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Ardanis

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  1. You can find item_rev/components/backstabbing.tpa file and change three instances of this line LPF ADD_ITEM_EQEFFECT INT_VAR opcode=263 target=1 timing=2 parameter1=(0 - x) END "x" being 1-3, to LPF ADD_ITEM_EQEFFECT INT_VAR opcode=263 target=1 timing=2 parameter1=50 parameter2=2 END and tell the results.
  2. As the title (edited by me) suggests, this is purely EE stuff. Which doesn't mean we shouldn't work on it, right? I'm quite fine with that, frankly.Also I'd let everyone take up to ** in whatever style they wish, while *** is reserved for warriors.
  3. Oh, and we can certainly allow Cavaliers to take five ranks in shield style.
  4. Physical resistance is not doable, everything else mentioned here is. We're also not limited to the existing 2-2-2-3 number of max points. Sword and Shield: * - 2 vs missiles ** - 2 vs missiles, 1 AC *** - 2 vs missiles, 1 AC, 1 thaco **** - 2 vs missiles, 1 AC, 1 thaco, 1 dmg ***** - 2 vs missiles, 2 AC, 2 thaco, 1 dmg Two Weapon * - -4 thaco, -1 dmg ** - -3 thaco, -1 dmg *** - -2 thaco **** - -1 thaco, 1 AC ***** - 2 AC -2 extra thaco for left arm. Two Handed Weapon * - 2 SF ** - 3 SF, 1 dmg *** - 4 SF, 2 dmg **** - 5 SF, 3 dmg, 5% crit ***** - 6 SF, 4 dmg, 5% crit Single Handed Weapon * - 1 thaco, 1 AC ** - 1 thaco, 2 AC, 5% crit *** - 2 thaco, 2 AC, 5% crit **** - 2 thaco, 2 AC, 10% crit ***** - 3 thaco, 2 AC, 10% crit 2DA V1.0 0 DAMAGE_RIGHT DAMAGE_LEFT THAC0_RIGHT THAC0_LEFT AC_BASE AC_MISSILE SPEED CRITICALROLL TWOHANDED-0 0 0 0 0 0 0 0 0 SINGLEWEAPON-0 0 0 0 0 0 0 0 0 SWORDANDSHIELD-0 0 0 0 0 0 0 0 0 TWOWEAPON-0 0 0 4 8 0 0 0 0 TWOHANDED-1 1 0 0 0 0 0 -2 1 SINGLEWEAPON-1 0 0 0 0 -1 0 0 1 SWORDANDSHIELD-1 0 0 0 0 0 -2 0 0 TWOWEAPON-1 0 0 2 6 0 0 0 0 TWOHANDED-2 1 0 0 0 0 0 -4 1 SINGLEWEAPON-2 0 0 0 0 -2 0 0 1 SWORDANDSHIELD-2 0 0 0 0 0 -4 0 0 TWOWEAPON-2 0 0 0 4 0 0 0 0 TWOWEAPON-3 0 0 0 2 0 0 0 0
  5. 1) Target will be unable to perform backstabs 2) You can target it with weapons 3) If it was under improved invisibility effect, then with new True Sight you'll be able to target it with spells as well
  6. Should be easy, there's Force Visible opcode somewhere that doesn't dispel Imp Invis. PS Wait, you mean even if it was non-improved invis, the target will nonetheless be revealed as under II. Not really possible, not in the least because II is a persistent effect unlike normal invis. Even if we were to do something like this (it might be doable, given some thought), it would still grant a free II effect out of nowhere. Not sure it'd be good. Since when it was *your* throne, to begin with? It was mine since '06, you're just catching up with me Ouch, crap, we shouldn't be discussing such matters on public. People may think us unprofessional Need to be a new BG2EE feature. Otherwise impossible.
  7. It the same thing. I usually manage to pass through two encounters in that time, then race after the next hoping my buffs will not dissipate in the middle of it
  8. Turns out it is not capped after all, just lags behind by 8-9 levels. I'm in the "nerf it slightly" camp when it comes to new Barkskin. I can no longer cast Jaheira away as I used to, damn it... 5 turns is more like cast before a battle and hope you can complete 1-2 more battles before it wears off.
