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Starcrunch

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About Starcrunch

  1. Been playing with the flirt pack in the OC (after a long absence from games). It's pretty fantastic, but I have noted a few minor problems mostly related to Neeshka flirts that refer to Elanee before Elanee has actually joined the party or the PC has ever met her. 1.) There is a flirt that allows me to smile at Elanee to make Neeshka jealous that plays as early as Fort Locke. 2.) If Neeshka rejects the players flirt when he smiles at her she makes a reference to the PC getting high on Elanee's herbs (more or less). Again you can get this response in Fort Locke. -Starcrunch
  2. Speaking of it, how does this feature work? Have you used "Spell Effect: Duration Modifier [99]" to double spells' duration? If so I've tested this effect some time ago and unfortunately I don't think it's reliabe at all. I've been fiddling with this opcode for the Magistrati kit HLA. It's not exactly flaky, it just doesn't quite do all the things one would hope... It only affects timing mode 0 effects. Additionally it doesn't affect any spells that have their duration set by the projectile. This means that a few issues come up with spells that have effects that don't use timing mode 0 (essentially all buff spells have a sound that plays when they are ended that is set as using a different timing mode, this means that if you double the spell duration the sound telling the player it's ended plays when the spell is only half through its duration). As far as I know the opcode has only two effects; it either modifies the duration of the effect as expected or it does nothing at all. -Starcrunch
  3. A mod like this would be really nice for BG2. I almost always am heading to Brynnlaw by day 6 or 7 and then rushing through to the end. I think SCSII has a component that ups the amount of gold it takes to buy assistance to get to Spellhold and I've meant to try that component for ages, but it always slips my mind somehow. Another alternative I'd be keen on would be to allow the player to keep playing after recovering his/her soul after all, it is clear from the movie beginning ToB that the PC has some time off between the games and you could use that time to do side quests to your hearts content (though many might be a bit easy by then). It could be done to where you simply return to Elessime to start ToB. Both solutions are pretty straightforward and give the PC time and a reason to do sidequests in BG2. Also I'd love to do Watcher's before starting the Fate stone crap. -Starcrunch
  4. 1.) I've got scroll usage working with Refinements (it's not actually very hard to manage). I still need to make it work when Refinements isn't installed. 2.) I've written the tp2 code to dynamically modify creatures, items, and spells that need to grant immunity to specific spells so that these now grant immunity to my copied cleric and mage spells (i.e. if a creature normally is immune to magic missile, it will be immune to the magistrati's innate magic missile attack and the magic missile mage spell cast as a priest spell if the Magistrati is an invocation specialist). Likewise if a spell grants immunity specifically to the Hold Person spell, the Hold person spell cast by the Magistrati (with it's reduced casting time) is likewise ineffective. This slows down installation, but the overall effect is to fully integrate the Magistrati's spells (which are cognates of normal spells) into BG2's magic system). This is all done dynamically and grants compatibility with all mods that change or add creatures, spells, or items. 3.) I've started working on the HLA table. The mod will detect if Refinements is installed or not and the HLA table will depend on whether or not it is (i.e. if you've got refinements you use some of it's abilities and the new one unique to the Magistrati, and if you don't then you use some of the default abilities plus the new unique ones for Magistrati). The table may also depend on which arcane school the player chose to install. Here are the abilities that I know will be in for those playing with Refinements (* is new ability, and # is Refinements default Priest ability: #Enlightenment #Recitation #Implosion #Mass Heal (not occluded by Destruction) #Destruction (not occluded by Mass Heal) #Storm of Vengeance #Summon Deva (may change to the unique Summon Shadowstaff...) *Scribe Scroll (which ones depend on school access) *Sever Construct *Azuth's Spell Shield (requires Recitation) *Azuth's Benediction (requires Recitation) Here are the abilities that I know will be in for those playing withOUT Refinements (* is new ability, and # is a default default Priest ability: #Fire Elemental Form #Earth Elemental Form #Implosion #Mass Heal #Aura of Flaming Death #Storm of Vengance #Summon Deva (may change to the unique Summon Shadowstaff...) *Scribe Scroll (which ones depend on school access) *Sever Construct *Azuth's Spell