of movement.

     

    Imp/trap the soul - no save but magic resistance stops it.

  8.  

    One of Demi's last posts mentioned giving Imprisonment a saving throw, and adding something to the description about how the no-save version requires a longer, ritualized casting (thus explaining the Harper encounter).

     

    The spell should definitely be made less of an all-or-nothing proposition. It should be toned down, and some others like Energy Drain need buffing.

     

     

     

    If Freedom has indeed a duration then it's not so bad...(Sorry for double posting!)

  9. One of Demi's last posts mentioned giving Imprisonment a saving throw, and adding something to the description about how the no-save version requires a longer, ritualized casting (thus explaining the Harper encounter).

     

    The spell should definitely be made less of an all-or-nothing proposition. It should be toned down, and some others like Energy Drain need buffing.

    Wouldn't be easier to give Freedom a duration?

  10. Some things i ve found with BGEE v23673+SOD, SR4b14, maybe they are still in effect for b15, wich i haven't played:

     

    1) Many summoned creatures have wrong names/attacks, like greater skeletons, aerial servants, hobgoblins and death knights. Death Knights also never use their fireball abiity when i get them to turn hostile. (I have uncapped the xp though, so wrong dialogue maybe makes sense at least for aerial servants and death kingts, as i am not even supposed to have those spells in BGEE... :p)

    2) No Dimesion Jump scrolls.

    3) Wild Mage exclusive spells are available for all mages at character creation.

    4) No minor spell turning scrolls, don't know if that's intentional.

    5) Many spells, including most deflections give wrong dialogue.

    6) I feel Barkskin should improve AC instead of setting it, like shiield. (it represents natural armor wich stacks with worn armor. Not a bug, but still.)

    7) Lower resistance doesn't confrm "Magic Resistance Lowered" in the combat log.

    8) Self inflicted AOE damage on char with elemental resistances doesn't show the amount of resisted damage in the combat log. Same thing for trap damage.

    9) Spells that grant invisiblity don't add a status icon or a notification on character screen.

     

    Even with it's issues, SR is a LOT better than vanilla ;)

  11. Running SR version 414, i noticed that my F/M/C in the Black Pits has a 4th level spell named 'Protection from Elemental Energy" wich protects against chosen element, while the classic Protection from lightning/acid/etc spells are now level 5 spells(same duration as the above 4th lvl spell). It seemed weird to me that a more useful and flexible spell is one level below individual elemental protections that need seperate spell slots.

     

    Also, after exporting to BGEE, Neera's spellbook has Protection from Fire as a 3rd level spell instead of 5th. (Update NPC spellbooks component was instaled successfully). What gives? :p

  12. It turns out that it was false alarm. Some lines from Fixpack were missing, now I've added them and it works.

     

    Note to myself: dealing with full mod revisions (without up to date fixes from Fixpack) vs Fixpack patches which was made for older version is not-so-one-click-task.

     

    @Kreso You Revised SCS ended up here: https://github.com/Gibberlings3/SwordCoastStratagems/tree/RevisedSCS

    It's base on on the version from link from first post. It has missing Fixes from fixpack combined. I try my best to correctly merge changes but you need to review them. If I fuckup something, I'm sorry.

     

    EDIT: For BWS, RevisedSCS is applied via BWFixpack and it's version should match normal version. I'm currently investigating a way to have more "automated" way to have RevisedSCS for BWS.

    Link is broken.

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