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RoyalProtector

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  1. Just a couple of observations when I was testing a few unrelated things: Faerie Fire (Avenger) seems to work but in daylight it says "Faerie Fire is ineffective in daylight". However, nothing in documentation explains this, and I don't think it malfunctioned in any way. [Fixed] Strength of Stone doesn't work. That is, STR is not modified. Additionally, the description states that it's a caster-only spell, but it is not, you can cast it on others. [Fixed] Baby Wyverns poison is actually 5 poison damage per second, and not the advertised 1 poison damage per second. [Fixed] Looked more into Winter Wolf Icy Breath (fixed in previous post regardless): the spell only works on enemies (neutral or friendlies are not affected in any way), and the spell has no special effect when cast, and it is not a cone of cold as described either, it only affects one target. [Fixed] Maybe I'm missing something but maybe there's no point in disabling quickslots while shapeshifted? Because you can use everything there from the inventory menu. [Fixed] I would also like to note that in many ways, the "upgrade" of the Avenger from Hunting Spider to Sword Spider is a downgrade, because they lose the poison, and poison is generally very powerful. [Fixed] (Speaking for myself, I would have said no, if upgrade was a choice). Unless this is a mistake and they're supposed to just do 2d4 damage as per the description (in which case, I would consider this form worse than all the others, barring immunity to web which could be useful in a small handful of situations). But then, the wyvern would overlap with spiders in features, although I think the Wyvern is better in every way, except APR. Speaking of this, can I ask how this interacts with SCS? If I remember correctly, Shapeshifting in SCS is handled through "tokens" you can equip like weapons. Just wondering how these two mods work together... I haven't tested it because SCS takes quite a while to install and for now I have enough just testing this one.
  2. I can confirm this too. It does not work on BG2EE either (I'll add this to my list somewhere too).
  3. Yes, apparently it's because of some weirdness about how both games (BGEE and BG2EE) handle werewolf transformations differently...
  4. Absolutely, though I was specifically referring to documentation in game.
  5. Re-tested Druids: Correction on a report about Elemental Shapeshifting: I didn't realize Druids got "lesser" elemental shapeshifting by default. The "greater" versions are added separately, as you would expect. Will correct previous bug reports on this, as they applied to the lesser versions when I thought they did to the greater ones. Apologies. So here are the actual bugs of greater shapes that I could see: - The Water Elemental Shape is invisible to the player (the lesser is visible) - Shifting between Greater Elemental Shapes to another greater elemental shape prevents you from moving (CTRL + J unsticks your character and you can move again) - Like the lesser versions, Fire and Air elementals lack an icon for their weapon Earth Elemental Shapes (both) force a save vs. Petrification instead of Breath (as per the description) - The rest seems fine (AC, Stats, secondary effects of attacks, AR...) Apparently shifting to Fire Elemental and then shifting to another one makes your character keep the Fire Aura from the former I don't know how to reproduce this, but I've seen it a few times: when testing the greater elemental shapes I do sometimes find that I have two spells to revert to natural form. It's not game breaking but it's there. And here's a seriously weird bug. If you're shapeshifted (tested with greater elemental shapes), and if you rest as a druid while holding a quarterstaff, your character's avatar will shift into a male monk's (my character was female with the druid appropriate avatar, of course...) Winter Wolf Breath does damage but there is no special effect for the spell being cast. Additionally it is not a "cone of cold" but a single target cold effect. [Fixed] Some thoughts on druids and shapeshifting for future releases: This is something I would really like to see: I think all the druids should get as a high level feat (or not necessarily a feat) the ability to cast spells while shapeshifted. Even wizards can do that with Shapechange, and I don't see why only Shapeshifters should be able to do so. The druids are, regardless, masters at shifting shapes. Additionally, this would improve the usability of the shapes, since, in many cases, they might be better off staying in various shapes for the sake of defenses, melee proficiencies, etc, even at higher levels without having to rely on a fighter/druid multiclass. Perhaps make at least the superior elemental shapeshifting get immunity to weapons to some extent, like great elementals would (seems rather odd that they can be hit by +1). I'm not sure this really breaks balance that much considering when you get these...? It would be nice if the description of druids or the description of the shapeshifting spells went into some details as to stats or special characteristics of the shapes. Not a big deal. It would be really cool if the elemental shapes from druids also got some abilities found in normal elementals (Smashing Wave, Earthquake, Spike Stones), at least with the improved elemental shapes. It would be very cool too if there was a feat that improved the basic shapes too so they remain useful for longer. Some ideas that occur to me: Bear shapes can use a rage ability (much like Wilson's, which is essentially a "poor man's" version of the Berserker enrage ability. Spiders get poison capabilities (or perhaps teleporting, like phase spiders). Wyverns get a strength increase. Boring beetle's get physical damage resistance due to the hard exoskeleton, maybe some more AC too, perhaps a noxious cloud ability. Wolves move faster and can howl for a fear effect, maybe minor party combat bonus. 12 hitpoints of healing once per hour when shifting to a greater elemental shape seems excessively weak. Perhaps consider increasing that to something more substantial like 25-40. I think shapeshifting should be instant and not interruptible (greater elemental shapes). It's rather annoying to have this happen when you're trying to retaliate in melee by shifting into the shape. Will update previous bug reports to reflect this.
