Jump to content

Demivrgvs

Modders
  • Posts

    5,369
  • Joined

  • Last visited

Everything posted by Demivrgvs

  1. Totemic Druid KR's Totemic druid isn't even available to the public. Protection from Acid Cure Wound spells Mmm...Cure Light/Moderate/Serious/Critical Wounds already have casting time 1, 2, 3 and 4 respectively. I also halved casting time of Heal (from 9 to 5). If you play with IR there's a couple of ways to improve cleric's casting speed a bit, which means these spells get super fast to cast.
  2. So...it's pretty much an Improved Hold Monster because for some reason I let it keep stun opcode rather than hold (why did I do that?) and it even has a slightly harsher save penalty! I do think it needs to be changed at least a little bit. On EE you simply cannot. Only with ToBEx. No comment.
  3. @Kreso, well we could make that wand slightly more unique and the consistency issue would vanish, no? Most wands don't cast perfect copies of a spell anyway (e.g. Wand of Frost, Paralyzation, etc.) Speaking of wands...maybe it's just me but the Wand of Paralyzation looked extremely OP on your BG1 no-reload run. @brandinmemph, the 3rd lvl Animate Dead no longer summon the Skeletal Warrior but "only" Greater Skeletons. The SW summon was freaking OP for a 3rd lvl spell slot, and even for a 6th lvl spell slot it is still extremely competitive (just compare it side to side with an Air/Fire/Earth Elemental and you'll see what I'm talking about).
  4. Summons Regarding the whole "bring the Nabassu back" (and maybe add a Cornugon too), I already said I'll think about it, it is simply not a priority of mine. It isn't very unique imo (just another demon), and surely it's not more unique than djinni/efreeti as some of you claim (note that genies within SR are not fully friendly, unlike most summons if you damage them they turn hostile). Also, an uncontrollable not-friendly demon cannot replace the Hakeashar, but yes, I was already planning to "merge" it and the Nishruu within the same spell to use the other resource for a more unique summon. Anyway, I'll try post more on this matter on the dedicated topic, hopefully later today. Namarra I agree it seems unfair for it to ignore Spell Deflection now that the standard Silence spell is blocked by it, but every AoE effect bypassed SD in vanilla. Namarra's Silence didn't got more powerful, it behaves the same, it's the standard spell which is slightly less powerful because it doesn't bypass SD anymore. On a side note, the issue would not be there with IR installed. Speaking of which, may I ask why you like SR but not IR? I'm just curious. Improved Invisibility The solution is using a -4 penalty to all saves to counter the hardcoded bonus added by EE, but it needs to be done via shell system because on one hand I need such bonus to not stack with themselves otoh the anti-stack effect would make it impossible to cast II again before the duration of the previous one expires. Short story, I need to make a different version of the spell which installs only when EE is detected. "Mod friendly" they said. Spell Removals I'll fix it immediately. Wand of Spell Striking As far as I remember I changed a few wands to not use the original spells because some players complained about "wands causing cowled wizards to appear".
  5. Oook, today I can finally start to mod again. I really couldn't mod with that fucking windows 8.1 on my new notebook and my PC was under a pile of stuff and dust until few moments ago (the keyboard went from black to almost white but I'm too lazy to fully clean it now). Anyway, np to fix all that stuff right away but I'm less sure what's going on with the Silver Sword. I'll try to track the issue down. I assume all other greatswords are correctly patched from 1d10 to 2d6, right?
  6. What? How did that survived all this time? Several players reached ToB with the monk without reporting it. I cannot check it right know if it's a typo in the clab (using old file at 14th lvl instead of new one) or if the new spl wasn't correctly set to give saves instead of mr. I'll fix it asap. Can you fix it locally for testing purpose on your run?
  7. I've uploaded a mini-update. V4 - Beta 9.1 (16 March 2015) - various fixes - Animal Summoning I summons large bats instead of rats (rat animation caused ctds on EE) - Spell Shield patching code hopefully fixed by Arda I hope instead to package a real new build within a bunch of days. It will include quite a few new spells, including all Monster Summoning spells from I to IX.
