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pochesun

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Everything posted by pochesun

  1. In inventory there is "null" value next to damage modifiers, i guess its the way to make it deal only magic damage, without and additional modifiers. I have read on Beamdog forum that for those void weapons no modifiers apply to damage change (no class, no class ability like "Kai", no equipment like bracers, no class bonuses like kensai bonus daamge etc.). There is a conspiracy theory that designers wanted to make something else with that weapon but then they failed to do it and just ditched the idea and left the weapon as it is
  2. Thats what i am talking about. It correctly does not apply strength bonuses, but other bonuses should be applied. On the other hand it looks like these "void" weapons dont get bonuses from anything (proficieny, bracers etc)
  3. @Bartimaeus Could you please check Voidhammer. Is it supposed to be that the weilder of it does not get any damage bonuses from proficiency, enchantment level and class bonus (in my case 9 level Kensai should have had + 3 damage bonus from the class and + 5 from 5 stars proficiency in hammers). I think that i get Thac0 bonuses from Kensai class and proficiency when using Voidhammer but not damage ones. But you could probably want to check Thac0 as well just in case. Also might be useful to check another void weapon (the sword). Also i am not on the latest patch so if it was corrected for the last 2-3 weeks - then disregard this post
  4. @Bartimaeus sorry if its an irrelevant question: I noticed there is a change in commits made recently - "Shadows/Wraiths should get their protection from critical hits" as a fix to a bug reported by @ptifab who found that shadows did not have backstab immunity. But as far as i know protection from critical hits and protection from backstab are kinda different things (backstab damage is calculated as different damage bonuses adjusted by critical hit multiplier, correct me if i am wrong). So if the idea was to give shadows immunity to backstab then it should not be limited by critical hits immunity and be implemented as full backstab immunity, so thieves, for example, did not even have a chance to perform a stealth attack vs shadows). Again, sorry if i misunderstood something.
  5. Sorry for off-topic but looks like i am responsible for a lot of posts that stir up heated debates. Just a notice On topic, would it be a good solution to implement the change suggested by @Lianos: give shield an ability to activate it several times per day to grant AC Bonuses to the party (for a limited number or rounds).
  6. Yeah it seems to me that the effect from the Shield is invisibly "casted" on the party member but the time cast is desynchronized with the time it actually applies the effect or the duration of the effect of 6 seconds (1 round) is a bit longer so when the shield applies another effect for another round it adds extra +2 bonus for a small time (probably a splitsecond) but it does not elapses till the next round occurs and the effects is renewed.
  7. @Bartimaeus sounds like a plan I guess it all could somehow be connected with the radius thing but i just dont understand why the bonus value from the Shield does not hold at +2 AC and varies from 2 to 4 all the time (as i described above).
  8. @Bartimaeus hello. I noticed that Shield of the Falling Stars +2 acting a bit weird. According to its discription it gives +2 AC to allies within 5 radius. But when another party member stands near the holder of the Shield 1 round it gets + 2 AC bonus and another round it gets +4 AC bonus, then next another round its + 2 again, then another round its +4 again and so on. The AC value changes in inventory screen and is also mentioned as "Bonus" (either 2 or 4 in turn).
  9. ok i guess its SoD exclusive spell alongside with Dancing Lights and Faerie Fire.
  10. Is it SCS spell? If not - then its 100% SR spell.
  11. I would like to make something clear for myself: there is spell "Darkness 15 radius". From discription its not transparent what effect exactly it provides, specificaly - bonus/malus.
  12. @Bartimaeus Could you please check if priest spell Bless grants +1 THAC0. It is reflected as change in character inventory screen but not when i roll hit dice. The damage change is reflected in inventory screen but cant say if it gives damage bonus at rolls. Cant say anythign about + morale as well. Also just a clarification: Chant spell effects only applies when rolling hit dices, correct?
  13. Yeah when i was talking about checks, i meant the order the game state checks effect applied from items (like Ring first, amulet second). I guess my wording was bad. As a note for spells number. I think i missed the fact that Edwin is a specialist (Conjurer) and if i am not mistaken level 1 Edwin should have 1 base spell, 1 from his spicialization and 1 from amulet - total 3. When it comes to the Ring - as you said, if its broken and nothing can be done about it, so be it - but with the Ring level 1 Edwin should have 6 spells (3*2). Also if your logic for equiping order checks - then Edwin 1 level shoudl have 2 base spells (1 from level 1 and 1 from specialization) which are doubled with the Ring and then + 1 extra spell from the Amulet so total 5. Anyway the whole thing is weird.