  6. This is why it's probably pointless to try to implement this. Just set the spells appropriate for the enemy and the challenge level, with whatever modifications you deem necessary.
  7. In my opinion that type of item shouldn't factor in at all. The enemies spells should be balanced manually regardless of such bonuses. If a spell caster was balanced in such a way that they get three casts of Horrid Wilting during the fight, no item should change that in any way. (But that's just me).
  8. Took another look at paladins and found more possible issues: Turn Undead for Paladins seems to be equal to their level, as opposed to two levels below theirs, as per their description Summon Deva for paladins can be picked more than once (unlimited times). I'm only mentioning this since so far the "Quest" and level 10 spells in this mod seem to be pickable and castable only once per day. Don't know if it's an exception Symbol of Fear by summoned Pit Fiends never trigger when close to anyone in the party. Their version of the spell should probably retain the vanilla behavior of triggering in the presence of anything, since they can be hostile to anything. Similarly to Undead Hunter's Smite Evil, Cavalier's Smite Evil does not really cause "double damage" to dragons and extraplanar evil creatures (like demons), it causes a second tick of damage of around 20-26 damage. The main one inflicts about 40-65 dmg [Fixed in Beta 11]
  9. No worries! And I'm grateful for this mod, it addresses many things that bug me about vanilla behavior. I'll do what I can to help make it stable.
  10. Just the fact that he added Smite Evil is for me a massive improvement (as far BG is concerned). In BG they feel like poor clerics mixed with poor fighters. Smite Evil adds some nuance. With this component and a few others, they really stand out.
  11. Well, at least in the strings of the Spirit Summons, it looks like you extended their improvements up to 16 HD.
  12. Re-tested Barbarians a little bit: Further investigation on a bug: the non-improved Barbarian feats that add damage to attacks only fail if you don't have Tireless Rage and Great Rage as feats. There's no documentation for this. Additionally the feats that improve the aforementioned feats to do more damage, don't improve them and in fact they stop working after. (Will correct the previous bug report regardless) [Fixed] Supernatural Fury doesn't seem to work. Magic resistance is unchanged, and Save vs. Spell doesn't work either (I think).
  13. I forgot to check out Force Mages, Wild Mages and Elementalists. Here's the possible issues found there: Air elementals should probably be immune to their own spells, specifically Whirlwind (much like Sunnis is immune to its own Earthquake). I think perhaps it may be wise to take a look at creatures enhanced by mod and see how they interact with their own spells. [Fixed, elementals now immune to their own spells] I think there should be documentation somewhere for elementalists that states that some HLA spells are available to them by virtue of being elementalists of that kind. For example, as an Earth Elementalist, I got access to Adamantite Body, Gaze of the Medusa, Malavon's Fury, without getting Alteration or Invocation specialization in the feats, and there is no indication of this in the description of the kit or the spell. Elemental Princes can be summoned successfully while getting the message that "The Elemental Prince does not answer your call". I know I have reported Elemental Princes not being summoned (at least Earth one), but this time I could, and I got that message as well. [Fixed] Sunnis and other Earth Elemental should probably be immune to Spike Stones. [Fixed, elementals now immune to their own spells] Fire elementals can be affected by Shroud of Flames, directly or indirectly. Maybe they should be directly immune to it but that's a minor technical detail, as they are not affected damage-wise. I noticed this while testing elemental princes [Fixed, elementals now immune to their own spells] Creating wizards in ToB seems to only allow you to select spells up to level 4. It might make it quite difficult to start the game, depending on difficulty or mods. In general it's not very consistent whether when creating a spellcasting class you can select spells appropriate for your base ToB level or not... Ben-Hadar (Good Water Elemental Prince) lacks the usual "Who calls..." line when summoned. Ben-Hadar can become hostile if damaged by the player (or even by itself, if my eyes don't deceive me). In EE normally summons do not do that anymore. I imagine the evil counterpart will do the same, since it's identical. Water Elementals should probably be immune to Smashing Wave (they can hurt each other with it) [Fixed, elementals now immune to their own spells] Force Mages are supposedly unable to learn Elemental-based spells, however, they can learn Vitriolic Sphere in chargen Force Mages bonus to Magic Damage does not work, they only get resistance to it. Tangential suggestion: energy immunity for magic damage? Maybe overpowered though. Force mages miss out on various HLA spells and such, so maybe it's not that bad. Wildstrike does not conform to the Spell Name + Line Break + School of Magic + Empty Line schema. Additionally it's added to innate abilities instead of normal spells, and it has no icon. Wildstrike should probably not say that the duration is 2 turns outright, since it's dependent on saving throws. Perhaps it should say "Special". The duration is explained in the description below regardless. Wildstrike is not cast when attempted, therefore no effect is seen and nothing can be targeted. Whenever you get around to any of these bugs, feel free to tell me which were not reproducible, if any, and I will do further testing. Cheers.