  8. There's some important stuff going on here. I'll try to upload a mini "new" build before going to bed. Dispelling Screen @Arda do you mean I don't have to replace "LAF ds_altered_spell bla bla" for spwi590? Replacing the line after spwi510 and removing the one after spwi590 does the trick? Animal Summoning I Let's give these bats a chance then and hope EE didn't fucked this animation too. I like the combo with Obscuring Mist. Good suggestion guys. Death Knight vs Cacofiend Leaving aside SCS compatibility (it checks for Death Knights when SR is installed), I do think getting DKs is way more interesting than having one more fiend summoning variant (we already have Summon Fiend and Gate). It also gives Necromancers a deserved high lvl minion, while Conjurer keeps the top tier fiends. I could "restore" the lost fiend (Cornugon?) on a different spell, or use it as entry lvl summon for the 8th lvl spell, but overall I don't understand what's special about it. Conjurers already have 2 genies, the anti-spellcaster hakeashar, and soon a cool MSVII too. Do they really need one more summon in that spell slot?
  9. WTF?!? Did SCS Improved Vampires used the rat's animation (maybe for a vampire alternative form or something)? That's the only thing in common that I can imagine, but that would mean there's no hope to make the spell work on EE unless I simply replace those rats with something else...
  10. @n-ghost I fear you just discovered another small issue. Druid's version is using the wrong projectile. The correct one got re-colored and it should be gray (check mage version). I'll fix it asap and re-upload. Regarding the "party-friendly" I still haven't decided, I was hoping for more feedback. Concept wise it would make more sense as not-friendly, but I don't know if the AI would handle it well. Btw, does ASI work on your install?
  11. Well, unless you plan on exploiting Spell Shield issues (e.g. god mode cheat vs beholders) even vanilla's Spell Shield can be acceptable for now imo, but yeah, Kreso's solution is better. Why Arda's code works on SCS and not on his own mod is still a mystery beyond my comprehension.
  12. Fixed. - this spell is disabled but it's best to keep it working just in case the AI uses it - ops, the other two Beastmaster spells are broken too because they were not updated - fixed - fixed Thanks guys. I'll re-upload the build asap. Edit: Done. Beastmaster spells are a bit odd now that every druid and ranger get AS spells at low levels. As a temporary solution it gets a lesser version of ASIV, ASV and ASVI. Those variants summon a single animal (a single leopard as a 1st lvl spell is still kinda good imo).
  13. I'm not swapping AoF with ASI, Druids got an almost entire new set of lvl 1 spells (Sunscorch, Faerie Fire and Strength of Stone from V3, Regenerate Light Wounds, Animal Summoning I and Obscuring Mist within V4). On a side note, Magic Fang and Animal Growth are not supposed to be used for ASI. The current animals do not get any hit point from their CON values. I have to assign them a PC class to make the stat work. That means the next build will see much tougher animals, especially mid-high lvl ones. The current state of AS spells is just a first draft. I'm waiting for more feedback to understand how to refine them. That includes an eventual change of the amount of summoned creatures. The caster level at which you get more of them too. The CON bonus will translate into 20-40 additional hit points (and even a small regen rate for bears) once I fix the above "issue". SR's Clerics lost Barkskin within V2, if not V1 itself. That's more than 10years ago.
  14. With your weidu log the only thing I can say is...WTF?!? Seriously, I have no idea how a Bone Fiend could end up there without aTweaks, Refinements or anything similar. Regarding your weidu-log... - Antimagic attacks penetrate improved invisibility is kinda redundant with SR imo - do not install Allow individual versions of Spell Immunity, considering what SR does with SI it may only cause inconsistencies - large, flying, non-solid or similar creatures are already immune to Web and Entangle within SR. I actually did many more similar tweaks within SR. - SR already handles Magically Created Weapons - Remove Delay for Magical Traps is redundant with SR (look who's the author of that tweak )
  15. Works fine for me. same as kreso they disapear after few rounds .. no where close to 5 turns Ehm...Kreso actually said they work FINE for him. I'm starting to fear another EE-related issue...
  16. Summon Death Knight Ehm...Death Knights should not be able to summon demons. It sounds like you installed aTweaks demons, but even then, no demon or devil should be immune to +3 weapons. No idea what going on. Can you post you weidu-log? Improved Invisibility Yes I do. Say thanks to EE that turned it into a hardcoded "feature". AoE spells vs. Spell Deflection It depends, are you talking about vanilla's 3/day Silence or IR "on hit" Silence? If it's the former, the code should be update to affect it yes (minor issue imo though as power lvls on them without IR were a random joke), if it's the latter than all of those spell-like effects have power lvl set to 0 on purpose and do not consume SD.
