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RoyalProtector

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  1. Just started testing BG2EE and had only a quick look at fighter and shapeshifter. Here's some issues to consider... Shouldn't Aasimar also get resistance to Electricity? At least in NWN2, they had that. Tieflings on the other hand do match that, though maybe you're using a source I'm unaware of [Different source used] Sunscorch by Aasimar doesn't have an icon in the innate abilities section (looks like empty space) and has no effect damage-wise [Fixed] I cannot see the "pips" in the feats in BG2EE. Tested in ToB, Fighter. [Fixed in Beta 10] Whirlwind Attack (after using the feat that upgrades it) only works once. Casting it again does nothing. Without the upgrade, it works normally. [Fixed] Upgrading HLAs (like deathblow) is not reflected in the spells you character has or at least the strings (for example deathblow will still say it kills up to level 10 enemies) [Probably nothing can be done] Summon Elemental Prince seems to always say that they don't answer your call. Tested with Earth Elemental Prince [Fixed] Thunderstorm seems to have the old Burning Hands animation for some reason on affected enemies, but obviously doing electric damage [Fixed] Also some suggestions for your consideration that came to mind as a result... Maybe it's just me but I think the HLA Foresight spell is begging to grant also backstab immunity. It matches the concept of the spell. Warlocks in NWN2 had a foresight spell that also made them immune to sneak attacks on the same principle. Consider adding feat to improve Dirty Fighting at high levels (save penalty). I was testing some stuff in ToB and I realized how difficult it would be for that to be effective in ToB and late SoA (and my testing indicated as much). I think a feat to upgrade the saves to -2 or something along those lines would be nice for fighters and high level rogues. Consider making higher tiers of werewolf for shapeshifter move faster, they're too sluggish by default. (The mod does boost the forms considerably though... I like what you've done). Consider boosting Fury of the Pack in some way, it seems a bit too underwhelming for a spell that you can cast only once per day for a single target. The rest of hla spells for the druid seemed pretty great though! [Improved in beta 9] Cheers... I'll update this post with more stuff when I spend some more time on the game. WeiDU.log
  2. OK, but there is something definitely off in some cases though. Neera for example ends up at level 8 (90K XP), and her hit points became 53. It should be 8 times 4, right? She has 14 CON. Safana for example leveled up to 8 (70K XP) and her hitpoints adjusted to 48 as expected.
  3. Ah, yes, you're right, I should have finished that before reporting. Seems it adjusts correctly, sorry.
  4. In my mod configuration, and the quick test I made right now (and I don't have Drow installed) she's just referred as "Elf" (in SoD), until she is manually leveled up once, then she becomes Drow Elf. Baeloth was set correctly but he started off at level 7 instead of level 0, so something is probably broken somewhere. Other things that I noted (and apologies for reporting bugs all over the place) is that her hitpoints are incorrect. First of all, all the joinable characters start with 10 hitpoints regardless of stats EDIT: Neera started out with 16 hitpoints, same issue as Viconia too. So I leveled up Viconia once and now she was 17 hitpoints. At level 1, supposedly she should have 8 hitpoints.
  5. Okay, one last report, tested in SoD. After this, I'll head over to BG2EE and see what I can find there - Stronheart Halfling description states twice (in different ways) that they have one extra proficiency point [Fixed] - Ghostwise Halfling line about rage should start capitalized [Fixed] -Half-orcs do not get HP bonuses. [Fixed] - Force of personality doesn't seem to work. I started off with a bounty hunter ghostwise halfling with 10 WIS and 18 CHA and had a +2 penalty to Spells, both before and after acquiring the feat (and resting, for good measure) [Fixed] - The description of WISDOM refers to the monk AC bonuses by inappropriately referring to "you" instead of "them". Seemed odd to me since the rest is impersonal. (It's also mentioned twice in the description -- I feel like the first instance should probably be deleted) [Fixed] - The description of constitution mentions how it affects hit points twice, becoming redundant. [Fixed] - I was also still able to replicate the issue of asking to select difficulty before venturing forth by clicking on biography. Not yet sure how to replicate reliably. I just made a Wild Elf Barbarian, nothing special. [Seems to be fixed] - The description of Barbarian indicates that they can get 5 pips on weapons (I thought it was odd, but maybe I'm wrong), but in the game, they can only get 2 at most, as per vanilla (seems odd anyway since Paladins and Blackguards can get 3 in my configuration). [Fixed] - I doubled checked and the insane amount of proficiency points issue happens when they get XP before setting them up from level 0. [Fixed] EDIT: Shouldn't charisma include Blackguards in the description? [Fixed] EDIT: I created a Blade with 3 pips in two-weapon style, and picked ambidexterity. I held two basic longswords, but the THAC0 was 4 and 5, and not the 4 and 4 I was expecting. [Fixed]
  6. Thanks, maybe because I'm a developer in real life, testing is one of my fortes, I guess! Too bad I can't help with technical issues and code. Alas, my notions of WeiDu are basic.