  14. Okay, some more stuff, mostly strings and some things noticed while playtesting SoA. The first two advantages in Raging Shifter start with a double hyphen Previously reported I think but in multiclass menus, getting out of a submenu (such as to pick a subtype of Fighter/Druid) take you back to the main class selection menu, and not the previous one. Druid/Thief is shown as Cleric/Thief in the summary part during chargen [Fixed] Scrying hunter description uses a different hyphen character in the last line and in the line about 15% bonus to Set Traps (this different type of hyphen issue, is found elsewhere in other classes, but I'll mention it only once) Every multiclass that uses Wild Mage has the Wild Mage description except Berserker/Wild Mage Every multiclass that uses Force Mage has the Force Mage description except Kensai/Force Mage All Fighter/Cleric kits start the first paragraph preceded with a whitespace except Raging Flame of Kossuth Knight of Iyachtu Xvim has a line that contains two periods at the end, and seems to be expecting a list of spells to mention but only mentions one: "May learn the following spells as priest spells: Horror (2nd level).." Nigh Wolf first three advantages start with a double hyphen Description of Druid/Mage states that you receive an extra weapon proficiency every 4 Cleric levels instead of Druid levels. Scoundrel of Tymora, Rake of Sune and Hunter of Malar start the first paragraph of the description with a whitespace Veil of Djalice of Sune priests applies the visual effect on enemies, even if they were not successfully dire charmed Animal Summoning III description from Fastpaws of Baervan has an empty line after the line about Level Cleric/Mages with an elven-specific kit such as Fastpaws of Baervan should not mention that elves are eligible, if the race restrictions were not loosened by the mod (and thus cleric/mages are not available to elves). [Looks like it doesn't exist anymore as cleric/mage, and the cleric-only type continues to be restricted] Yoshimo does not get the expected +15 Set Trap bonus from his kit. I'm pretty sure that if you dismiss Yoshimo while in Irenicus Dungeon he talks about going to the Copper Coronet. However, he just goes away without saying anything: "Where do you want to meet if we are to adventure again together?" -> "Perhaps at a major inn or tavern? Somewhere we are sure to go." Then he leaves. Correct me if I'm wrong... (?) [Looks like it works fine now] When dual classing an NPC from level 0 that is dual classed later (tested with Nalia), when going into the proficiency screen, one of the buttons is "Create Party". Additionally, dual classing her (as intended by her original class) she loses the Mage avatar (side effect of the feature, I assume) and all her spells except the ones picked during the dual class process. Maybe it's not the end of the world but inconvenient. I imagine that this in ToB would be much, much more troublesome. Additionally, she stopped leveling up as soon as the dual classing was complete, meaning she became a dual classed Mage/Thief of level 1/4 with 5000 XP (the rest levelled up to 8-9, like my charname) (Looks like that last part is not happening anymore) When dual classing Anomen, I was expecting to be able to pick a Helm Kit (since that seems his background), however only non-specific, Tyr and Lathander were available. Additionally, when dual classing him, he loses access to his Anomen-only shield (same problems with Nalia apply here) [Seems fixed now] Use Scrolls and Use Wands should probably not be offered to multiclass Mage/Thieves, I think (although perhaps it can be justified to access Priest scrolls and wands). EDIT: Actually I think that's good reason enough Slaver Wizard in the Suna Seni party is Near Death when ambush happens. Never seen this happen I think, so I'll report it just in case. The Priest of Helm that talks to you after listening to Gaal in the Temple District has "NO VALID REPLIES OR LINKS" as response. Never seen this, so I assume your mod is causing this. I'm curious why your mod affects these dialogs though? [Looks like it's fixed now] Valygar only leveled up once from 0 after recruiting him. I'm unclear why. [Fixed] Mazzy's Invoke Courage doesn't improve her THAC0, I'm only mentioning this because I seem to recall that you modified something about her spells... Base THAC0 of Haer'Dalis was 19. Is that right? Additionally much like Valygar, he only leveled up once after level 0 [Looks like it's fixed] All the innates of Valiant Ones of Clangeddin have an empty line after the "Level" line Innate Prayer by Forgemaster of Moradin has an empty line after the "Level" line Spear of Gruumsh doesn't have a line for level (although maybe this is intended) All the innates of Bloodspear of Gruumsh have the usual issue of an empty line ather the "Level" line, except Spear of Gruumsh (that doesn't have that line) Suggestions: Contagion could be tweaked to be more useful. Specifically the fact that it reduces charisma by 2 is not useful for the player, and useful for enemies perhaps limitedly, if using a mod like this which uses charisma for combat-related stuff. Perhaps "cause disease" for priests could be used as inspiration Fastpaws of Baervan could improve their Animal Summoning spell at higher levels. It would get deprecated really fast, especially considering they only get one use and the animals are not that powerful. Okay, I'm officially tired
  15. All the versions of Breath Weapon refer in the description to a "gout of flame" regardless of breath type or breath weapon upgrades. [Fixed] Arcane Sorcerers cannot be created because proficiencies are not selected when I create one in ToB (i.e. the button to add a point does nothing). On a second test, the screen for choosing proficiencies is completely empty! Nothing to see or do there. I think the former happens when I have selected another class before trying a sorcerer, and nothing appears on screen if the sorcerer is the first class I try after starting the game. [FIXED] The rest of Bloodline sorcerers cannot be leveled up once created (i.e. the button to level up doesn't work) [FIXED] Cleric/Mage, Fighter/Mage, Mage/Thief, Cleric/Illusionist, Fighter/Illusionist description has too many line breaks after the first paragraph Multiclasses with Illusionist contain the in description actually BaseClass/Mage (or Mage/BaseClass) Every Cleric/Ranger kit description contains an initial whitespace before it starts (first paragraph after the class name/type). I think I didn't miss any single-class or single-class kit, so that's all I could find. Next I'll look at multiclasses and multiclass kits...
