Jump to content

Person

Members
  • Posts

    7
  • Joined

  • Last visited

About Person

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Person's Achievements

  1. In my opinion, irrespective of any and all balance, SR Haste should be using a custom spellstate anyway, simply because it's impossible to decouple STATE_HASTED from the hardcoded effects. You might as well set a standard which will work no matter what balance decisions are ultimately made.
  2. DI uses op220 versus ILLUSIONIST just like Oracle/True Seeing pulses. But you're right, ND doesn't protect from it, and probably can't without a complicated implementation or dehardcoding. So many things would be easier if hardcoded spells were even referenceable...
  3. SR-mode SCS Detect()ing mages will always(?) cast Oracle (and illegally at that), so Non-Detection's use for the player is in setting up ambushes. The "revised invisibility" component of Tome and Blood adds protection from op20 and from the DIVINATIONATTACK sectype to ND, making it proof against pretty much all purge effects, including thief Detect Illusions. It's basically the inverse of the vanilla spell: protection from being revealed, but useless versus basic detections.
  4. Found one in there: files referencing DVSTENCH.SPL should reference LEAT13D.SPL as well/instead. I don't think IRR uses DVSTENCH. This is a fix for SRR too because that's where OTYUGHSU/DVNOTYSU come from. LEAT13D doesn't have immunity checks for slimes or swords.
  5. I've been playing for a while now in the following environment: Spell Revisions (Revised, AoE deflections component, some edits like removing spell failure from Spellstrike) Magic Battles Revised (standard Remove Magic, Spell Thrust at level 3) TnB revised Specialists and rebalanced spell schools (PnP kit restrictions) Tweaks' extra save penalties at high levels SCS (SR mode, experimental edits like enemy potion pseudo-prebuff) Since this vaguely resembles an "intended" mod setup I thought I'd share my experiences with how the combination changes how Specialist mages play. My current power rankings go something like: Diviner (and all Sorcerers) Generalist and Invoker Enchanter Transmuter Illusionist (multi-class) and Necromancer Illusionist (single-class) and Conjurer Abjurer Rationale: The obvious candidates for improvement are the Abjurer and Conjurer. The problem with Abjurer is its hyper-focus on mage combat when, even after being improved by this mod combo, spell protections are a fairly simple part of combat that most other Specialists can handle just as well. But I don't know how to fix that without losing its identity. Maybe Conjurers could get something similar to FnP's Animal Growth to make monster summons more attractive?
  6. Saving Throw Overhaul unilaterally adds saves to all of a wand's effects, irrespective of if saving is appropriate (no match_savingthrow). This also breaks Monster Summoning/Absorption/Magic Flute etc.
  7. The general AI doesn't get a block for Potion of Invulnerability (POTN11), despite them predominantly being assigned to warrior ethoses. This leads to lots of them lying around on the floor unused after a fight. GROMG09 and GORSTA07 are Thieves with their kit set to Berserker (vanilla). This causes SCS to assign them Berserker AI instead of Thief AI. GROMG09 has some invisibility potions he'll never use because of this. GORSTA07 could be given some invisibility scrolls or something. Small Spell Revisions compatibility problems. Smart enemies do enemy alignment checks when deciding to cast Smite/Blight and (U)HW. These spells aren't alignment-specific in SR. SR attempts to limit op16/op317, eradicating it from common sources, which conflicts with SCS's haste detection. If this change is extended to the Oil of Speed via Item Revisions, enemies will apply them repeatedly as they have no way to detect that they're already hasted.
×
×
  • Create New...