Shield *Azuth's Benediction I've finished Azuth's Benediction and Azuth's Spell Shield (except for touching up the BAM's to make them look more professional). Sever Construct is working but due a major overhaul to deal with getting the right graphic effects playing under the proper conditions (i.e. no graphics should play when the spell is cast on non-constructs). I haven't started working on Scribe Scroll at all. These are what the unique spells do (not the actual text I haven't got it here at this computer): Azuth's Benediction can affect one creature, range of touch. For five rounds any spells that creature casts that have a duration are cast for double duration. Note that due to the way the engine works this will only affect effects with timing mode = 0, this means that a few spells will behave very strangely (mage elemental summoning is probably the most strange). Additionally this spell doesn't affect the duration of any spell that has it's duration set in the PRO file (the various cloud's of whatever spells). The first of these is very rare but annoying while the second doesn't bother me. Obviously spells with no duration are unaffected. This spell has gone through a number of versions not all of which have had this effect...it may change (I'm considering taking advantage of some of the Wild Surge effects to do some other things... we'll see). Azuth's Spell Shield is an increased version of the 7th level priest spell of the same name available to Azuth's Clergy. It can affect one creature, with a range of touch. It lasts for 2 turns (the PnP version lasts only one round). The creature gains complete immunity to magical spells (except for Spell Strike and Pierce Shield which can end the spell shield). At the outset all active spells on the target are removed (no level check allowed) and no magic beneficial or not may affect the target for the duration of the spell (all spells cast by others are covered by the immunity to magic but those cast by the target itself are covered by prohibiting the application of some opcodes, especially those that can cause animations, other less obvious effects are removed every second by a dispel magic effect, in any event the player can't see that these effects were present for even a fleeting moment). In the end, while it appears very smooth, the spell is a clunky amalgam of many effects mostly because the general immunity opcodes don't occlude the caster's own spells. The spell is very powerful right up until the point you meet something more interested in gutting you with it's sword than casting spells at you. At that point it becomes a huge liability since you can't have any combat protections of buffs while the spell is up and running (no stoneskins, no PfMW, no Haste, no Invisibility spells, no mantles, ect.). Sever Construct is a compromise between the Destroy Magedoom spell and something of actual use (originally I was going to make this spell kill magic golems, Hakeshar, and Nishruu, but Magic Golems are too rare for it to see any use and Hakeshar and Nishruu only appear as summoned creatures and can be instantly killed by dispel magic according to their override script; I should check this out in game as I didn't know that). The spell is a visual range combat spell, with a casting time of 5 that targets . It improves with level. Constructs (read golems) with X or fewer HD are instantly destroyed, those with more than X HD are entitled to a saving throw at -4 to avoid destruction (at -4 it should result in a slightly less than 50% chance of killing the golem). If the golem survives the attempt to sever it is held for 1+1 / 5 caster level rounds. X = 8 for level>=15; X = 10 for level>=20; X = 12 for level>=25; X = 14 for level>=30; X = 16 for level>=35; X = 18 for level>=40. Most of the small golems have less than 12 HD. Most of the "big golems" are greater than 16 HD in BG2. These are subject to change. Things still to do: -Holy Symbol of Azuth -Scribe Scroll HLA -Patching for the proper Priest stronghold. -Touch up various BAM's -Make BAM's for things that haven't got them yet -Implement scroll usage when refinements is absent. -Decide whether to make the shadowstaff creature to replace summon deva... -The magistrati that specialize in weak branches of magic are going to get another unique HLA that is appropriate to their branch; weak branches are Divination, Enchantment, and Necromancy. I need to design these abilities. -I'm also debating expanding the mod and making the kits for Velsharoon and Savras which are basically special versions of the Magistrati (no armor, can turn undead, no scroll usage, full level usage for mage spells, some better 1/day SLA, but very similar frame work to the Magistrati). Maybe Mystra's as well, but there are some implementation difficulties with the Dweomer Keeper; also many of it's special abilities will be difficult to implement, my notes on how I'd build it are a lot thinner than the others, but if I added her it'd make the whole thing basically a Dieties of Magic addon to DR). EDIT: fixed a without