  16. Unfortunately I don't know how to replicate this, and I'm not entirely sure it isn't a random glitch unrelated to the mod but it seems that when you get to the Record screen in game, the lateral bars of buttons (and party characters) disappear from the screen, you have to quit from the Record Screen pressing Esc. I'm mentioning this just in case. [Probably fixed or unrelated] Black Dragon Disciple breath weapon looks like a lightning bolt and does nothing [Possibly fixed, pending to check] [Fixed] Demon Binding is not added to your abilities when the feat is selected (once or twice) The game crashes with my Black Dragon Disciple when if I pick Abyssal Fury and I try to get to that spell in the spell selection menu. Additionally, that spell shows no icon (at least in EEKeeper) [Fixed in Beta 11] Arcane Knowledge: X do not start the second paragraph capitalized (at least when the pronoun is HER). I remember vanilla BG2 offered extra level 6-8 HLAs. I noticed you only offer 1-5. Is this an issue or is it deliberate? Spell Worm work great. Made Level 13 Neera forget her whole life and every spell memorized. However, it does not remove level 10 spells (and possibly neither Quest spells, haven't checked). Limitation? Summoned Ultroloth, when it gets damaged, the following appears in the combat log: "Ultroloth: shadbg07" Absolute Immunity, Mantle, Improved Mantle, Implosion, Foresight, Power Word Blind, Reveal, don't use the convention of Name of Spell + Line Break + School of Magic + Empty line Acid Storm, Thorn Spray, Cacofiend, Summon Fiend, Gate, Mirrored Clones, Shadowcloak, Malavon's Fury, lack an empty line between Name + School of magic and the rest The very long line defining the school of magic of contingencies and triggers (I think also Limited Wish -- not Wish, since it just says "Any School") create some visual anomalies on some menus. I'll attach picture Mirrored Clones can use Quick Slot items (I believe you decided to disable that sort of thing) [Fixed in Beta 10] Create Boneguard should have an empty line before the description starts. Also, the last word has a typo "destoyed". Spellstrike has more than one empty line before the last paragraph. Veridon's Icy Ray has some possible text issues: "instant" -> "Instant", "60ft. line" -> "60 ft. line", "spc." -> "Special", "visual range..." -> "Visual range..." I think clerics don't ever get True Sight at spell level 6 (!). Its description reads: "-1 Finally, the spell also protects the caster from magical blindness for 1 turn after it is cast." I tried it with the Lorekeeper of Oghma, and since they get access to Divination, they should get it, and they don't. Druids also don't get True Sight Storm of Vengeance doesn't mention the school of magic My Red Dragon Disciple got 4 uses of Dragon Breath at max level. Getting Recurrent Dragon Breath feat turns those 4 uses into one use every 4 rounds (it wipes the spell from the selection after casting it once). Maybe I'm wrong but it looks to me like it was never meant to get to 4 uses? The description states once per day. [Fixed] Suggestions: I was looking over all the spells to look for issues, and I think some future spell improvement could be made to Otiluke's Freezing Sphere do half damage on a save. Avoiding it completely is very good guarantee of never picking that spell, as novel as it might be. It does a lot of damage and it's pretty cool otherwise... when it works at all.
  17. Thanks, plenty more coming. It's a fairly ambitious and big project and just one person working on it, so I think it's pretty normal to find these problems. I am very grateful for your work! Here's another batch of issues: Inner Time feat does not give Monks the expected 4 bonus to damage Finger of Destruction description seems to suggest strongly that it is for truly evil monks, but it is offered to neutral ones. Might be intended but I'm bringing it to your attention just in case... [Fixed as of Beta 11] I'm not complaining... but the Soul of Ice feat that improves Frozen Fist and activates it permanently actually makes it deal 5 Cold damage and not 4 as advertised. [Fixed as of Beta 11] I want to also note that creating a Favored Soul in ToB forces you to choose all the spells appropriate for your level in ToB, while creating a Shaman only requires you to pick the ones from level 1. I thought the disparity was strange. Elemental Immunity Feats descriptions state that they are all mutually exclusive, however you can pick more than one if you wish [Fixed as of Beta 11]. Favored of the Spirits states that picking Spirit Form first is needed, but this is not the case, it's available outright [Fixed as of Beta 11] Fury of the Pack wolves can Critically Miss their targets, and as such, the intended damage of the spell can be unexpectedly reduced. It would be possible to modify them so critical misses never happen. Since you added impossibly good rolls, I assume it was your intention all along to make them always hit. [Fixed] Paladin's version of Protection From Evil lacks the usual spell animation centered on your character that it usually had. [Fixed as of Beta 11] Inquisitor's description in the Record Screen (after the character is created, not present in chargen) has an empty line before the last disadvantage. Inquisitors should not get empowered casting feats, as they cannot cast priest spells. [Fixed as of Beta 11] True Sight by inquisitors have a casting speed of 1 (and no casting divination lights), but the description states the casting speed is 8. Additionally, the spell states twice that it protects against blindness. [Fixed as of Beta 11] Undead Hunter description states that Smite Evil causes double damage to undead, but actually it adds a second tick of damage (tested at max level) of around 11-22 damage. The normal damage of smite evil at this level is around 40-66, so it can't really be considered double. (Although it may be overpowered to change it, in which case, the description should be clearer) [Fixed as of Beta 11] This is probably a nitpick, but the last line of Smite Undead lists types of creature it doesn't apply to, but wouldn't it be more natural to just say something like, "it only affects undead creatures" or "non undead creatures are unaffected". I'm not an expert in Forgotten Realms lore, so maybe I'm wrong. [Fixed as of Beta 11] Smite Undead correctly has no effect on non-undead, although it does force them to make saves against the effects. It probably should be better that non undead are bypasses and a message such as "Unaffected by Smite Undead" be displayed, as that is usually the convention in my experience. [Fixed as of Beta 11] Smite Undead