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Demivrgvs

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Everything posted by Demivrgvs

  1. Quick note: as Kreso says SR's Imprisonment is a bit less dramatic than vanilla, but most importantly demi-lich doesn't even use Imprisonment. Within SR/SCS Demilich Soul Trap allows a save, albeit a harsh one (I need to lower the save penalty from -6 to -4). That means you can for example take a Potion of Magic Shielding and be fully protected for 1 turn. Characters with really good saves vs spell (e.g. KR's Inquisitor or an enraged Berserker with his +4 to saves) can also withstand it easily if properly buffed/equipped. Pay attention to what you ask for. PM incoming within 5-10 minutes.
  2. I assume you already had them memorized before installing SR. The MSII at level 4 is disabled now (it's AI only), same as Spell Deflection at level 6. Removed both spells from your spellbook, keep MSIV and SD as a 5th lvl spell. Fixed thanks for reporting. Except one thing I have neither removed nor moved any of these spells. I have no idea why you don't get their full description. o.O
  3. That's one of the reasons I kept a lot of changes out of this build, I was not sure my internal build was ok between item changes and 1pp v4 mess. I cannot simply update paperdolls but I have to re-do all helmets. I hope shields are fine regardless of paperdoll/avatar versions because that would be even more time consuming to check and eventually re-do. Don't worry though, I haven't given up yet. Uh, I'm actually glad you did this. It was a bit OP to be honest. I'd also call the tweak on the haste potion a fix rather, but thanks again. The main thing about Potion of Absorption is that it has tremendous synergy with the new armor system (aka armor's physical resistance). When I added this potion in V3 that was not around, but now almost everybody has a base resistance. What I just did isn't really a nerf, but a necessary adjustment to the new system as a whole. The potion is still extremely powerful, with even greater "potential" thant it had in V3 (e.g. when combined with V4 medium/heavy armors you get 25-30% resistance). Potion of Speed changes do include a few fixes yeah (let's just say haste opcode was kinda broken) but I also added SR-like +2 thac0/AC/reflex which I'm already tempted to remove. The more I look at them the more I think it's best if potions don't perfecty mimick an existing spell.
  4. NPP & Long lasting buffs The idea wasn't to force more rests (I love how Pillars of Eternity handled this matter) but to reduce the ability to use few spell slots to make an entiry party fully buffed for prolonged,multiple fights. As you say, 50 rounds is enough to cover pretty much any encounter - this is what matters the most imo - often multiple ones in the same area imo, but if you have only 2-3 NPP memorized you may wish to keep a few as a reserve rather than buffing multiple allies. I admit that, as long as you can rest 100 times anywhere with no consequence, the shorter duration may just make you rest more, but ideally I'm just trying to find a good compromise. I do appreciate what DavidW did (although the mentioned CON drain could have been implemented better imo - if not allowing a save, at least shorter duration to reduce the "annoying factor"), but while SR is designed for SCS it also has to be balanced for vanilla. Chaos I hope you won't! Confusion can finally get back its deserved spotlight, and you'll soon learn to hate SCS mages casting Waves of Fatigue on you. Let me know if you'll still miss Chaos after looking at the bigger picture (aka the now expanded and more varied spell arsenal for each school) and actually playing a bit with SRV4.
  5. I think the readme is not up to date when it comes to linking each spell descr, I'll check it again when we stop messing with spells during the betas. Trust instead the in-game descriptions. If the spell doesn't work as per in-game descr, than report it to me please. For example... ^this is something to be fixed. The 15% chance to fail the spell is indeed removed. Very strange such a glaring thing remained there all this time. o.O Speaking of Negative Plane Protection the duration was indeed 1turn/lvl back in V3 and the first V4 builds, but the huge duration of it (and a few other long-lasting buffs) was deemed too much by many players as it contributed too much at almost trivialize encounters which should be very challenging. At least it's still 10 times longer than vanilla. Btw, your install order seems fine, but keep in mind certain components from BG2Tweaks and/or aTweaks do overlap with similar stuff from Revisions mods.