  5. I'm trying to find out what, exactly, the alignment restrictions are on spells and grepping the code and the readme and looking at the spell descriptions isn't helping me much. If anyone is still interested in this, here is what gets removed. The spell_remove_evil macro removes the following at installation if it applies: Holy Smite, False Dawn, Bolt of Glory, Holy Word, and Alicorn Lance The spell_remove_good macro removes the following: Animate Dead, Unholy Blight, Poison, Cause Serious Wounds, Cause Critical Wounds, Slay Living, Harm, Dolorous Decay, Finger of Death, Unholy Word, Beast Claw, Cause Light Wounds, Cause Medium Wounds, Cause Blindness or Deafness, Cause Disease, and Energy Drain The spell_remove_neutral macro removes the following: Animate Dead, Poison, Cause Serious Wounds, Cause Critical Wounds, Slay Living, Harm, False Dawn, Dolorous Decay, Bolt of Glory, Finger of Death, Alicorn Lance, Beast Claw, Cause Light Wounds, Cause Medium Wounds, Cause Blindness or Deafness, Cause Disease, and Energy Drain The kits using spell_remove_evil: Talos, Shar, Iyachtu Xvim(he's got some custom healing spells so the filter doesn't remove those), and Cyric The kits using spell_remove_good: Lathander, Selune, Ilmater, Sune, Corellon, and all ranger kits The kits using spell_remove_neutral: Helm and Tempus The kits using none: Kossuth, Oghma, and Oozemaster(Druid) Note: Trueclass clerics do not have alignment restrictions applied by the above macros since they can have any alignment and this method only works if alignment is restricted and/or you know what the deity in question is like. There may be a script that does some filtering, I'll have a look and get back on this (it'll extend Baldur.BCS so it shouldn't be hard to find if it exists).
  6. Armor restrictions have been added, using the unusability flags for shapeshifters. It's almost perfect and the only hackiness was to mark robes as un-unusable for shapeshifters so when the magistrati duals to a mage he can use robes. Since SS'ers themselves can only dual to fighter (and neither druid, fighter, nor fighter/druid allow for the use of any mage robe) this change is totally invisible to the player. Mod compatibility issue with this: If you use the Make lesser Mage Robes available to all component of some mod (I can't really recall which) shapeshifters will now be able to wear robes (for all I know they already can if you use that mod, don't really know). Also if a mod allows shapeshifters to dual to mage (I don't know of one and it might cause crashes) they will be able to use all mage robes once they dual class. I've started adding the use scroll ability, I now understand how refinements does what it does and why it creates and assigns all those kits. Right now what I'm planning will clearly have compatibility issues with refinements and rogue rebalancing specifically for clerics (and cleric kits) that dual to thief and plan to use the refinement/RR use scroll ability. I plan on trying to patch around this after I get the core up and running and if I can't I'll probably make this an optional component. The good thing is hijacking a cleric kit to serve as a "restriction dumping ground" is pretty easy since very little is tied to any of them to begin with as far as I can tell (holy symbols being an exception). The bad news is that as best I can tell, it's beyond my programming ability to on the fly detect what mod kits are installed and clone mod kits without explicitly writing code for each mod kit. I mean I think it can be done but it would take a much better coder than me to pull it off. I plan on explicitly making this compatible with all the mod kits I can think of, and RR and refinements aside, it's pretty straightforward, if tedious. Also these changes will make it necessary to always install this mod after all other kits and after refinements and RR (even if you're not worried about the Cleric->Thief dual class issues, the way scroll type items are patched (at least in Refinements) overwrites the usability codes for the races and classes. I should actually post this over at SHS since it's pretty trivial to change the coding to read the old value and only change the new one using WRITE_BYTE and BAND or BOR (and strangely the kit usability codes are handled in exactly this way and they are exactly one line down the tp2. I'm guessing though that the code was written before WRITE_BYTE and just needs to be updated. Even if this is changed in some future release of Refinements and RR it will still need to be installed after these so as to patch around "Use Scroll" HLA once I get that working (and I still need to look and see how RR does it, Avengers made some pretty serious upgrades to the code so it might be modernized there, I know the older release I have uses the same coding as refinements). To go with the armor restrictions I've coded up a tiny bit of code (and some .eff files) that