disruption effect seems to be stopped by Magic Resistance, consequently it's very difficult to make it work for things like Skeleton Warriors. Should probably bypass it, undead have often lots of magic resistance. [Fixed as of Beta 11] Smite Undead damage effect takes about 1 or 2 second to trigger after making the save. Not necessarily an issue, I imagine, but mentioning it anyway for reference. [Fixed as of Beta 11] After casting Smite Undead on an immune NPC (in this case tested on a dwarf), the light effect from the spell is seen on that NPC every time the game is loaded and every time this NPC is hit in combat. [Fixed as of Beta 11] Bloodrager description says the more British "specialisation", but the rest of the game doesn't seem to use this, so it probably should be "specialization". Sorry, nitpick. [Fixed as of Beta 11] Bloodrager description has an empty line between the first and second disadvantage. [Fixed] Bloodrager has a line about being able to achieve mastery in any melee weapon, and also one for being able to become specialized. In my mod config, the latter should probably be removed (weapon proficiency overhaul). [Fixed as of Beta 11] Death Field feat is an innate ability and not a normal spell as you would expect. Additionally, it has no icon. [Fixed as of Beta 11] Dark Pact does not double the HP of undead allies. Works otherwise. [Fixed as of Beta 11] Adamantite Body, Create Flesh Golem, Create Greater Boneguard, Aegis, Death Field, Dark Pact, Malavon's Fury and Rune of Immunity descriptions don't follow the tradition of leaving the magic school under the name, and leaving an empty line after it. [Fixed as of Beta 11] Adamantite Body description has an unnecessary line break after "the use of" and before "weapons" [Fixed as of Beta 11] The magic damage resulting from a successful save against Create Flesh Golem takes 1 or 2 seconds to kick in [Cosmetic decision] The golem created by Create Flesh Golem is hostile(!) to the party [Fixed as of Beta 11] Adamantite Body claims that you wield your fists as if you were grandmaster, however that is not the case (no bonuses of any kind) [Fixed as of Beta 11] Malavon's Fury says that it makes you shoot out acid darts all around you, but I can't see any darts. The spell makes the Wail of the Banshee sound, and then enemies a second or two later are damaged by acid damage (without visual effect, oddly enough). [Fixed as of Beta 11] I might have mentioned this before, but Shapechange (the spell) has no icon (only in the spell selection, not the spellbook) (Fixed in Beta 4) Petrifying Gaze by Shapechange: Basilisk is not usable once per round, but only once. [Fixed as of Beta 11] The description of Shapechange: Iron Golem does not mention the poison cloud Shapeshift: Mindflayer crashes the game(!) [Fixed as of Beta 11] Some thoughts and suggestions after playtesting all these things: I was kinda expecting Monks to get a feat that improved Quivering Palm. Perhaps making the save -2, or adding extra uses. It's a bit of a pet peeve of mine with these once-per-day unupgradable abilities. For ToB I would absolutely consider picking a feat for it if my character concept fit it. Another suggestion is giving monks more uses of Lay On Hands, as per the component that increases the uses for paladins, or perhaps add feats that increase those uses. Shadowless Kick is a cool ability, although I would argue that the 1 round unconsciousness effect is severely undercut by the fact that most enemies will be pushed backwards and out of reach of any ally that attacks in melee range. Perhaps it needs an adjustment to be overall more effective. Sun Soul Monks would also benefit from feats that add extra uses or improve their fire-based kit abilities (in my opinion they are underpowered, and should do more against undead creatures -- 3 or 6 more points of damage against undead is unremarkable, maybe some scaling of 1d6 to 3d6 would be much more interesting). Dark Moon Monks should probably get feats to add uses of Blindness, Blur, Vampiric Touch or Mirror Image. Personally I don't like that Spirit Form for Shamans is available only once. Shadow Form (which is functionally identical) is a big part of the survivability of Shadowdancers and counters their downsides, because it makes them better at melee combat, makes a huge difference especially at high levels. I would suggest to remove this limitation, 30 seconds of half physical damage received is not that big of a deal I think at high level and for classes not specialized in melee combat. That's my take at least. (I'll definitely adapt my game to that) [Spirit Form is now selectable once] Speaking about things that can be chosen only once: while I understand the reasoning behind making quest or level 10 spells castable once per day, I think we should take into account how underpowered some of these are. I think either being able to cast several, or making them more valuable is a good way of resolving it. For example, Etheral Retribution by Shamans is in my opinion very underpowered, despite being a Quest spell. I tested it on Mencar Pebblecrusher (he's my test subject for most things), and I did a grand total of 14 + 7 + 15 damage over three rounds, and his strength reduced by 4 (which was a bit lucky, since the save vs spell has no bonus). Maybe others think differently, but I would like to see at some point some compensating factors for these cases (i.e. more spell tweaks for underpowered late-game abilities). A feat to empower spirits beyond the basic class progression for Shamans would be nice. How about "Empowered Spirit Summoning"? Much like the other two that exist already that follow that trend. The spirits are unremarkable from beginning to end (although I get it's a balancing issue, since the shaman is an unending source of summons). Any thoughts on that? I found it rather odd that inquisitors only get two casts of detect invisibility in total. I thought that would be "backup" if your true sight uses are over, or to dispel invisibility just once without wasting true sight but maybe you have a different design in mind. I love what you did with paladins by the way. Smite Evil is quite vicious with this mod, I love it. I always hated that paladins felt like just worse fighters that had to be buffed to be at the same level (blackguards were better, at least they had poison weapon). Rune of immunity looks so cool too! I love that electricity effect your character has for a while at the beginning of the spell, as if your power electrifies your surroundings. Now that's top notch visual candy. Anyway, I still have more stuff to check. More tomorrow (or whenever I can). Cheers.