  7. Even more stuff in SoD: - 2 dragon breath abilities in Dragon Disciples when leveling them up. Not sure if it's bug or the description is not saying how many uses you get (says once per day) [Intended, description will be fixed by Beta 8] - When using Stonefist and the saving throw is failed, it shows the message "You don't remember Aldeth's brother, most interesting" [Fixed] - Black Dragon breath doesn't do anything. No effect or damage [Fixed] - Polymorph self has an empty icon in the cast spell list [Fixed as of Beta 4] - Invalid quick slot items error happening with Green Dragon Disciple too when leveling up [Unknown cause, likely harmless] - Chromatic Orb seems to do no damage on save success at level 11 [Fixed as of Beta 4] - I haven't the faintest clue how this happened, but while testing in SoD, leveling up Dorn gave him 33 proficiency points (and he did not get the base 1 proficiency point in everything either). EDIT: It seems to happen if a character receives any amount of XP while they are at level 0 with 0 XP. I tried with Khalid, he had 2 XP for some reason and got 34 proficiency points. [Fixed] - NPCs can't die until you level them up to the end goal level, I assume by design? [Fixed] As a suggestion, would you consider changing the projectile for Green Dragon Disciples breath attack, seems a bit underwhelming visually and functionally (small cone). How about something like spitting a Cloudkill type effect that last for 2 rounds, doing heavy damage? If I remember correctly, that's what green dragons do, they spit poisonous gas. Other options that occurred to me were recoloring other projectiles like Cone of Cold's or the Red Dragon's... And speaking about poison, a feat to increase Poison Damage much like Spirit of Flame could be interesting... If anything so it can compete with the others damage-wise (even if damage options are limited). [Concentrated poison feat added as of Beta 8 - But deprecated in Beta 9 ]
  8. More stuff (tested in SoD ) NPC customization component. Can only level up NPCs one by one instead of directling jumping to the required level. Limitation? [Fixed] With NPC customization, characters are getting unexpectedly extra kit abilities. Example, leveling up Dorn will give him 2 Aura of Despair and Absorb Health where only 1 was expected. Should probably account for level 1 abilities. It seems unreliable somehow though, because in a different test, Dorn got 2 Absorb Health, but only one Aura of Despair as expected. Strange [Fixed] Previously reported for Avenger: When leveling up a Shapeshifter from level 1, when accepting, it warns about items in "invalid quick slots" [Probably harmless...] Beast master description specifies pseudodragon and fairy dragon as possible familiars since in vanilla they can only be good aligned. This should probably account for more loose alignment restrictions component. [Fixed] Speaking about Dorn, since you have Extra Lay in Hands, and Absorb Health is essentially the "evil" counterpart, maybe there should probably be a feat for it, or otherwise other components that add new uses at higher levels, like the component that adds Lay in Hands and Smite Evil uses. Just a thought [Fixed] WeiDU.log
  9. I added that to the script -- I think you misspelled it, I modified bdbaldur.bcs. That seemed to do the trick, everyone is getting their saves appropriately. Speaking of that, I spotted a possible issue. I tried to start the game by importing from a character file. I chose "Meryll" which I think is shipped with the game, right? Well, their level is not set to 0, they were actually at 7, so the current workaround to fix the issue of missing feats doesn't seem to work with importing character files. I'm not sure how problematic this is, since I believe in BGEE the importing is automatic (i.e. you start sod automatically after killing sarevok), but to be honest I have forgotten how imports work exactly. [Fixed] Not sure if this is a problem when importing character files to BG2EE though.
  10. Yes, with different descriptions. Yes, I wasn't using that component. I'll test with that component. In case you want to take a gander, it's component 70 in the readme: https://github.com/subtledoctor/Combat_Skill_Proficiencies Will try and report back any changes.