allows the user to select at installation the mage avatar. This only effects humans, elves, half-elves, gnomes, and half-orcs as they are the only races with a mage avatar. I'm actually considering cutting down the playable races to human, elf, half-elf, and gnome since Azuth is the God of Wizards and only those races need apply, plus in PnP I think the specialist is restricted to only humans. I think the character (particularly the human) looks a lot more like a Magistrati of Azuth that way, plus the only armor he's ever going to wear is a mage robe anyway. Obviously you can just use the excellent avatar morphing script in BG2-Tweaks but coding it taught me a bit about how eff files work (and that's important for working on the ability to use scrolls. -Starcrunch
  7. I've been working on a Magistrati of Azuth kit based on DR v 5 (i.e. it works with DR v5 but not the unmodded game. Here are the kit features and how much progress I've made on each. Features: Reduced casting times for cleric spells by 3. - Done. This was accomplished by creating copies of the cleric spells with the CT reduced by 3 to a minimum of 1 for all effects and then assigning these "new" spells are then assigned to the 2da files that generate the cleric's spell book, all of this is handled by weidu at install. This method avoids reducing the casting time of mage spells. This is precisely as Magistrati work in PnP. A more trivial way to do this would be to restrict Dual classing and just apply the speed bonus to all spells quick and dirty, but the flavor of the class strongly suggests being able to dual to mage and I don't want the bonus speed factor to apply to mage spells. Can cast mage spells of one school at half their cleric level as cleric spells (gain new mage spells at 2, 6, 10, 14, 18, 22, and 26; this is exactly like their PNP ability.) - Mostly Done (just needs to change the tp2 code to get it to install properly as a component where the school is chosen at installation; this is the cleanest way to do it and avoids stupid in game dialog and reduces the accumulation of useless crap in the override directory. The spells are cloned mage spells, changed to cleric, that have had any effects with a min casting level > 1 modified to twice their original min casting level; this makes it so they "progress" in level dependent effects (such as durations and number of dice) at 1/2 their normal rate of progression; all handled by a macro at install so it uses whatever versions of the mage spells are present at the time of installation (i.e. if BG2Fixpack is installed it will clone the fixed versions, if it isn't it'll clone the original versions which often lake duration level dependence described in the text). The spells retain the priests full caster level for the purposes of resisting dispel magic (and the remove magic spell in abjuration is cast at full strength because I really can't figure out what controls the strength of dispel effects, it doesn't work like dice or duration). Currently the spell text is not changed from that of the original mage spells, I'm debating patching for this, but it's certainly on hold until after I get all the core features working. The following mage spells have been omitted and can't be cast as a Magistrati: any spell where the mage spell level is EQUAL to or HIGHER than the same spell that is castable by the Magistrati via normal priestly magic (i.e. True Seeing is a 5th level cleric spell and 6th level mage spell so Magistrati with divination expertise don't gain the mage version of True Seeing; same story for Protection from Evil and abjuration), Spell Sequencer type spells (the menu to discharge sequenced spells seems to be hardcoded to only appear for mage class characters, making it useless for Magistrati; Contingencies function fine), Nishruu and Hakeshar (Azuth particularly despises these creatures), Cacofiend (priests can cast the superior Gate as a 7th level spell so Cacofiend is pointless, see also the next reason), mantle/power word: stun/dijinni (Due to the huge number of 7th level cleric spells only 3 mage spells of a given school are available at the 7th level, all other levels are fine though 3rd level is close). The mage spells added for each school are recorded at the bottom of the page*. Can use mage scrolls. - Not Done. I haven't really looked into this, but I know that Refinements can probably give me some big hints into how this is done, BG1NPC may also give me an idea since they allow Imoen to use scrolls. I plan on investigating this over the weekend to see if I can do it. This is pretty close to how they work in PnP; they actually need Read Magic to cast scrolls outside of those in the school they choose (see above), but since there is no Read Magic in BG2 this is a very close approximation. Gain 6 lore per level starting at level 5 - Done. Basically works like the Oghma lore bonus. I might write tp2 code to check the actual lore values for clerics and then add the appropriate "spell" at