  18. Another fresh batch of delectable (possible) issues: Not a bug but I feel like the Spirit Animals should get some description as to their abilities or stats other than their HD. At least I would like to know what makes them special and how each differs from each other. [Vanilla game issue] The description of summon spirit animal spell differs from the one in the description of the class, seems like the former has not been updated. Half-orcs do not get HP bonuses. [Fixed] None of the "Spirit of the __" spells of Totemic Druid work (they are not cast and effects are not seen) [Fixed] Empowered Totemic Summons have the same problem as Empowered Animal Summoning: bonuses missing, specifically saving throws and AC. [Fixed] Bards have access to Use Any Item directly, despite the description stating that "Use Wands" is a prerequisite. [Description issue] Lingering Melody doesn't work, effects end at the usual time. [Fails to work at level 40 with kitless bard, selecting Ballad of Charname as feat] Resonating Weapon has the "Able to poison weapons" icon and text (not an issue per se, but just in case) [Fixed] Call Spirit Warrior summon is unselectable, you can only "talk" with it when you hover over it. [Fixed] Enthralling Melody seems to affect the caster, but not the enemies around (the caster tries to make a save) [Fixed] Mass Charm seems to affect the caster, but not the enemies around (the caster tries to make a save) [Fixed] Sound burst doesn't damage enemies or anyone else, only damages the caster [Fixed] Enhanced Bard Song "Epic of charname" in Blades becomes their default song instead of getting an ability to switch to it. [Intended] Bard Song from Blades is supposedly Ballad of the Three Heroes, but it's actually just an unnamed bard song. If you switch to the Ballad of Three heroes, you pick it for good (can't go back to default). [Fixed] The feat that enhances the spins of Blades doesn't work (at least it doesn't for Defensive Spin -- you can't move, and yet you should be able to) [Fixed] War Chant of Sith has the word "Dash" at the end [Fixed] None of the non improved feats that add additional damage to the Barbarian attack when enraged (such as Fiery Rage) seem to work (no added damage) unless you have Tireless Rage and Great Rage. Upgrading them (such as with Volcanic Rage) always makes them fail to work. [Fixed] War Cry affects self and party members (fear effect). The improvements from Improved War Cry also don't apply (at least THAC0 bonus) [Fixed] "Saga of the North" and Jester's Melody contain the Ballad of Three Heroes description. [Fixed] Both the Skald and Jester's description say that they only know Ballad of the Three Heroes, but they have access to any bard song in the feats, so not sure what this means [Fixed] It's not entirely clear what it means in the enhanced jester song that enemies can become "mesmerized"... The description needs some clarification [Fixed] The enhanced jester song "mesmeric melody" affects only the caster, but not enemies [Fixed] Archer descriptions state twice that they can become grandmasters in bows and crossbows The Archer restriction to only one proficiency point for melee weapons mixed with the proficiency system overhaul means that they can only put more points in ranged weapons. Just pointing this out in case this is incorrect, since this means they don't have to worry about melee weapons at all when leveling up. Ditto for other classes with a similar restriction, such as Berserkers for ranged weapons. [By design] Precision feat of Archers slows (as in the Slow effect) your character but doesn't reduce attacks per round. The slow can be negated by Haste [Fixed] With Icewind Dale spell progression, Beast Masters, get duplicated animal summoning spells at spell levels 4-6 (not sure if this is a bug though) [Side effect, might be fine] Kensais can take Deadly Aim feat despite not being able to use ranged weapons [Fixed] Kensais' True Kai triggers the death animation a couple of seconds before the death (maybe this is intended?) Improved Defensive Stance should be able to be taken 4 times, but only 1 is allowed [Fixed] Scorn Injury by berserkers doesn't seem to work. Should double HP by enrage, however, my level 40 Berserker got exactly 30 extra HP when casting it. (And the enrage power states that it provides 5 + level of character in extra HP) [Fixed] Enrage also doesn't seem like it applies immunities, but maybe only the portrait icons are missing. [Fixed] Not sure if I'm missing use cases, but Wizard Slayers get to 50% MR by level 31, which means Resist Magic feat is not useful from that point on. Spell immunity requires it though, so from my point of view I would take because... I have to. Just bringing this up in case it's an issue. [Fixed] I'm going through all the classes and kits essentially. Just a few more to check out.
