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megapilhas

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Everything posted by megapilhas

  1. Great update, friend, cannot say I disagree with any of the changes.
  2. That's a TON of stuff. Thanks for having taken my feedback into account. I plan to do a new EET run in the beginning of next year, so I will enjoy these changes.
  3. Can you make that Edwin amulet version an option during the install process? I would really like it.
  4. I only left the items to discuss on the quote, the others I agree with your reasoning. Yeah, I immediately thought about Edwin regarding Staff of the Magi. If you want my opinion, I think Edwin's amulet needs to be edited desperately to tone down the effects, that's the real problem here. What is its current effect? +2 slots/level? Definitely needs to be reduced back to one level, and if you want to "even it out" just give it some like +5% magic resistance, I guess. On the Impaler, that's a cool idea, and fits the weapon theme. Ixil's a real headache, I agree. The theme of the weapon seems to >the user has freedom >the opponent is restricted; so maybe there's something to be done regarding that? I would suggest +1APR, which would make it deal nice damage per round, but you've already got that on the Spear of Lordly Might. Maybe give it Mind Shield in addition to Free Acton? It would make it a really powerful artifact, defensively.
  5. @Bartimaeus I agree with most of your points, so let me comment just on the ones where I think it would be good to clarify further. _________________ Ravager Your idea for a paralysis aura is interesting, definitely sounds better. This was originally a weapon mainly meant for slaying opponents quickly (0.1 chance of vorpal hit and +6D3dmg on hit, if I'm not wrong), so I tend to disagree with an approach that makes it apply damage that stacks through time. I think the poison damage should be high, on hit, and with a VERY tough save (-4), to ensure the effect isn't shrugged off by all enemies in higher difficulties. If you put 10dmg/s, you get 60dmg/round (30/round if 5/s). You can make it on hit 4d4, so that what a 5-star proficiency fighter can pull off per round is going to be (expected value) 5*E[4d4]=5*8=40 (range from 4 to 16 for each hit). If you compare with the vanilla design with the additional vorpal hit of 10%, I think this is reasonable, and a middle ground between the options of 5dmg/s vs 10dmg/s that is still more faithful to the vanilla view of the weapon. _________________ Crom Fayer: I honestly don't understand IR's goal of making this a throwable weapon. It's a str+5 weapon, it's clearly meant for tenderizing opponents. I tried to find references on the internet to lore relating to it (because I think I read on the IR original index that they made it throwable because of its original lore, but alas, I found nothing). I personally would make it +5 and not throwable, because of all the incredible items you have to give up on just to build this thing. _________________ Staff of the Magi: Minor Globe of Invulnerability was just a suggestion of the top of my head while I writing the post, I was trying to think of a permanent effect that wouldn't be way too broken, but that one is probably useless as well, you're right. Maybe permanent True Sight? It's useful for mages to dispel enemy defenses, saves you having to cast detect invisibility every fight, but not overpowered because it won't work without dispelling Non-Detection/Immunity:Divination. Afterwards, some additional passive casting effects. Is it possible to script it so that the enemy's saves against the caster's spells are made with a -1 or -2 penalty? _________________ Axe of the Unyielding: Max HP + regen is very potent. I put it on a character with a ring of larloch (chance to drain on hit) and ring of regen and while it didnt save that character from almost getting killed, it definitely made a huge difference in a pinch. The vorpal effect is really the soul of the design, so I wouldn't take it out. _________________ Impaler: I would personally take out the throwing style and give it a +crit chance effect (since it's supposed to be an "impaler" afterall), as well as changing the damage on hit to 1d12. Its status as the most damaging spear would be kept. _________________ Ixil's Spike: If the spear is indeed going to be underwhelming in its damage output, I think it would be cool to give it a role as a "disabler" on par with its status as an end-game weapon and the "best" of its class, while Impaler remains the most damaging option. Like my suggestion for the Ravager, I would give the pinning effect a VERY tough save (-4), to ensure the effect isn't shrugged off by all enemies in higher difficulties.
  6. Just finished a run and can confirm @pochesun's comment on the belt. My feedback: In general, I highly disagree with the choices that modify overpowered items by giving them spells/abilities per day. It's a hassle, and we already have equivalent spells and abilities for most of these cases in our spellbooks, I ended up not using almost any of them, and I did a full EET run with SCS on Hardcore. I think more variety on the boots and helmets is desperately needed. I could never find any boots that were worth the slot, except for the boots of speed and the boots of etherealness. Boots of phasing are fun as they are, though. The Ravager halberd is too underpowered for an end-game item. The poison damage never seems to apply, at this stage in the game fights are too fast and damage is dealt too fast for the poison effect to be noticeable. Vanilla ravager is a machine, but this one is not significantly better than The Wave at the moment. Spears are incomprehensible for me now. Backbiter is crazy good for BG1, even with the damage to the owner. We don't need throwing spears all around, only one is needed if you REALLY want the novelty to be there (so maybe keep the lightning one). Impaler went from being one of the most appealing weapons in the game to being almost equivalent to a boring spear with +X elemental damage. If the problem is that it's too strong for a throwing weapon, just remove that and make the damage better. Ixil's spike is also super underwhelming, at that stage no one fails the save so it's just a boring +5 spear with nothing else going for it. Staff of the Magi is a useless item. It was supposed to be the strongest mage artifact, but the abilities it provides at the moment are all easily accessible to any semi-high level mage (which is the point we get the staff at). Very underwhelming item. Instead of having Improved Invisibility on equip, maybe something like minor globe of invulnerability on equip and +caster level on spell cast. The dispel on hit is useless for a regular mage, and even for a fighter mage it's useless because strong enemy mages always cast protection from magical weapons, so by the time your hit counts, you have already dispelled the other stuff beforehand. Axe of the Unyielding seems to be extremely overpowered, I couldn't find any reason to use Flail of the Ages instead, unless I was trying to hit over stoneskins. The vorpal hit is incredible and having regen + max hp increase is way too strong. Is completely unbalanced at the moment. Grandmaster's armor is a bit too good. I still had super low AC (because of high dex bonus) + Improved haste, so there's no point in using any of the high level plate armors when you already have high dex and this armor available. On a less overpowered note, same can be said for Red Dragon plate. As of now, there is no reason to use heavier armor sets, unless you are stubborn and want to insist on having a low dex tank. Amulet of Power isn't terrible, but spell level 4 is a bit too low, I would put it up to 5. Only cleric/mages really benefit from it substantially. Crom Fayer should be +5. I don't understand this obsession with only having +5 weapons appear in ToB.