each level based on the 2da file that controls lore progression. This will mean that if one of the mods that boosts the lore values for some classes (like the more sensible lore table component) the Magistrati would still only gain 6 lore/level. In PnP the Magistrati gains the ability to identify items at a touch but the closest I can really do in BG2 is boost lore. I kept the bonus to 6 so that Oghma's clergy are always clearly superior in this matter. An alternative would be to have an innate usable once per day that boosts Lore for a few rounds. I'm still thinking about this. Can cast magic missile 1/day at level 7 - Done. Easy. Exactly as in PnP. Can cast fireball 1/day at level 9 - Done. Easy. In PnP the Magistrati can actually cast either a fireball or lightning bolt once per day. I went with the better of those abilities. I might convert it to a menu where the player can choose one or the other so it would be exactly like PnP, but it's a low priority. Can cast Sunfire 1/day at level 12 - Done. Easy. In PnP the Magistrati can actually any of the Wall of X spells once per day, since none of those are in BG2 I went with a substituted spell. I might be convinced to change it and I may add a menu later to sect several but I definitely will keep it within the school of evocation. Cannot Turn Undead - Done. Easy. Exactly like PnP. Cannot Dual except to Mage - Done. Easy. Personal choice. I might change it back (some of this has to do with item restrictions that can't really be added) Min Stats of 13 Int/14 Wis - Done. Easy. Since this is really an advantage in BG2 I may remove it. On the other hand it's pretty modest. Restrict Alignments to LG, LN, LE, and TN - In PnP Magistrati are actually restricted to LN, but I decided to make it a bit broader and expand the alignments to those would be acceptable for non-specialty priests of Azuth (i.e. True class clerics who have Azuth as a patron; interestingly and perhaps uniquely, in PnP true class clerics of Azuth gain the increased casting speed exactly as the Magistrati; as far as I can tell there is no penalty associated with it). Sphere access using the DR system - Done. Pretty much like other kitted clerics in DR, except he uses a different set of 2da files with the custom cleric spells with reduced casting times. Major access: All, astral, charm, combat, creation, divination, guardian, healing, law, necromantic, protection, summoning, sun, thought, wards Minor access: Elemental, travelers, war No access: Animal, chaos, plant, numbers, weather All in all this is very good sphere access, and I'd say the kit is overall one of the stronger cleric kits. Note that all cleric spell, both vanilla and DR have been cloned for the reduced casting times, even those for spheres the Magistrati can't use, this is because the spells can also serve as the starting point for building the Dweomer Keeper of Mystra who shares the casting time reduced by 3 ability (though they don't get it until level 7) and Mystra's clergy have access to almost every spell in the book, I think war is the only sphere she has no access to). The thing I can't do but wish I could - In PnP the Magistrati cannot use armor. I can't really do this because there is no other kit/class that suits me here. The kinsai also restricts bracers which should occur. Additionally the Magistrati is supposed to be able to use mage gear but this is also pretty much impossible due to engine limitations. If anyone has ideas about how to do these things without totally fucking up the other kits/classes let me know, but looking around the forums and tutorials it doesn't look good. Things that need to be done that aren't exactly class features or that I haven;t thought about yet - Temple stronghold patching, holy symbol patching, and HLA tables (right now I just use the default). *Mage Spell Access: Abjuration: Protection from Petrification(1), Resist Fear(2), Minor Spell Deflection(3), Protection from Cold(3), Protection from Normal Missiles(3), Remove Magic(3), Spell Thrust(3), Minor Globe of Invulnerability(4), Secret Word(4), Breach(5), Lower Resistance(5), Minor Spell Turning(5), Protection from Acid(5), Protection from Electricity(5), Protection from Normal Weapons(5), Spell Immunity(5), Spell Shield(5), Globe of Invulnerability(6), Perce Magic(6), Protection from Magical Energy(6), Protection from Magical Weapons(6), Spell Deflection(6), Warding Whip(7), Protection from Elements(7), Spell Turning(7) <-- Abjuration is a strong choice, with many spells that are a must for fighting mage duals. Very bottom heavy, not worth much if you plan on dualing to mage since the spells you really want aren't available until level 18 when you get Breach, Lower Resist, and Spell Immunity. Alteration: Burning Hands(1), Color Spray(1), Shocking Grasp(1), Knock(2), Strength(2), Vocalize(2), Haste(3), Minute Meteors(3), Non-detection(3), slow(3), Fire Shield: Blue(4), Fire Shield: Red(4), Otiluke's Sphere(4), Polymorph Other(4), Polymorph