  11. More stuff noted in SoD (yay): Shadowdancers should not have Trap Master feat available, as they cannot set traps [Fixed] Viconia starts off with 97 MR, instead of the expected 27. Becomes immune to magic, of course, at level 10. [Fixed as of Beta 5] Viconia has two versions of Cause Serious Wounds, they have different descriptions each (maybe some issue with darkcloak of shar...) [Fixed as of Beta 5] Baeloth has a duplicated Magic Resistance Icon EDIT: false positive, caused by the robe or archmagi, it's fixed when re-equipping, and has 82 MR instead of the expected 27 [Fixed as of Beta 5] NPCs that join you at the start of the campaign don't have set the weapon proficiencies at 1 for everything, like when you create your own character. Is this a bug or limitation? [Fixed] And those NPCs also don't seem to benefit at all from stat-based bonuses (saving throws at least) -- and actually not even your own character does for some reason (with 18 DEX, 18 CON, 18 WIS, as a bard -- no bonuses, works in BGEE). [Fixed as of Beta 5] A couple of questions: Have you thought of including tweaks for weapon styles in your weap. proficiency tweaks? Never liked them much myself. The worst parts are probably sword and shield (generally not very useful) and a second pip in single weapon style. SubtleDoctor had a mod that tweaked the styles considerably in a more interesting way, such as adding a shield bash chance to the style, though I'm unsure that sort of modification would work with yours anyway, and I'll always prefer a tweak integrated in your mod if possible. [Feature added] NPC customization component I assume is required so you can give them feats in the previous levels before they join, if any, right? The readme should probably warn about this (apologies if I missed it though). [Fixed as of Beta 5] Same WeiDu log as the first post. Cheers.
  12. Dire wolf doesn't have the usual paperdoll (is that the word? sorry, not a native speaker) in inventory. Just mentioning this since the usual druid form does. It's now just an empty space. (Present in BG2EE too) [Low priority] Slow poison has an outdated description, since the slow poison implementation was deprecated [Fixed] This I don't think is a problem with your mod per se, but could use improvement: produce fire description is unclear as to how much it lasts when it hits and enemy (burns every round but for how many rounds?). Perhaps your version of the spells could ship with a better description. [Unmodded Game Issue] Tiny detail, maybe the string that says "any spellcaster (besides sorcerers and shamans) must memorize..." in the Spellbooks should probably include Favored Souls? [Fixed as of Beta 5] - Carrion Crawler Ichor and Nightmare Paste poisons actually seem to be the same as Blue Whinnis. They make the target unconscious, feedback in the log says something like "Dorn: Poison: Blue Whinnis: Flaming Fist Mercenary" and that's it. [Fixed as of Beta 5] Poison Weapon claims that you can "supplement" the damage listed there, but it seems like they only replace. Description should be fixed, or the powers tweaked? [Fixed as of Beta 5] All the dragon varieties of Dragon Disciple except Red Dragon have the 7th level and 13th level lines duplicated in the description [Fixed as of Beta 4] The disadvantages section in Bloodrager have an unexpected extra line break at the beginning and after the first disadvantage [Fixed as of Beta 5] More of a comment than an issue, which is probably unavoidable and not a big deal, but I suppose awareness should be there: I believe that your proficiency system changes coupled with the strategy of starting at level 1 to not miss out makes SoD's mechanism to determine initial gear for your character unreliable or otherwise not too useful. For example, if you create in SoD a character with more proficiency points in Two-Handed Swords, they'll be given such a weapon. So that functionality is probably broken. Not a big deal for me because I always play each game in order through imports. [Likely won't be fixed] Found a strange error when leveling up Avenger saying "character no longer can use quick items, items will be dropped", but nothing seemed to happen. I think it happened after I chose the feats. (Tested in SoD, leveling up avenger up to 500K). Seems to be harmless though. [Unknown cause, likely harmless] Detail probably not from this mod: improved invisibility by avenger says "the wizard is no longer invisible". Maybe outside the scope of your mod, but anyway. [Unmodded Game Issue] - Winter wolf icy breath from Avenger shapeshifting only works on enemies (neutral targets are not affected) and it has no special effect when cast, and it is not a cone of cold as described either, it only affects one target. [Fixed as of Beta 5] - Water Genasi race string does not show in the Record screen (empty line, SoD), same for deep gnomes (problem might exist in others) [Fixed as of Beta 5] Cheers! WeiDU.log
  13. Yes, if I click accept, it does set appropriately. I was not doing that, I would only press "Back". So it seems that accepting it sets it correctly as you would expect, but if you don't it just won't.
