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Ardanis

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Everything posted by Ardanis

  1. In IR it's unusable by classes without spellcasting ability. Forgot to update usability flags for v3? Base 2 ApR by default in IR. Weapon Changes component lowers it to 3/2.No idea.
  2. Sounds legit to me. If you're very tired, even changing the stance may be a strenuous task.
  3. Strangely, I can't split the topic... Use the 177th opcode. You need param1=2 and param2=3, to target the ANIMAL entry in GENERAL.IDS. To affect only friendly targets, use an AoE projectile flagged as party-friendly. Should you find it complicated, there is INAREAPA.PRO (158th in the missile list) that answer your need.
  4. See here, if you're interested exactly why it is too much counter-productive.
  5. Technically, but not cosmetically. I do not wish to sound like Vlad or Sikret, but there is a choice to be made between producing new content - widely acknowledged as of high quality (people requested Revisions to be included into BGEE), - or establishing compatibility with every single mod out there. We do make an effort to remain compatible with other widely recognized mods like SCS and aTweaks/RR, and we try to avoid issues with other mods if it doesn't require too much work. But checking everything out is really counterproductive. The best we can do without postponing the new version release date infinitely is to look into specifically reported issues. Also, as I have already pointed out in the IR forum, we consider it normal to remove other mods' spells/items if they are not the main focus of said mods and impose difficult to solve compatibility problems - by default, unless specifically requested otherwise.
  6. As far as I can judge, burning through spell protections is largely ineffective. The plan to allow deflection of AoE spells still lives, which may offer the middle ground between rendering the caster immune to single-target attacks and offering zero protection against AoE, adding the diversity as well as indeed an option to "burn through passively" by frying wizard's unprotected allies with an added bonus of depleting his own defense. But all my arguments that reflection of AoE is viable and logical too have proven ineffective. And Turning is even worse, because it really makes you immune (5%-10% cases when it is relatively safe to burn it can hardly count), unlike the still overwhelm-able Deflection. No implementable solution has been found yet.
  7. Inspired by the post on BGEE forum, Leomund's Secret Chest may prove useful if we don't want to saturate the game with infinite Bags of Holding.
  8. Have a look at the projectile, it has AOE but only targets a single enemy.
  9. Shillelagh With my proposal (+1 at 1th level, +2 at 5th, +3 at 9th), as well as setting damage to 2d4, it doesn't need ApR bonus. Such level progression is also favoring BG1 strongly, because druids obtain lower levels very fast. Flame Blade Here the ApR bonus might be good, indeed. Call Woodland Beings We indeed will most likely end up using copies of aTweaks' creatures for summoning spells. Stoneskin Damage absorbtion as per 3E is impossible on the engine level.
  10. Holy/Unholy Word I've used it in Yaga-Shura battle, to kill off melee grunts who have been spawning like rabbits. I had, of course, precious few 7th slots by that time, so it wasn't really a manslaughter it may sound - about twenty dead from HW, no more. And they were not exactly a big threat anyway. Shield of the Archons/Tanar'ri I'm perfectly fine with a single Divine Shield, unless good/evil versions differ so much that it warrants separate spells.
  11. Destruction Give David some credit, he doesn't use FoD for SCS druids. Mist of Eldath I'm with Salk. SCS AI is sufficiently intelligent to afford some loss on MoE, and vanilla AI may even be "smart" enough to lock dead onto a wounded PC and follow them everywhere, including into the mist.
  12. Shield of the Archons I think the NWN-style deflection will render this spell overwhelmingly powerful. Not necessarily bad however, because this is the only spell protection priests have, and a single antimagic attack will bring it down 100%. Holy/Unholy Word I'm with you on the good/evil thing, but this is one same spell - the only difference is what alignment it targets. I very much prefer to have spells with different effects be restricted - like undead summoning and sun-related spells.
  13. Repulsion This is not really a new spell, but an improved/PnP-fied Repulse Undead, which iirc we have agreed was of little to no use. Destruction Assuming Finger of Death improves Slay Living by granting it range (roughly so), Destruction does so by removing the limitation to living targets. I'd use it. And as a small bonus, it can be cast in advance. Mist of Eldath Like all clouds it should be non-friendly. I don't think it will severely reduce it's power.