Self(4), Stoneskin(4), Teleport Field(4), Wizard's Eye(4), Lower Resist(5), Disintegrate(6), Flesh to Stone(6), Improved Haste(6), Tensor's Transoformation(6), Stone to Flesh(6), Ruby Ray of Reversal(7), Sphere of Chaos(7) <-- Alteration is strong throughout with excellent utility spells from beginning to end that are worth a slot (except level 1, those are all crap). This nice even distribution and the fact that many of the spells are useful even at a low level makes it a decent version to consider dualing to mage. Conjuration: Armor(1), Find Familiar(1), Grease(1), Glitterdust(2), Acid Arrow(2), Power Word: Sleep(2), Flame Arrow(3), Ghost Armor(3), Monster Summoning I(3), Monster Summoning II(4), Spider Spawn(4), Conjure Lesser Air Elemental(5), Conjure Lesser Earth Elemental(5), Conjure Lesser Fire Elemental(5), Summon Monster III(5), Carrion Summons(6), Conjure Air Elemental(6), Conjure Earth Elemental(6), Conjure Fire Elemental(6), Invisible Stalker(6), Power Word: Silence(6), Wyvern's Call(6), Summon Efreeti(7), Limited Wish(7), Prismatic Spray(7) <-- This list is pretty good with spells distributed pretty evenly, though most low level conjuration is worthless. You can get a familiar if you go this route (well if I get the scrolls working all magistrati will be able to get one). Since none of the low level spells are any good at low level conjuration is not a very good choice for dualing to mage (really only flame arrow is good even at high level!). Divination: Identify(1), Infravision(1), Detect Invisibility(2), Clairvoyance(3), Detect Illusion(3), Wizard Eye(4), Oracle(5) <-- Very poor list. There aren't many Divination spells to begin with and a large number of the ones that do exist are also cleric spells already. Enchantment: Charm Person(1), Sleep(1), Friends(1), Luck(2), Ray of Enfeeblement(2), Dire Charm(3), Confusion(4), Emotion(4), Enchanted Weapon(4), Greater Malison(4), Chaos(5), Feeblemind(5), Hold Monster(5) <-- Poor list, though a very strong choice for BG1-Tutu or low level play where enchantments (sleep and charm person are stupidly powerful for the first half of BG1) are the strongest field of magic (enemies rarely save and many of them can take out 3 or 4 monsters in a casting). Biggest problem is there are no enchantment spells at mage levels 6 or 7. Illusion: Blindness(1), Reflected Image(1), Spook(1), Blur(2), Deafness(2), Invisibility(2), Mirror Image(2), Invisibility 10' Radius(3), Improved Invisibility(4), Shadow Door(5), Mislead(6), Mass Invisibility(7), Project Image(7) <-- Weak over all but the top half are all decent utility spells that I cast often so a decent choice if dualing to mage. The bottom half of the spells suck except for the 2 good level 7 spells (and of course Project Image is susceptible to all sorts of abuse). Levels 3-6 are just variants of invisibility so add very little to the overall spell selection. Invocation: Chromatic Orb(1), Magic Missile(1), Shield(1), Agannazer's Scorcher(2), Stinking Cloud(2), Web(2), Fireball(3), Lightning Bolt(3), Melf's Minute Meteors(3), Fire Shield: Red(4), Fire Shield: Blue(4), Ice Storm(4), Cloudkill(5), Cone of Cold(5), Phantom Blade(5), Sunfire(5), Chain Lightning(6), Contingency(6), Deathfog(6), Delayed Blast Fireball(7), Limited Wish(7), Mordekain's Sword(7) <-- Great if you stick with it. Worthless if you dual. Even progression throughout, gains 3 or 4 spells per level. This is my test school and it's pretty much final the others may change after I test them in game. Necromancy: Chill Touch(1), Larloch's Minor Drain(1), Ghoul Touch(2), Horror(2), Hold Undead(3), Skull Trap(3), Vampiric Touch(3), Contagion(4), Spirit Armor(4), Animate Dead(5), Death Spell(6), Control Undead(7), Finger of Death(7). <-- Nothing to write home about, very few spells and all the early ones suck. Due to the 1/2 caster level progression skull trap is much weaker than when cast by a real mage. Animate dead is also weakened by the slow progression because it only becomes good once you hit the skeleton warriors. There are a few specific anti-undead spells that could make up for not being able to turn. Note that once you hit level 26 and finally get FoD your Finger is every bit as good as anyone's since it has no level dependent properties. But if you really want FoD and Animate Dead why not go with a cleric to an Evil god (Azuth who is neutral doesn't allow you such powers as a Magistrati via normal cleric spells)? -Starcrunch
  8. Some thoughts: Staff of the Magi - Looks good now, except I think the Remove Magic should be 3/day instead of 1/day (basically the Remove Magic cognate of Carsomyr's Dispel Magic ability which you've left as 3/day). What about a castable invisibility to keep with the flavor of the origional without the crazy exploit? On the other hand it's retained the Spelltrap so I guess it's still the best staff in the game. Lilacor: Any way to make the enhancement bonus tied to the wielder's level? -Starcrunch
  9. If he's using invisibility the combat log should note it. -Starcrunch