  14. its BG EE. I am in BG 1 now. The ring works correclty by itself, as far as i can judge (tried it with other mages and sorcerers), but amulet definitely not working correctly by itself. My presumption is that if both amulet and the ring are equipped then on loading saved game the game state is checked for amulet and the ring and something goes wrong with amulet so it first correcting amount of spells for the ring but since amulet acting weird the game just rolls back 2 spells from the number of doubled ones. Of course it does not cancel the fact that amulet is broken by itself. AS i discribed previously, it looks like amulet has both effects of +1 and +2 simultaniously. So, as i said, it better be checked (probably the best way to see it for yourself is to jsut create a new game in BG EE, get Edwin, hover mouse over amulet in his inventory screen).
  15. I have only installed SRR, IRR and SCS. Basicaly i only playing with those and never touched any other mods (though i might consider trying your Power mod ). I have tested it again today. Basically its what happening: Without Ring of Sorcery equipped Edwin (level 2) remembers number of spells according to level + 1 due to his amulet (5 total).When i equip Ring of Sorcery 5 slots for spells of 1st level appear in his spellbook and i can fill them with desired spells (lets say i remember 10 Magic Missile). Then i sleep over and i got 10/10 spells remembered which i can use (Correct amount of Magic Missile spells appear not only in spellbook but also in "Cast spell" menu in character's control pannel). Then i make a savegame and load this exact saved game. 2 Magic Missile spells are dissappeared. In my "Cast spell" manu in character's control panel i now see only 8 spells available to me and when i open spellbook it turns out that now there are only 8 slots of 1st level spells avaiable to me (i can still see the row of spells in my spellbook, but 2 of those are now grey color, as if i already used them, and 2 of the spells are not framed anymore). Its clearly a bug, @Bartimaeus should probably look into this. Ok now i just double checked. I think the problem is in Edwin's amulet. (cuz i remember i tried Ring of Sorcery with other casters (including soreceres) and it worked well). When i right click on the amulet it says "arcane spellcasters can memorize 1 extra spell of each level from 1 to 9". When i hover mouse over it the huge discription tab pops up saying " arcane spellcasters can memorize 2 (!) extra spells of each level from 1 to 9". Now i am not sure that it all works correctly since 2 level Edwin should have had eitther 2 spells + 1 form amulet memorized or 2 spells +2 form amulet memorized (not sure which one was intended to be in IRR). But somehow my 2 level Edwin can memorize 5 spells total (it looks liek amulet gives bonuses from both versions 1+2 which makes it total 2 from level + 1 from amulet + 2 from amulet again). @Bartimaeus should definitely look into that Also now i feel kind ashamed for wantonly abusing this bug.
  16. I am not sure but in i think Ring of Sorcery (Evermemory) and Edwin's unremovable neckalce (amulet) dont work together as they should. When equipped both Edvin manages to remember 10 spells of 1st level, but when i leave the location or load the saved game 2 of his remembered spells become greyed out in his spells book and its only 8 available spells then. Also after loading saved game it sometimes says 10/8 spells remembered and sometimes 8/10. Could be a confclict here (at least in BG EE 1). Also, a minor cosmetic thing - when i hover mouse over Edwin's amulet the discription of it pops up with a large font.
  17. Wow, sorry i did not know it should heal, never occured to me. 50 on both resistance i have from boots and the ring, so its ok here
  18. I am not sure if it should be this way but wearing Belt of Antipode and having 127 cold resistance my character heals when receiving damage from winter wolves (console reads "Winter Wolf: (charname) was immune to my damage"). Also its weird when i take off the belt i have resistance: Fire 50, Cold 50. But when i put the Belt on i get Fire -50, Cold 127.
  19. And now i am dreaming of Napalm spell Throw grease, drop fireball and watch opponent writhing from helllike pain. Awesome stuff. When i was playing with SRR for the first time and checked the spell i thought AoE effect was super underwhelming but hesitated to point that out (after all it had been tested presumably). Glad it got buffed now.
  20. @Bartimaeus you asked me to report if Cloak of the Wolf console thing got fixed - confirmed its fixed now. Just used the cloak - no error.
  21. Well what i really meant was to make the game even more challenging. Like before you go into dungeon or any prolonged quest in one area you make preparations and then go through it without resting, ability to restore your spells, restore health with resting etc. If implemented properly it could be pretty cool. Like WoW raid but with BG charm, better enviornment and good challenging potential.
  22. Dont understand that but sounds cool Anyway, i was talking about being able to prohibit or limit number of resting in dungeons, like Firekrag Lair etc. Sleeping under the sky, in open field or in tent - is one thing, resting in a cave hearing dragon literally breathing behind the wall - is another.
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