  7. Thanks @AL|EN, but my installation was too big (EET) for me to consider that possibility. I redid the fight a few times, by suggestion of a G3 discord user that had experienced the same bug, and eventually I got a successful result.
  8. Doing a grep on the wheels directory, it seems the script that is launched after the battle with Sendai is related to dw#balc2.baf At this point, I just want to prevent them from spawning in Sendai's enclave after the cutscene, but I don't know what is making it spawn them in Sendai's room, it dosn't seem to be inside this script. IF True() THEN RESPONSE #100 CutSceneId(Player1) CreateCreature("cutspy",[776.558],0) // No such index CreateCreature("balth",[758.514],14) // Balthazar CreateCreature("dw#melis",[810.624],6) // Melissan CreateCreature("balelit1",[861.479],14) // Monk CreateCreature("balelit2",[625.558],14) // Monk CreateCreature("balelit3",[704.759],8) // Monk CreateCreature("balelit4",[1028.637],6) // Monk MoveViewPoint([760.515],INSTANT) Explore() Wait(2) ActionOverride("balth",DisplayStringHead(Myself,72056)) // So...Melissan, you have returned to my monastery. Wait(3) SmallWait(7) ActionOverride("dw#melis",DisplayStringHead(Myself,72057)) // I have. Balthazar, I have need of your -- Wait(2) SmallWait(10) ActionOverride("balth",DisplayStringHead(Myself,72058)) // Enough. I know what happened at Saradush. I know about the Bhaalspawn. Wait(4) SmallWait(7) ActionOverride("dw#melis",DisplayStringHead(Myself,72059)) // It is unfortunate. But I can explain, my old friend... Wait(4) ActionOverride("balth",DisplayStringHead(Myself,72060)) // No. You force me to tip my hand, now. It is time for you to die. Wait(4) ActionOverride("dw#melis",DisplayStringHead(Myself,72061)) // What? What are you doing?! Wait(2) SmallWait(10) ActionOverride("balth",DisplayStringHead(Myself,72063)) // You are no Child of Bhaal, Melissan. Your part in this ends here...I shall see to that. My brethren... take her!! SmallWait(10) ActionOverride("balelit1",MoveToPoint([850.580])) ActionOverride("balelit2",MoveToPoint([770.580])) ActionOverride("balelit3",MoveToPoint([770.640])) ActionOverride("balelit4",MoveToPoint([850.640])) SmallWait(3) ActionOverride(Player2,JumpToPoint([479.768])) ActionOverride(Player3,JumpToPoint([427.744])) ActionOverride(Player4,JumpToPoint([579.801])) ActionOverride(Player5,JumpToPoint([388.721])) ActionOverride(Player6,JumpToPoint([637.812])) JumpToPoint([540.794]) ActionOverride(Player2,Face(10)) ActionOverride(Player3,Face(10)) ActionOverride(Player4,Face(10)) ActionOverride(Player5,Face(10)) ActionOverride(Player6,Face(10)) Face(10) Wait(2) ActionOverride("cutspy",DestroySelf()) ActionOverride("balth",StartDialogueNoSet(Player1)) EndCutSceneMode() END
  9. Hi, Currently battling Sendai at her enclave. After the fight, it cuts into a cutscene with Balthazar and Melissan at ar5505. However, after the camera comes back to ar6108, Balthazar and Melissan are there and they speak with me and then I have to fight the monks. Only after that, does it go into the Solar scene in the pocket plane. This behaviour is not sporadic, it happens everytime. I'm guessing they are not supposed to teleport to Sendai's enclave. Where do I have to look in the override folder to see how to fix this? I'm currently going to check on files related to ar6108 and ar5505. I must mention that I also have Ascension installed.
  10. Hi, Currently battling Sendai at her enclave. After the fight, it cuts into a cutscene with Balthazar and Melissan at ar5505. However, after the camera comes back to ar6108, Balthazar and Melissan are there and they speak with me and then I have to fight the monks. Only after that, does it go into the Solar scene in the pocket plane. This behaviour is not sporadic, it happens everytime. I'm guessing they are not supposed to teleport to Sendai's enclave. Where do I have to look in the override folder to see how to fix this? I'm curretly going to check on files related to ar6108 and ar5505. I must mention that I also have Wheels of Prophecy installed.
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