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Demivrgvs

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Posts posted by Demivrgvs

  1. I installed the beta mid-game and now I have:

    1. MSII in my lvl4 page (alongside MSIV).
    2. Spell Deflection in both lvl5 and lvl6 pages.

    Wonder which ones I should memorize ;)

    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. ;)

     

    I also spotted a couple of description issues:...

    Fixed thanks for reporting.

     

    Except one thing

    "Invisible Stalker", "Conjure Elementals" (lesser and normal), and "Aerial Servant" don't give the stats of the summoned creatures, as most other summoning spells do (I suspect some of these were removed by SR and I only see them since I installed it mid-games, but I'm not sure which).

    I have neither removed nor moved any of these spells. I have no idea why you don't get their full description. o.O

  2. Hello Demi and thanks for this latest release.

     

    I take you weren't able to fix the compatibility issues between IR and 1PP v4?

    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.

     

    Potion of Absorption resistance lowered from 20% to 10%

    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.

  3. NPP & Long lasting buffs

    I don't think the long duration of Negative Plane Protection makes it OP... just less of a hassle. Five turns is more than enough for the vast majority of battles anyway, so this just means you have to rest after each one and cast again - an inconvenience at most. Same goes for the other shortened durations (e.g. mass protection from evil). And I see Chaotic Commands is still 1 turn / level so...

    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.

     

    Plus with SCS no encounter is really trivial... everyone is so improved you always have something to worry about. Even vampires blocked by CC + NPP can still drain CONST, summon dread wolves, shapeshift, sometimes cast spells, etc etc.

    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

    Too bad about Chaos though, I'm really going to miss that spell :)

    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.

  4. 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...

    I also noticed that the elemental conjuration spell descriptions still mention the 15% chance the elemental will turn on the caster, even though the SR readme states it is not the case.

    ^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.

  5. 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%

  6. Dispel Magic

    I'd consider single-target DM, tbh - would be both distinct from RM and also much easier to script for.

    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.

  7. 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.

  8. Dispel Magic

    I started out thinking of the stupid Inquisitor ability. Is it meant to be offensive, to take down enemy buffs? Then it ought to be replaced by Remove Magic, or even better, Breach.

    If it is meant to be a way to break evil enchantments affecting your allies (it sort of replaces Lay On Hands, after all) then it should be edited to only affect allies. Either way, Bioware's solution of "eh, let them use it for everything!" is unsatisfactory.

    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.

  9. @Salk, fixed thanks. ;)

     

    Stinking Cloud

    I find myself avoiding this spell after trying to adapt it into a workable strategy. It was more useful when it knocked the afflicted unconscious, but I like the concept the change to it is trying to take. A.I. creatures affected by the spell scatter in all directions unable to attack but for the most part stay away from you. You can't send any melee'rs in without subjecting them to the effects as well- archers can only pick off one or two creatures (this is goblins, I imagine this is more pronounced at higher levels) before the effects wear off, and low-level mages can't really get a spell in because of range/mobile target issues. Not sure what role this spell was supposed to fill. My suggestion would be to have the number of rounds the spell affects a creature increase with levels over time, maybe one round every 5 or 6 levels, and possibly implement a save penalty. Or add a Druid or Cleric spell that allows your party members to become immune, temporarily, to cloudlike effects, sort of like a Magic Rebreather.

    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

    Just wanted to say I really like this spell and have found tremendous use for it, especially when using it with IR's darts. And obviously, fighter/mages benefit as well.

    :)

     

    Shield of Faith from KR

    Would be fantastic to see this as a Paladin only spell in SR. In fact, it would be fantastic to see a revised Paladin Spellbook and some Paladin Only spells to be implemented.

    Hopefully KR will handle this, but it doesn't belong to SR imo.

     

    Dispel Magic

    Here's a thought:

    1) Make Dispel Magic only affect party/friendly creatures. Now you have a choice between curing allies of magical ailments, and removing buffs from enemies with Remove Magic. Now,

    2) Combine them into a single spell and let the player choose which to use when casting. Now,

    3) Use the Remove Magic spell slot for something else.

    I need to think about it, but I feel it doesn't convince me.

  10.  

    I was thinking it'd be nice to have a description for the Identify spell that doesn't break the fourth wall. I came with this (PnP inspired) variant:

     

    Identify
    Level: 1
    School: Divination
    Range: Personal
    Duration: Instant
    Casting Time: Special
    Area of Effect: 1 item
    Saving Throw: None
    When this spell is cast, name and enchantments (including curses) of one item subsequently touched by the wizard are revealed without fail. Many unidentified items can still be used, but at great risk.