  14. I'm not seeing it in chargen. It is OK there. It defaults to human when I start the game. I tested what you're saying before and yes, it shows incorrectly both when I check it in chargen, and when I ignore it. Extra Lay on Hands is OK. I don't do anything special, I go to new game in SoD and go through the process of creating a Earth Genasi Cavalier. If you're not seeing that in your version, I don't understand what the problem might be... I'm using the GoG version of the game, and the DLC Merger, in case that's relevant.
  15. Also: biographies in SoD are still misbehaving, tested with Earth Genasi -- shows as human. Smite Evil (tested with Cavalier) still damage that Flaming Fist soldier (who is neutral), so seems like the same bug that was in Smite Good.
  16. See pic, speaks for itself I think. (They really need to increase the file size limit, had to decrease quality with photoshop) WeiDU.log
  17. In my opinion adding HLAs is not a problem. If they don't reach the level required, then it does no harm because it'll never apply. If they do, then they are already very powerful anyway, and probably have extra difficulty or quest mods increasing challenge and XP rewards. Or, perhaps they'll only get to pick one or two abilities anyway. But in my opinion I would be fine providing this and letting the user decide for themselves whether it's appropriate for their playthrough or mod configuration.
  18. ERROR locating resource for 'COPY' Resource [cdbrbrp2.itm] not found in KEY file: [./chitin.key] Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Rebalanced and revised kits], rolling back to previous state Will uninstall 45 files for [DW_TALENTS/DW_TALENTS.TP2] component 41000. Uninstalled 45 files for [DW_TALENTS/DW_TALENTS.TP2] component 41000. ERROR: Failure("resource [cdbrbrp2.itm] not found for 'COPY'") Please make a backup of the file: SETUP-DW_TALENTS.DEBUG and look for support at: DavidW Using Language [English] WeiDU.log
  19. Yes, I do agree. Ideally they would be dealt with outright much like weapon proficiencies in the character creation, but alas... Conceptually in NWN2 they weren't really tied to background, it's just the word they used for feats only selectable at character creation time. That made them somewhat "special" and injected yet another way to push your character in a slightly different direction, but yeah, I do agree with your overall point; and your mod does indeed offer a ton of options. Well, maybe some of them can be added in some capacity as any other feat to select from in the future, at your discretion.
  20. Yeah, to each his own. This post was just to discuss ToF feat system, particular feats and possible new feat ideas so let's leave it at that. As I said before, I used the concept of background feats in the exact same way as NWN2, completely disassociated from roleplaying elements. I do agree that the more actual background is intertwined with it, the better and the more immersive it is, though no mod is likely to change that in these games.
  21. In BG your background is "Gorion's Ward". The rest are optional details that the game fills out for you depending on your class, and whatever you want to add to the mix. Sarevok's Background is Deathdealer of Bhaal, along with a story for the most part set in stone. Your charname's story is not set in stone, at least not the details. I can think of many ways to justify it. You can make up a story about how your infancy was faced with so many challenges because this and that, which increased your resilience and decisiveness (for example), and then select that feat if you think it fits that story. This mod (or any generic mod) is not going to be able to add feats for things that specific. If I wanted to make a charname that is afraid of spiders, I would create a spell that makes them have a chance of becoming scared when close to spiders (for example). You can even create a biography around powergaming and meta builds. Why not? Think about what type of background would do so. Or, as you pointed out, create a story and then select what fits, regardless of merits. I don't ever create "weak" characters myself (or rather characters without strong points), but I also don't like doing things like maxing out every stat and whatnot, I like balance, subtle power increases over time. This is only me, and I am not in any way criticizing other ways of playing. But this is completely unrelated to what I meant by background feats anyway. I had no inclination whatsoever to link it to roleplaying, which is something personal. The feats are meant to be advantageous in some mutually exclusive way, and nothing more. None of the referenced feats that I mentioned tie to any actual historic background, they are simply special feats that are part of your character and can only be selected once. And this mod as any other general feat mod should likely be "background" agnostic. Maybe I shouldn't have used the word "background", but it's the word they used in NWN2 for better or worse...
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