  17. Thanks n-ghost. ASI Where did you tested them? I'll wait to see how they perform at least on a full BG1 run. Ideally it would be cool if they could at least perform as a very small distraction within BG2, and if the combo Stinking Cloud + ASI works as I wish. Speed factor is already 1. Regenerate Light Wounds I knew this spell would have been good. Within BG1 it restores up to three or four times the amount of hit point of vanilla's Cure Light Wounds, and even later on it's a super cheap spell to slightly boost a character. The whole "undead are damaged by heal/regen" is simply not implementable without risking to ruin the AI. Goodberry I actually expected these to still need something, but I'm glad you consider them viable now. At least they are cheaper (1st lvl instead of 2nd is a big deal imo), more effective, and more unique (druid doesn't have instant cures anymore now) than vanilla's ones. Strength of Stone It's a self-only spell usable by a class who generally doesn't sport high STR (except maybe a fighter/druid). What you suggest is not doable, while a flat +x to STR would be hard to balance imo. Let's see if other players have some opinion on this matter. Armor of Faith Yeah, it's not tremendously out of place but I agree it doesn't truly fit a druid's spellbook. It was still there because of the lack of druid 1st lvl spells, but now that we added Obscuring Mist and Animal Summoning I we could consider to make AoF cleric-only. AoF curing poison? Slow Poison is there at 2nd lvl and it already has a small role we shouldn't make it even smaller imo. Entangle I remember a similar discussion about Web. I had a few doubts about the possible exploit of pre-casting these against neutral NPCs "not yet but soon to be hostile". Mmm... Shillelagh Ideally it is one of the best, if not the best, 1-handed weapons a druid can find in the entire BG1, and a +3 weapon available at the very start of BG2 if needed. Faerie Fire Yes, I was thinking to extend it to 10 feet, but then it would be on par with Glitterdust. These two spells are too much copy/paste imo. I'm tempted to try something more radical, like turning FF into a "stationary source of light" rather than the current "cast and forget". Kreso pointed out the AI would not actively try to leave the AoE, but I'm not sure if it's a big deal: right now an affected mage or thief cannot turn invisible for the whole duration of FF, with the change the worst case scenario is still the same if the targets remain in the same spot all the time. Sunscorch That's why casting time 5 has to stay imo. Magical Stone I'm glad to hear these at least look decent. I can be persuaded to increase the range from 20 to 30 if it can help the spell a bit, especially considering Minute Meteors always had that range. A few players reported issues with this spell duration (e.g. stones disappearing after few rounds), can anyone reproduce it and help me track the issue? I couldn't find any error within the spell files...
  18. @n-ghost I've fixed the icon mistake, thanks for reporting it. When it comes to maze and similar effects killing solo runs, it's not out of SR's scope, it's simply out of our reach. We can do nothing about it.
  19. I'd like to remember that the enemies immune to +3 enchantment can be counted on one hand (2x demi-lich, 1x Ravager and 1x WK creature I don't remember right now - I can check if necessary). That being said, the idea is kinda nice. I'll think about it. I'm sympathetic to this, but BG robes are clearly "mage robes" imo. We would have to tweak robes themselves before even considering this idea. It's hard to say. Within KR they have warrior thac0 table, and the best saves of all classes (with no weak save type). I could say they a sort of Kensai/priest with fists as their weapon of choice. Regarding 17+ CON not giving them any hit point, don't worry, that will be changed as soon as I release KR's stat tables.
  20. I never touched the Big Metal Unit because I consider it a sort of "joke" and not something to take seriously...should I reconsider it?
  21. Install 2). SCS doesn't yet check if SR has this component, and afaik some script depend on it slightly (mages will counter Blindness with it) 1) Is optional, but SCS won't behave "inproperly" if skipped. I don't use it. SR's True Seeing already counters blindness as "required" by SCS. Are you sure installing 2) is needed anyway for scripts to correctly work? Installing 1) is optional. SR provides an alternative solution but you are free to use SCS tweak if you don't want to require an 8th lvl spell, Pierce Shield, to breach liches and rakashas protections. SR variant is more "legal" imo because s 5th lvl spell is not supposed to affect those creatures at all.
  22. Yes, I re-uploaded the build yesterday night and afaik the only issue left to handle is Spell Shield, but unfortunately it's a big issue. Spell Deflections work fine, both vanilla and AoE version. On second thought: I've re-uploaded the build 5 seconds ago. Until Crevs manages to fix Spell Shield I've disabled the patching code, this way Spell Shield should at least work as per vanilla. It's far from perfect, but at least not fully broken.
×
×
  • Create New...