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Ardanis

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Everything posted by Ardanis

  1. That totally sounds like a good cue to lower the enchantment of the other weapons
  2. (Improved) Mantle / Absolute Immunity A mage without Breach already can do nothing if the target is under ProEnergy and Death Ward, and those last much longer than a turn.So the problem mostly comes down to weapons. Again, it's not like you can have you entire party under it, so AI will always have someone to chew on. If AI uses it, the it does so in the beginning of a battle, not after you've run out of Breaches. Even then, party is assumed to have accumulated some scrolls and wands by the time you begin repeatedly running into 9th spells. I'm very sympathetic to making Mantles immune altogether (why hadn't I thought of it myself? ) Which drives me to the following consideration: 5) Protection from Normal Weapons - creature, x/level duration, speed 5, normal weapon immunity 6) Mantle - self, 4 rounds, speed 1, all weapon immunity 7) Protection from Weapons - self, x/level duration, speed 7, all weapon immunity 8) Improved Mantle - self, 4 rounds, speed 1, all weapon/death/energy/etc. immunity 9) Absolute Immunity - party, 4 rounds, speed 1, all weapon/death/energy/etc. immunity Again, we won't have to worry about AI, even aVENGER's weapon switch, because 6-9 spells will be labeled as vanilla Absolute Immunity. PFNW still looks weak, though... Symbol of Death Trigger + multiple charges = trigger multiple times until depletedThe problem, now that I think of it, is that it uses the same trigger delay value to delay between consequent discharges. I.e. if it's 1 round, then targets may slip past before it's triggered, and if it's minimal, then all charges will fire off almost instantly - something you don't want to happen if the target is immune or got low saves. But we can use a secondary projectile, which should solve the issue entirely.
  3. I wouldn't bother because, as you say, SR will attend to it.
  4. Shield Mmm, are you sure? It's a force spell... Greater Globe of Invulnerability It's impossible to detect the immunity level in the old DS, and while we can use ToBEx to extend that, AI scripts still need to be updated if we don't want them to cast 4th/5th spells on GGoI.That said, we already had the same situation with GoI for a decade, so I'm just mentioning it. Symbol of Death I don't remember this idea, but I like it nonetheless We can set the projectile to trigger up to X times when approached, should be fine, right? Shilellagh What about speeding up its enchantment bonus? IIRC I was for +2 on 5th level and +3 on 9th. Flame Blade Sadly lacking later on, yes. The most obvious option is to keep the damage progression up to 1d8+20, but, indeed, you need +2 ench more often than +3. +1 is still useful even in ToB, but I bet one simply wouldn't bother to keep a track of enemies' immunity level, and prefer something that always works. I likely wouldn't either, despite knowing better than most that 75% opponents are vulnerable to it. Goodberry Some idea for the invigoration effect - one round haste. Resist Fire and Cold With Storm Shield gone, it's good. Repulse Undead For those who haven't seen it (buried somewhere deep in the discussion topics), the idea is to provide priests with an effective PFMW/Teleport Field defense. David had said that there's only so much he can do for priest AI to protect itself, and the ability to throw away anyone who comes close essentially means immunity to melee weapons. Add Physical Mirror on top, and you're safe from missiles as well. Holy Smite / Unholy Blight Since you've been so kind to not keep it in the first post, I'll graciously remind Why don't we make it a single spell, that affects alignments other than caster's? Perhaps one-step deviations should only take half as much damage. David didn't seem bothered much by the prospect (other than pointing out that the caster should remain unaffected).
  5. Teleport Field It's a lesser PFMW for AI, therefore I'm all for keeping it up and good. The only issue I see is its stackability. Sunfire --> Fireburst Well... On one hand you need to get the wizard alone in the middle of enemies, on the other it's probably good enough already. Improved Mantle I had actually said the same - change the spell into a massive AC boost to protect against all kinds of weapons, with an additional outright immunity to low-level enchantment. But yes, we need to keep the IM better than M, in order for AI to detect the immunity level correctly. Actually, we don't The latest DS (already in use by SCS v22) can handle the difference from within SR, without having to ask David for anything. The only setback it that SCS will cast IM on the assumption its +4 immunity, not +3. Then again, what if we... make the lesser Mantle +4?.. Absolute Immunity I don't mind 6 rounds duration, or even a full turn. It's not like users (players or AI) would complain or they can't tear it down. Hm, you know, I might actually do vote for 1 turn. Armor of Faith Yes for 5 turns, clerics need all the protection they can get. Defensive Harmony +4 party AC is a very powerful bonus, even for 1 tun. Increasing duration and changing it to aura are great. Flame Strike Despite the added small AoE, it's still mainly a single-target spell, and priests don't have many other direct damage choices. I'd either raise the die to d8 or the level cap to 20. Stoneskin If we don't touch True Sight, then leave Stoneskin alone too. Otherwise, druids should have other good spells on 5th level, don't they? So they won't normally fill their entire 5th level slots with stoneskins to keep party fighters in good shape indefinitely. For the reference, NWN2's lesser stoneskin can indeed be cast on others.