  6. Sorry guys for my usual delay. I actually wanted to package more stuff but something always happen to screw my good intentions. This is mostly a "bug fixing" new build, nothing fancy here. I had to leave out a lot of small refinements on specific items because I was messing around too much, time was running out and I didn't wanted to ruin such as bug-free build (@shaitan, sorry that was my gift for you in theory - one potion in particular - I'll make up for it asap ). V4 - Beta 8 (14 September 2015) - Improve EE support by converting text to UTF-8 - Add support for EET - Stop Erik beating up <CHARNAME> in Candlekeep - Update to WeiDU 238 - fixed incorrect usabilities for various items, including a number of daggers - fixed all reported minor issues and typos - Casiel's Soul is no longer cursed to prevent a not intended interaction with Break Enchantment - Belt of Inertial Barrier "animation" disabled for gameplay reasons (too spammy and applied to invisible targets) - Dwarven Shield base stats now correctly match its new "size" - Potion of Speed tweaked to match SR's Haste (no haste opcode, fixed apr gain, counters slow via sec type, etc.) - Potion of Absorption resistance lowered from 20% to 10%
  7. Dispel Magic Well, I actually tought about it but I feared the AI could not properly handle the change, not to mention the reaction of players for such a huge nerf.
  8. Ooook. I think I fixed all the bugs reported in the last 3-4 months. I hope I haven't missed any but they were scattered in so many topics, PMs, chats and even different sites that I cannot be 100% sure sorry. Thanks a lot to all of you who reported even the smallest thing. Tonight I'll try to handle 1PPV4 misalignment issues and if I manage to correct those we are done. P.S I also have a small list of planned changes/improvements, thus feel free as usual to post feedback if you think any item needs to be improved/nerfed/refined.
  9. Dispel Magic As JediMindTrix says I handled this within KR, where Inquisitor's Dispel Magic is "split into two abilities": Dispel Evil (stronger dispel chance but limited to evil enemies) and Lay on Hands (the Inquisitor's variant can be used to break almost all enchantments on the target). When it comes to Dispel/Remove Magic dualism, I kinda agree the former overlap with the latter, albeit honestly the problem is that Remove Magic should have not been added in the first place (I don't even think it ever existed within any D&D edition). That being said, making Dispel Magic affect only allies could break the AI imo and it would be a real change from PnP.
  10. @Salk, fixed thanks. Stinking Cloud Well, in theory I actually hoped to keep Gust of Wind as Druid-only, and bring back Zone of Sweet Air to Clerics to keep differentiating them more. I was daring to suggest making the latter work as a party friendly immunity to cloud based spells. My 2 cents on further tweaking Stinking Cloud: - spell duration is tied on the projectile and using multiple projectiles just for that is not worth the effort imo - a save penalty on a cheap 2nd lvl, large AoE, almost fully disabling spell would be too much imo (Web was borderline OP for that) - I would suggest a slightly smaller AoE, 20' instead of 30'. With proper placement this should allow your party to perform ranged attacks from a safe zone more easily. True Strike Shield of Faith from KR Hopefully KR will handle this, but it doesn't belong to SR imo. Dispel Magic I need to think about it, but I feel it doesn't convince me.
  11. I agree the current 4th wall breaking description isn't great. Let's see what other thinks... Yes. If not, they should fire me from G3.
  12. Yes. I actually started a bit last week (the 1PP related issues are not fun to handle), but everytime I get back from a long "vacation" it's hard for me to get in shape for modding again. I hope to quickly return to how things were this winter when I was really enjoying myself (I was releasing new builds almost every 2 weeks).
  13. I've sent PMs to 4-5 new beta testers, it's always better to remind me of doing that if I don't answer within a couple of days.
  14. I'm a bit rusty but afair there's no "hatchet" within IR, only "hand-axe". Is it added by EE or another mod?
  15. ? On a fresh install it looks fine, and I think other beta testers used it without problems.
  16. Stalker's Weapon Proficiencies Within IR spears deal 1d8 dmg, strike much faster than greatswords (twice as fast) and have slightly longer range (3 instead of 2 - enough to hit creatures under Fire Shield without harming oneself). Piercing type is also quite good against armors, much better better than slashing. If you are a fighter with GM than yes, you cannot care less about that small accuracy bonus vs armors and greatswords offer a lot more dmg potential, but other classes may prefer a more reliable hit rate (druids in particular, but to a lesser extent barbarians and rangers too due to lower weapon mastery) or to get both a melee and a STR based ranged option with a single weapon specialization. Ranger kits armor restrictions Ankheg Armor is classified as medium armor within IR in terms of weight and encumberance (the two stats that determine DEX and weapon speed penalties). Same for heavy armors made of dragon scales. Thus, in a certain sense, the Beastmaster is still limited to "medium armors". Btw, in a similar way even vanilla's thieves were limited to light armors but could wear elven chain mails, which have medium armor stats but light armor weight and encumberance. Ideally I wanted to get rid of the "advantages/disadvantages" template and go for a "class features" one (KR's paladins are are the only classes using the latter template for now). Btw, the Beastmaster might not even remain the only "case". For example I actually planned to let the Skald use heavier equipment than its base class (e.g. allow helmets, medium shields and maybe a wider weapon selection).