  19. Issues found when testing different clerics: Demarchs of Mask don't get Cause Wounds spells below Serious. Seems a bit odd to me. I'm thinking it could be because the Serious category sphere is not Necromantic as the previous ones but "Divine"? Could this be a mistake? [Fixed] Icepriest of Auril should probably have no access to Elemental Immunity: Cold, since it gets that anyway (although I thought it was appropriate that immunity to fire was not offered). [Fixed] Not a bug, but I feel like the version of Spike Stones that the paraelemental that Icepriests of Auril summons uses should not harm it, but that's just a design choice. [Fixed] The innate Cone of Cold from Icepriest of Auril mentions "the wizard" when it probably shouldn't (there are others in the different types of clerics that do this, but I will only mention it once, it's a minor detail anyway). [Unmodded game issue?] Mass Raise Dead HLA has no description other than "Mass Raise Dead Level: 7" [Fixed] The innates from Painbearer of Ilmater have a missing line below "Level" in the description. (I was able to get 510 HP by combining a ton of Toughness and Ilmater's Endurance, my goodness) [Fixed] Firewalker of Kossuth has the summon fire elemental spell in the normal spells selection. I was expecting it to see it as an innate, like it was in previous kits, but maybe I'm mistaken. [Fixed] Firewalker of Kossuth can select immunity to fire has feat despite getting it anyway organically [Fixed] False Dawn has an empty line under the "Level" line in Morninglords of Lathander [Fixed] Innates of Talons of Malar have an empty line under the "Level" line [Fixed] The description of Talons of Malar should probably omit extraordinary strength if that sort of thing is removed by a component of the mod [Fixed] Beast Claw by Talons of Malar do not improve as you increase in level as expected. It stays at 2 attacks per round and STR of 18 (and it seems pretty underpowered, although that may be remedied once this issue is resolved) [Fixed] Symbol, Pain lacks a line break adding spacing between the name and school of magic and the rest, as that seems to be the consensus for spells in general. [Fixed] Symbols of Pain and Hopelessness state that the range is "visual range of caster", but the other ones say 90 ft, they should probably concur. Lorekeepers of Oghma don't get any of the innate spell abilities (Identify, Secret Word, Pierce Magic) [Fixed] Silverstar of Selune don't level up in ToB (as in the button does nothing) [Fixed] Power word, Blind from Nightcloaks of Shar don't have an empty line after the name of the spell + magic school [Fixed] Malagents of Talona innates have an empty line after the "Level" line [Fixed] Malagents of Talona and multiclasses that have this class don't actually get Poison Weapon (Favored Souls of Talona don't have the issue...) [Fixed] Stormlord of Talos innates except Lightning of Talos have an empty line after the "Level" line. [Fixed] Lightning of Talos does not have an icon and does nothing damage-wise. [Fixed] Lower Resistance (or at least the version that Luckbringer of Tymora have) feedback is off. At max level, it reduces MR by 50%, but the feedback says 30% [Fixed] Tymora's Luck description has contradictory duration: 10 rounds or 3 rounds? [Fixed] Hold Person and Holy Word by Holy Justice of Tyr have an empty line after the "Level" line [Fixed] I think the line "+2 to command undead" may be a bit confusing for someone reading that (Necrophant of Velsharoon) [Fixed] Necrophants of Velsharoon innates have an empty line after the "Level" line, except Dolorous Decay which instead seems to have too many line breaks after the name + school of magic part. [Fixed] None of the clerics get the a deity's symbol of power ring! [Fixed] I also wanted to ask why some clerics get two pips on favored weapons and some just one? Wondering if there's a rationale for this. Hope this gigantic list in this thread is not overwhelming. I want to help as much as possible
  20. More issues noted about Favored Souls and Thieves: - Description of Favored Souls does not account for the Weapon Proficiency component's presence. As such it says things like "they can become specialized in the favored...". This has to be an error since with that component everyone can be specialized... The functionality is there, though, and in the god selection, the description seems fine. [Fixed] - The second paragraph in the Favored Soul description seems to have more than one line break preceding it. - Game froze when trying to start ToB with a Favored Soul of Mask. I had to press ESC for some ungodly reason, and it resumed. EDIT: Probably random glitch, didn't happen again - Favored of Mask seems to try to Detect Traps with Advanced AI activated. Weird. - Scribe Scrolls (tested with Favored of Mask) has in the description the following: "equivalent to XP_PLACEHOLDER xp per level of the spell inscribed" (also present when casting it) [Fixed] - Scribe Scrolls doesn't work with kit-specific spells, such as Sleep in Favored of Masks. Limitation? Maybe it should have some feedback regardless? [Intended, Limitation] - Assassin created in ToB ended up having x9 backstabs after leveling them up. I assume this is incorrect, as it is not documented... - Assassins don't have access to Trap HLAs, is this intended? The class description does not say this. [Fixed] - Set Acid Trap uses the spell animation that you would expect but then it disappears and it looks like a regular trap on the ground. Additionally, it affects only one creature when it triggers, and it does also piercing damage. It feels like you set a