  9. Blur vs. True Seeing Same old issue - can't grant thaco mod vs specific creature. What you suggest will work, but will also affect attacks made against non-blurred opponents if the attacker chooses to switch targets.
  10. Cone of Cold If you must know, I just loaded Dragon Age and remembered the fun with its own CoC that freezes everyone for a short duration without a save
  11. Cone of Cold A thought has occurred to me - shouldn't it freeze the targets? E.g. halve the damage output (we have Sunfire/Fireburst for that) and freeze/slow everyone for one round. If they fail the save, they're also frozen for X rounds (HD-dependent?) and unable to move/cast/attack, maybe just use a Hold opcode.
  12. Assassins are fine, because they don't receive bonuses to damage from specialization. It's multiclasses that are dangerous - I had (critically) backstabbed a sirine for 98 damage with a dagger in BG1.If BS bonus is restricted to thieves only, it's not gonna be broken, you'd only get e.g. +4-7 with a +3 dagger, plus +4 more against non-melee targets.
  13. So you've finally decided to make a use of such trick? Good, I haven't been telling you about it for nothing then
  14. Swords We could try to add Parry to long swords and staves (+1 vs melee).
  15. Sling I'm quite fine with one-handed bonus as the only advantage. Adding STR bonus is fine either, but I'd compensate it with thaco penalty then. Note that BGEE has new flag that applies STR bonus to damage only. Celestial Fury had crossed my mind as well... not much to add there, other than that in some games slings do have small knockout probability. Short Sword vs Dagger I once had suggested to add +1 backstab multiplier to daggers... Well. We do have some other clearly inferior weapon types, e.g. clubs and darts. Not yet anyway, according to my knowledge.
  16. Sling Can't be done, BGEE or not Maybe add a small concussion chance to all bullets? Like 15% to stun for a couple of seconds, possibly with save vs death severe enough for it to be somewhat viable in early ToB. Perhaps -4?
  17. I recall that Refinements does shift usability flags between existing kits.
  18. I have just installed v19 and they can use it alright.
  19. I'd expect an irresistible instant kill effect from an offensive single-target 9th level spell. E.g. PW:Kill should really kill regardless of HP and saves. For the Imprisonment, reduce the duration to 1 turn, auto-destroy summoned/gated things, add 5' AoE. Rename to Greater Banishment
  20. I don't think it's significant enough to account for this as a balance factor. There will be AI issues. There *may* be AI issues. Imprisonment I'm quite sure it can unsummon gated creatures with ease.
  21. I think a simple algorithm would be able to build a defensive spell list based on the argument input, i.e. spell - level - main effect.That said, I believe SCS uses Mantles often enough to stick with the assumption it's installed on vanilla, even if Mantles have been changed by SR.
  22. On 6th level we always stuff slots with at least 1-2 PFMW. This means the spell is useful. Do we memorize Mantles or AI as often? I think not, because they're not as useful for their level. Conclusion - PFMW need to be nerfed OR Mantles and AI need to be buffed. The former is not really an option, because it's a staple of enemy wizard AI. At best, we could keep it 3 rounds long and ask David to use higher level protections more often. I'm not really bothered by PFMW including immunity to normal weapons. The only place it matters is aVENGER's scripts, and honestly I don't like the behavior much because I never use normal weapons to bypass PFMW.
  23. Short story - immunity to +X just doesn't work if you can't predict ahead what weapon enchantments you'll be facing the next battle. Which is why I suggest to skip it entirely and make all the 6-9 spells immune to all weapons with target/duration/speed/etc. as variable parameters.
  24. I think there was a console command to override the beholder theft behavior. It was added to counter those items in their vanilla incarnation, but with IR they should be less of an issue for beholder AI. Yeah, point well taken. Axe of Unyielding - i see no problem with moving it to Ribald's Ch.6 stock.
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