     

    I agree the current 4th wall breaking description isn't great. Let's see what other thinks...

     

    I'll probably be away from BG for the next month or so, perhaps I'm in luck after summer Holidays?

    Yes. If not, they should fire me from G3. ;)

  11. Are you doing IR/SR stuff on this side of the summer?

     

    Cheers

    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). :)

  12. Sorry for my disappearance.

     

    Can I get an invite to the Item Revisions V4 beta? About to start a new run and I love what I see with this mod and I'm eager to try it out.

    I too would like to try out the beta, all of the revision betas in fact!

    PMs sent.
  13. Stalker's Weapon Proficiencies

    With regards to spears being "underused" I mean as a class focus, yes. They have worse damage type than both Two-Handed Swords and Quarterstaffs and still relatively low damage. At the moment, the only class I see where spears make sense are druids. And even then using a Scimitar and a buckler will likely be a lot better. It is not a strong point for me, however, as I recognize that they thematically aren't the best fit for the Stalker. I just dislike seeing a cool weapon type being relatively useless, even though IR does help a lot.

    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

    Beastmasters can also use heavy armors like Ankheg Plate? That seems strange given that the base class is limited to Splint Mail? I love the Splint Mail limit for the Ranger though :)

    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.

     

    Beastmaster gets access to better armors as a *penalty* :p

    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).

  14. 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 think the current restrictions are too severe. While I am definitely on board with not allowing two-handed swords, axes, flails etc. I still think that the Stalker kit is a Warrior class at its base. Leaving it with thief weapons only is a very harsh restriction. Long bows seem to me to be quintessential Ranger Weapons, and should therefore be allowed. Spears, I grant you, makes less sense theme wise. However they do sort of fall within the "light" weapon category and are currently underused.

    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?

    Edit: Unless "not wear metal armors" for Beastmaster allows armors like Ashen Scales? In that case, feel free to disregard these musings :p

    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).

  15. Tracking

    I think tracking needs a boost. There are many other ways to dispel invisibility and I am severely hampering my Rangers combat ability by trying to get a small chance to dispel it.

    I would recommend something like 40-50% for basic tracking and maybe 75% for the upgraded tracking. This may seems high but both clerics and mages can dispel invisibility without fail and thiefs don't get movement speed penalty using Detect Illusion.

    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 think his weapon restrictions are too strict. He should at the very least be able to use long bows in my opinion. Spears and composite long bows would also be cool.

    In BG2EE I can still put proficiency points into weapons he can't use. I guess you know this, but thought I'd still mention it.

    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

    I like the spellcasting for the Ranger though. Many good choices that has nice synergy for him.

    :)

  16. @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. :(

    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

    A chance to get a Moto Guzzi? Surely most repairs are expensive enough. The paintwork on your bike is scratched or is it worse?

    My bike is this:

    YAMAHAFZ6S2-2826_11.jpg

    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. :D

  17. New builds

    Can you give a hint when a new build with above fix is uploadet? It'd be silly to install that when I could wait for it.

    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. :(

  18. Summons

    Anyway, got some first impressions on higher level summons from looking at the stats. ...

    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.

  19. Can you give a hint when a new build with above fix is uploadet? It'd be silly to install that when I could wait for it.

     

    Cheers and thanks in advance

    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)

  20. Enchanted Weapon
    I'll try to add the missing darts asap.

    Idon't know if I'm interest on making a higher lvl variant of this spell because +3 enchantment is enough to hit 99,9% of all the in-game enemies, and +4/+5 should be reserved for really epic stuff imo.


    Latest thing: the short bows and long bows created by Enchanted Weapon (DVENSBOW and DVENLBOW) have only 1.5 attacks per round instead of 2, like other bows of those types. Confirmed in DLTC Editor that this is from the Stat: Attacks Per Round Modifier effect.

    That's what you get for playing a game w/o Item Revisions, where bow's rate of fire is nefred to 3/2 apr.

    Strange, I thought I reverted that change on EW bows to let IR's code patch them. Speaking of which, I need to check if that code check for those bows or not.

     

    Typos

    Animal Summoning VI refers to summoning 2 or 3 Dire Bears, but the stat block calls them Cave Bears. The animals that are summoned are Cave Bears.

    Bolt of Glory spell description has a typo: "Magic resistance does not effect this spell" should be "affect" instead.

    I'll fix these thanks.

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