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Ardanis

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Everything posted by Ardanis

  1. Well, if we were to compare TS against AI, the latter is indeed better when it comes to TS-immune enemies (all the four of them) and can free up a precious 6th level slot where competition is the most tight. Whereas TS works better against powerful wizard opponents, giving 2-3 spell casts for free. But part of the problem is that weapon immunity spells are too many Another shot: - Mantle (good save bonus) - Protection from Weapons - Improved Mantle / Absolute Immunity (+20 saves / immunity) - Mass Protection from Weapons Lvl 9 is less overkill, and AI is only one level lower.
  2. "Usable by thieves" might be a wrong flag set at wrong offset. Can't tell more without proper checking. Could you check "item_rev/debug/weapon_debug.log" or post its contents? The patching code lists there the items with mismatching descriptions. Throwing spears have "hardcoded" 1d6 damage, set outside the table. Actually no, that was my imagination... If description didn't match the real stats, it should be listed in debug log.
  3. Imo a good way to determine spell's usefulness and unique effect is to ask a question - "would I select it for a Sorcerer character?" So far TS and Spellstrike win over AI for me, by a league.
  4. 1) Mechanics wise it does nothing but require you to carry *vastly* inferior set of weapons for mage battles. This is just an example of unfriendly design. 2) Only aVENGER's AI tries to use normal weapons against PFMW, and I am in the state of war with [some aspects of] aVENGER's philosophy for AI design I'd be much more inclined to add a power user option to disable normal weapon immunity for those interested.
  5. This is a very good idea, btw. Voting with both hands for it. PFMW & Mantles & AI - iirc I suggested to make all four grant full weapon immunity, to remove once and for all any issues related to enchantment level balance. And instead differ them by duration, range of immunities (weapons, debuffs, elements) and area of effect (self, single target, party). Something like: Mantle (6) - immune to weapons, self, 4 rounds Protection From Weapons (7) - single target, X rounds, perhaps longer casting time (iirc SCS only uses it to prebuff, so it won't notice the casting time change) Improved Mantle (8) - immune to weapons and +Y save bonus, self, 4 rounds AI (9) - immune to weapons/debuffs/elements (no direct spell immunity though, let Spell Deflection still play a role), party, 4 rounds
  6. Just lurking about... Does it work in-game? The clone doesn't change the spell type, it is copied from the original.
  7. *Arda appears to the sun. I mean, moon. I mean, clouds in the night. Ugh...* We are (I am?) going to try and keep the main component in a table format, so if you don't like any particular change, it can be unchecked. In theory, at least. I'm less sure it will be as flawless in practice because some spells are essentially changed in groups of 2-3, like the merged Conjure Elemental ones. Failing that, we can still use ini settings to allow some freedom without splitting the mod into dozens of components. *Arda crawls back into his basement*
  8. Hah, I've been wondering about the same forum avatar
  9. No, that's an oversight. Fixed in git. You can extend manually the engine check from ENGINE_IS ~soa tob~ to ENGINE_IS ~soa tob bgee bg2ee~ in TP2 (backstabbing is near the end of it).
  10. Disintegrate Breath. I don't quite like it, mind you, but it makes the best summary as far as common sense and balance are involved. Slow Yes for all.
  11. Disintegrate Agreed. Slow Change to polymorph. Wizards will largely ignore it anyway due to spell protections, but against warriors it is currently devastating. Not to mention a party-friendly AoE is a large bonus on its own. And we need more saves vs other types, not just spells, or even SR's spells/death/breath.
  12. It's been like that in BG2 as well.
  13. Swap Farsight and Clairvoyance, move area reveal to Farsight.
  14. Haste And other 1/lvl duration spells - change to 1 turn + 1/2 lvl True Strike Change to 1 critical hit, max duration 1 turn.
  15. @Jarno That depends on how much information we need, and how accurate we want it to be. That, and how many targets should be affected. Last but not least, I do not remember if it's even possible in the first place for a creature without selection circle to run its scripts (I definitely had issues with such thing in EE). So the bottom line is - it CAN be done given effort, but it really shouldn't be. Not for the seemingly average at best benefit it could provide.
  16. In theory yes, but regular weapons work the same in IE - even if the damage misses, the secondary effect is still applied. There's really no way to change that.
  17. Engine doesn't allow to read a creature's parameter and use it as an argument in text string. It does support custom string tokens, but it won't work on a local basis. I.e. using two abilities simultaneously will result in weird things. Doing everything manually is nearly out of question, I'm afraid.
  18. Supposedly this is meant to stack with IR's armor resistance bonus.
  19. I don't think there's a way to fix the reload on misses Pausing effectively caps the crossbow rate of fire at 2-3-6 per round, depending on the duration. Are we certain it's something we want? I still haven't played a darter to make a proper judgement about this weapon class, but darts have nearly non-existent damage and short range. And enchanted darts tend to run out quickly, never mind their price.
  20. I can certainly add it as an ini option, albeit I'm skeptical about tp2.
  21. I maintain the illusion of presence over the last couple of months, but it's really just a few minutes to drop few lines if I have a precise answer ready in mind.
  22. Spell Deflection Imo it's irrelevant, because by the time the wizard duels begin to include 8+ spells none would bother with wasting time on MSD. On the other hand, it may actually serve a purpose of blocking the first hostile spell coming in at the cost of a 3rd level slot. Question is, what would be the point in using greater versions then? Because unless they block vastly more spell levels (thus becoming way too strong) they'll still dissipate after 2-3 hits. PfMW & Mantles Quoting myself
  23. Duration is the only thing making it worthwhile imo. Don't care about casting speed though I don't think those are long... I've found myself memorizing each one of the duration-improved single-target buffs as the default setup with SR. I certainly wouldn't waste slots on them if they're 3-5 turns long only. The only exception to the cause is Chaotic Commands, which is vastly more powerful in BG than in PnP. Here I do agree on 5 turns limit.
  24. Off the top of my head - you're probably using a secondary AoE projectile. Such a thing doesn't inherit friendly flags from its parent source.
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