  17. Tracking + Hunter's Quarry I'll think about it a bit more. Does anyone else want to share his opinion on this matter? Stalker's weapon proficiencies I'm sympathetic with long bows but I still believe they really doesn't fit the kit specialization. I'm not sure what you mean by "spears are underused". You mean as a class "focus"? They are a great pick for druids, and with IR it's a magnificient weapon type for many classes imo as it offers a lot of variety (including some ranged, returning variants with either elemental dmg or heavy dmg + high enchantment, etc.). Ranger kits armor restrictions Yes, I do noticed Archer and Stalker share the same restriction, but it's a given imo, no? Yes, the Beastmaster can use Ankheg Plate for BG1 (probably the best armor in that part of the game), Ashen Scales for SoA and most importantly all dragon armors (e.g. Red Dragonplate Armor is surely among the best armors in the game with or without IR).
  18. Tracking Tracking already has 50%-60% chance, and 100% against the quarry. The advantage over thief's Detect Illusion is that the ranger can still fight while looking out for hidden enemies. I'm curious to hear morefeedback on this ability and its cousin, Hunter's Quarry. Stalker I don't know. The stalker's stealthy approach doesn't really suggest long bows and spears imo, and gameplay wise they do not even suit the backstab mechanic. Why do you think it needs less restrictions? Ranger's spellbooks
  19. Erhm, it is likely to be so, as the specialist have to pick spells from their own school if they can and the Wildmage only has 3 special spells they are allowed and have to take. You could replace the spells with other chaotic spells ...So for example you could replace the Reckless Dweomer with a spell that has a 33% chance to cast Magic Missile to the target, 33% chance to cast Chromatic Orb to the target, a 22% chance to cast Color Spray on the target, a 11% chance to cast Cure Light Wounds to the target... and a 1 % chance to cast fireball to the target. I'm not sure what this would accomplish, except having to wait for KR's Wild Mage to get back the Dewomer as an innate. Are you suggesting to simply do not flag it as Wild Mage and make your substitute spell available to all schools? Off-Topic stuff My bike is this: Fortunately there's little paintwork and stuff which can be easily damaged, but I bet they'll ask me something around 800-1000 euros for the repairs. At least I hope I'll get that money back because the accident wasn't my fault. My father had a Guzzi ages ago but I'm more of a "sport" guy.
  20. A naked Fz6. It isn't too much damaged but I'm sure it will cost a fortune to repair anyway.
  21. New builds My plan was: - new KR build either late tonight or tomorrow after dinner (probably the latter) - new SR build on Sunday (it's not a major update, only a few fixes/tweaks and maybe a bunch of new spells such as MSVIII and IX) - new IR build...I have no idea. Either I do some quick stuff (e.g. wands) if we deem an update as necessary (is there any real issue?) or I take some time to finally hande BG1 Store Revisions (for this I think I'll need some help too) Sounds like a very good plan. I got injured with my motorcycle yesterday (though I'm more sad for my yamaha than my leg) thus you'll have to be a bit more patient for KR. Anyway, the good news for you is that I'm pretty much forced to stay at home now thus I should be able to make up for the lost time and release both KR and SR this weekend. @I fear your issue has to do with the game requiring you to pick Reckless Dweomer from spell selection screen. I guess I'll have to put it back there. I hope it's not necessary as well for the other Wild Mage spells.
  22. Summons The Aerial Servant is kinda OP yes. It has remained unchanged for too much and I'll surely do something to rebalance it. The Skeleton Warrior instead is more or less balanced for its new spell lvl instead imo, with great tanking properties but limited offensive potential. The Death Knight is intended to be "OP" but not fully controllable, nor fully friendly (e.g. he turns hostile if you damage it, unlike most SR summons). I do have to better implement its "availability" (aka you should not be able to summon it so easily), just as I have to do for the other Gate-like spells. When it comes to Cleric vs. Druid, keep in mind that Animate Dead's Skeletons, Skeleton Warrior and Death Knight are evil-only within V4, thus non-evil clerics don't have a single summonable ally until Aerial Servant, which should probably work as a Planar Bindind spell of some sort rather than a free summoning. That being said, a few Animal Summoning spells (III, IV and V in particular imo) probably need a small boost.
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