  14. Tortoise Shell This is exactly why I was initially considering the Ironwood spell, to create an actual item with all restrictions applied. Balance - I'm fairly sure that a 6th level spell deserves to be powerful. All it really does is improving AC by 2-4 points further. Drown Higher amount of stunning damage results in longer unconsciousness. Does healing awaken the creature regardless of amount of damage taken? Usually I would have said yes, but in this case I'm not sure. It would lose all its uniqueness imo, and look just like a Finger of Death with no damage on successful save. Same here, really. Maybe gradual drowning? Subject takes average to high amount of stunning damage every 1-2 seconds, interrupting actions (coughing is good at that), and if he doesn't make it - most likely - then falls unconscious. I'm not sure what can be done about regeneration, but continuing damage can keep him aground for a short while. In any case, the subject will easily die from any lethal damage source, which is what Harm was about in vanilla game. Stonehold Some fungi spores?
  15. Tortoise Shell Maybe it should instead set base AC? Up to that of +5 fullplate, i.e. -4. It can be safely cast on others then, and druids already have Stoneskin located closely, as a self-targeted protective buff. Stonehold I'm fine with unfriendly version. Except it means no AI usage...
  16. Wondrous Recall Just a thought, but maybe it should allow to select what spell level to restore? Either 1 spell with max 5th level, or 2 spells with max 4th, etc. Harm/Heal 1 round casting time could be fine, but I fear AI will not handle it, especially without guaranteed protection from disruption.
  17. I have a problem with different - even by 1% - spells sharing the name. Same spell on different levels is fine.
  18. PnP lists Greater Stoneskin on 6th level, with doubled power of 4th Stoneskin. Magic Resistance I'm 50% in agreement with Salk. On one hand it is cumulative with any other MR source, on the other - it is a 5th level spell.
  19. Flame Strike I usually can afford 1-2 FS memorized only. A 5th spell that does 15d6 damage to a single (most often) target is not that great. For comparison, CoC does the same damage over much wider area, and Sunfire/Fireburst - even 15d8. If you want Wounds spells to be on par with wizards', why shouldn't be FS then? Raise Dead Can we make a CON drain, curable only by specific spell? I'm under impression that no. Temporary drain (8 hours?) sounds fine, the amount - probably -2 CON. @Veyn I do not see the need to travel back to city, if a character dies and is raised back with CON drain. This penalty is simply an expense of dungeon crawling, the deeper down you go, the more weary your party becomes.
  20. Flame Strike Only if you want to boost SCS clerics' performance. PCs need to memorize multiple CCs, and can't really fill their entire 5th level with buffed FSs only. AI, however, is less restricted. So, yes for d8. Polymorph Other I simply pretend it doesn't exist Raise Dead Add it's PnP features of not working on elves and adding permanent level drain. Maybe even two drained levels, or add additional temporary max HP penalty. Slay Living Living Bane?
  21. Dispel Magic I too hate it greatly. Two options are to reduce the radius of effect and to cap the power at 20th level. The third is to roll individually for every spell (i.e. a group of effects with the same parent source) being dispelled. I have already asked A64 to add this option to ToBEx.
  22. Conjure Elder Elemental NWN2 summons elementals by Monster Summon spells, Elders on 9th level. Spell Compendium also lists Summon Elemental Monolith on 9th. And I think it would be a pity to skip aTweaks' work on them. Still, I agree there are enough summons already. Wierd @Demi: if you wanted to comment on my post, then I think you forgot to type it
  23. Weird It has to be slightly better than WotB, though, because of double save allowed.
  24. Sunfire Ignoring MR was actually a vanilla bug, not an intended feature. Whoever has built this spell, that person had poor knowledge of IE's mechanics, which becomes apparent once you see how the caster's immunity was implemented. The difference from Fireball is in the minimal casting speed, as well as caster's immunity to his own Sunfire. Also I think we were going to increase the damage die to d8, to match Greater Fireburst - the only PnP spell ever close to Sunfire. All in all, this means very different tactics - Fireballs are being launched from a safe distance, while Sunfire requires strong protection (either PFMW for caster, or ProFire for the tank) but has much greater killing potential. Wail of the Banshee I have no problem with the added Soul Eater effect, but then it ceases to remain true to spell's name. I also don't know any alternative PnP spell with the described effect.
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