  6. I vote for both medium armor (not like it matters, just don't wear it) and d8. Divine Spellcasting Yes. Same for paladins, I think. Camouflage IIRC the idea was to have +20% stealth and quite a long duration. I'd also let it be usable on others (BG1 thieves will appreciate). Animalistic Power No spellcasting/potions sounds good. Or take Enrage Animal maybe. Hunter's eye With IR's backstabbing component, i.e. reduced multiplier on heavy and ranged weapon, a Ranger with a longsword still wouldn't benefit from +1 bonus, but Stalker will get to a double modifier. Why would it be wrong?1) It's not permanent 2) It's only can get as much as equal to a thief, not better (nevermind an Assassin). Snare I would appreciate greatly an entangling trap spell.
  7. The base AC, i.e. not counting bonuses not appearing in the inventory page, is limited to -20 + DEX bonus + single weapon style, i.e. -26 is usually as much as you can get, any more would be wasted away by the engine. In other words, there is not much difference whether Barkskin grants +4 or +5.
  8. I've checked the ToBEx compile instruction, and I'm definitely not equipped with the necessary software to do it atm. Will see. Although I would certainly refrain from shipping a custom version of it.
  9. I assume that 255, since the field is 1-byte.
  10. Neither of us possesses sufficient skill in programming to make it work reliably. I don't even know which offset to look for (GOG's exe is only 0x77a02d long) or if it was from debugger memory. Second, assuming you were so kind as to provide a working patch, we still have to try minimizing the use of those not belonging to an established standard platform like ToBEx.
  11. My own biggest issue with haste immunity is the inability to get the same speed boost from Haste as other party members do. I.e. I'm not worried about the extra ApR but about the movement rate.
  12. Well, that's really weird, because I've only changed dvcl323 to get everything to work as expected. But then, what isn't weird with this thing
  13. I think dvcl323c already has 5%. Diehard works fine in ToB without changes. Only Frenzy gained at 1st level needs to be shelled. PS And yes, beers for us, we've got it! Wouldn't it affect the acquiring of the frenzy effect itself, not its behavior?
  14. Yep, in its most obvious form. Move frenzy from dvcl323 to dvcl323d and call the latter via 146. Timing mode doesn't seem to matter, 146 doesn't get saved anyway after it is executed.
  15. Fixed it - move dvcl323's second effect to external spl and 146 it. ToB works fine now.
  16. I was assuming 248 has been suffering from the same issue, since it was not appearing in saves. Actually, not any longer. I did however get no 248 in ToB, even though its probability has been changed to 100%.Long story short, I have moved Frenzy to 8th level and leveled up in SoA - everything worked fine. Oh, and by the way, don't worry about this one - it's not really that big of an issue, I assure you It pales tenfold compared to something I had encountered in BG2EE. PS Yes, and as for what we should do - i'll try using shells with delays to apply frenzy at 1st level.
  17. Well, you could have said that earlier, I thought I was going nuts Anyway, here's the story guys - trying to apply simultaneously two SPLs containing 232 results in none being applied.
  18. I have solved the issue with 248 not appearing - it had the probability set to 0.
  19. Well, not for me. EDIT Well, it does also seem to have do with dvcl323 and dvcl322 themselves.
  20. It would not work for SoA characters, who start at level 7. Latest news - I was able to get it to work partially (248 and Diehard appearing) after some tweaking of dvcl332 and dvcl323, but when I've used the original files and deleted Frenzy from dvcl323 it broke once again. I suspect something may have to do with b16's SPLs, but I'm not sure, will test more.
  21. Lol, I didn't notice there were new posts while I've kept editing my own Anyway, the problem does seem to lie in chargen.
  22. Character level is 18 (new ToB char). Neither Diehard nor Frenzy work. EDIT I have added the same effect onto item with permanent timing - it worked fine. Compared both effects in the save (from CLAB and from item) in NI - they look identical. EDIT 2: WTF??? I've removed the effect from the item, reloaded the clean save - Frenzy works now. EDIT 3: Rolfmao, it's incredible :lol: I've noticed that there was only one 232 in the save. So I've dug further - the autosave has NOTHING AT ALL (guess the save with working Frenzy wasn't clean after all?). EDIT 4: Well, that sums it up - effects are simply not applied to the character, including DVCL323's 248 too. More still, I get the "You can not cast multiple instances of the same contingency spell on yourself" immediately after the game starts, and removing the regen effect from the pre-equipped Ring of Regeneration has changed nothing. EDIT 5: I've removed the 232 from DVCL323, and there was no message now, but still nothing has appeared in CRE's saved effects.
  23. It's a very simple hack, that shouldn't conflict with ToBEx if it eventually externalizes spellcasting - replace the value with 0x18 and we're done. That said, I'm not a debugger, so I don't really know if it looks different in compiled form or where to look for it.
  24. About the "impossible to kill" thing, I think the monk class is the best suited for it. Fighters stand like a wall and shrug off whatever punishment comes at them, wizards erect impenetrable magic defenses, whereas monks are elusive and hard to catch.
  25. The game does it automatically upon JoinParty() action.
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