regular trap over the acid trap. It's a bit strange. [Fixed] - Set Exploding Trap doesn't work. Disappears as soon as it's set. [Fixed] - Set Spike Trap does heavy magic damage and a bit of piercing damage. Seems incorrect to me (and again feels like it's a regular trap on top of it, though not visually). I would suggest making the damage all piercing, similar to Rogue Rebalancing take on it, which I think makes the most sense, just going by the name of the ability, and the nature or thieves generally speaking. [Fixed] - Swashbuckler description states that they can specialize in thief weapons, and that they can achieve mastery in any melee weapon. The former should be deleted. [Fixed] - Set Special Snare damage at low levels is not nerfed as per your components that does this for Set Snares (or at least the description does not reflect this) - Set Toxic Trap doesn't work (it's not set and doesn't trigger) [Fixed] - Shadowdancers should not have access to Trap Master Feat [Fixed] - Shadowdancers should probably have Slippery Mind by default - Shadowdancers should not have access to the HLA Traps [Fixed]
  21. More stuff in SoA and Druids: - I believe this might have been discussed before, but shouldn't Favor of Ilmater be renamed to something more generic? I see that with a cavalier. Maybe Divine/Celestial Favor [Fixed] - In SoA, Minsc and Jaheira keep "reacting" to something over and over. Like that pose your character has when attacking in between each attack (sorry, I'm not the best at descriptions in English). I think they're freaking out because of NPC customization. They cancel all orders you give them, but maybe it's okay, because after leveling them up the issue disappears. [Fixed] - As discussed in the [BGEE/SoD] thread, importing from character files is broken for SoA and ToB too. I imagine importing from save files would be fine? Not yet tested... I imagine they would retain spell effects from feats and the like. [Might be fixed already, since component was rebuilt, pending to check] - After leveling up Minsc to max and selecting the ranger endurance HLA, he has 2 Regeneration symbols in the portrait [Fixed] - The description of Rangers states that they start with 2 pips in two-weapon style but Minsc only had one. [Fixed] - The issue of Viconia having two Cause Serious Wounds is also present in Hrothgar character file. Lawful Neutral Cleric [Fixed] - Air Elemental and Fire Elemental (lesser and greater) shapeshift have icon-less weapons. [Fixed] - The Greater Water Elemental Shape is invisible to the user [Fixed] - Shifting from Greater Water Elemental to another Greater Elemental Shape makes your character unable to move. Can be corrected by using CTRL + J. [Fixed] - AC bonus from Empowered Animal Summoning seems to not work, as well as saving throws. I can't be positive because I don't know if forcing them into the party changes things, but it looks like those changes are not working. [Fixed] - In Avenger at least, the Conjure Animals spell is missing (which is mentioned by the feat in the previous line) -- that spell that conjured bears (I think). (lesser) Elemental Shapeshift Bugs : I occasionally see a weird bug where I see a bird being unsummoned randomly when shapeshifting or in shapeshifted state. - Water Elemental Shapeshift: Drowning Damage is poison type (probably intended) and is not as the description states just 1d3, the damage seems to tick 2 or 3 times (1d3 each) [Not a bug?] - Earth Elemental Shapeshift: Knockback uses Save vs Polymorph and not Breath [Fixed] After testing the shapes... Would you consider improving (regular) shapeshifting for druids at higher levels? Maybe it's just me, but I don't like that at later stages, it's always better to use elemental shapes. The others are generally deprecated (and the spider version I think is inferior than in vanilla, since poison was removed). I think at least the progression until deprecation could be smoother.
  22. More stuff after checking Blackguards and Cavaliers: - Drow elf description: line about reputation says "- - 2 to initial reputation". Probably should be "- -2 to initial reputation". [Fixed] - Maybe there's a balance issue to take note... I created a blackguard with STR 18, DEX 15, CON 18, INT 10, WIS 10, CHAR 17. It started out with a -7 bonus to Save vs Death and Petrification, and -5 to Wand and Breath, -3 to Spell? Is this right? When I level her up in ToB, they all become negative except Spell, without the help of any items. Or maybe I'm missing something? Paladins have a similar situation. [Fixed, caused by bugs] - Blackguards get "Fiendish Warding" but they don't ever get level 7 slots. - I feel like Dirty Fighting should be available to Blackguards. Seems perfectly fitting, as opposed to paladins [Fixed] - Nerve Venom and Deathkiss also cast Blue Whinnis. Speaking of which, how do you go back to "default" poison? Since it seems that it replaces the usual effect. [FIXED] - Infernal and Abysal pact can be cast to targets other than self. They also don't do anything other than damning you (no demon comes to help) if you cast on self. Uses enchantment lights, if that's an issue too. [Fixed] - Something rather strange happens with high level paladins after selecting an Holy Aura in the feats: my character periodically casts some sort of Death Fog thing on themselves, as well as a rather distracting light effect around them (seems to triggers when a friendly is nearby). And you cannot rest, and FPS will probably take a hit eventually, so it's pretty critical. [Fixed] Cheers. More tests will be coming soon
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