  10. This has all of the info on Mielikki in the 2nd ed. book Faiths and Avatars. -Starcrunch
  11. Noticied this and thought it might be fun to play too... 1. How many NPCs do you usually include (for solo, 0)? 5 or 3, depending on mood (5 more common but occationally I get the urge for playing through with 3 NPC's). 2. Do you prefer a themed party (all good, all evil, all mages, all wizard slayers, etc.) or do you prefer a balanced party in terms of class and alignment? Themed party is uncommon for me, but I've played all mages before. The party is usually good, neutral characters. I can deal with Viconia too. 3. Does NPC personality influence your party composition? Yes, and I tend not to like NPC's who are contentous about everything. The NPC needs to get on well with at least the PC, and preferably some collection of NPC's. That's not to say the NPC needs to get along with all conceivable PC's, but they should at least get along reasonably with SOME PC. I'm pretty much fine with various romance NPC's fighting over the PC, but I do tend to put that sort of thing down in a hurry. If I ever get the feeling that an NPC-NPC conflict is bitter enough that it could lead to a breackdown in combat, someone is going to go (and it's going to be the NPC I personally like least). This doesn't mean their shouldn't be such breakdowns in an NPC mod, I'm perfactly willing to choose, but it shouldn't happen with more than a handful of NPC's, IMO. 4. Does an NPC quest influence you party composition? To an extent. I take certain NPC's on their quests. Keldorn is always taken and then left to be with his wife if I don't wnat to keep him. Valygar is usually taken, unless I'm evil. I take Mazzy for a while. I do wish it were possible to have Imoen die in Spellhold if the party doesn't have a slot for her, rather than always being forced to leave someone behind. 5. Does NPC power influence your party composition? No. I try to always have thief, but other than that I usually cover everything without thinking. 6. Regarding your PC (player 1), do you single-class, dual-, or multi-? PC is almost always single-classed. Usually a kitted character. Usually mage (including sorc), cleric (DR Lorekeeper of Oghma is one of my favorites), or bard. More rarely a monk or ranger. He is never a Druid or Barbarian for story reasons (there is no conceivable way to reconcile growing up in Candlekeep and having those classes, for similar reasons I don't take kitted fighters). I like druids but couldn't care less about barbarians, Minsc is close enough IMO. I've played a few paladins and non-kitted fighters but never deeper than BG-I. 7. How powerful do you want your PC to be in terms of the challenges posed by the game? Usually the PC is just part of the puzzle. With a good party it's pretty hard to be challenged by any part of the game. With a balanced supporting cast the PC doesn't have to do anything... Hmm, I might try a themed game where the PC has zero kills. 8. How powerful do you want your PC to be compared to the NPCs? Well if the PC is a mage/sorc he'll eventually be more powerful than any non-mage. If he's a wild mage, then there is no contest... 9. How do you utilize multi-classed characters? Well Aerie is nearly the best NPC in the game as far as power goes. She has decent stats once you get the Belt of Fortitude and something to boost her strength... but the ability to put together arcane and divine buffing spells can make her really sick. Jan isn't as good but he's the only NPC that levels as a thief after Yoshi betrays you. He's a weak mage with more thief skills than needed (aerie is also a weak mage, but there is a lot more synergy between her mage and cleric spells that can make up for it). Usually Imoen is my thief, the game just doesn't ask for more out of a thief than Imoen provides. I am playing with Amber now as a thief, and liking her very much. 10. How do you use 'specialty-class' characters (bards, monks, specialty kits)? I use HD a lot. He's got some really good dialog and I always take him if I'm romancing Aerie... He makes that romance worth while IMO. To be honest despite their incompatability at least their romance is built upon something he and Aerie have in common... The PC-Aerie romance is built upon the simple fact that the player isn't a complete evil bastard when Aerie talks about her problems. Random off topic rant about Aerie's romance: I actually kind of like Aerie, but the romance starts too quickly, you never discuss you're "little" problem in a direct way (which is weird as it's actually the central topic of the whole damn story arc!), you then get forced into a dialog where you get to choose between taking advantage of her (the dialog option conotates a certain amount of calculated sleezieness), or effectively telling her she doesn't actually know what she wants, and you do. "The wouldn't you rather wait until the time is right," line just makes me cringe because it impies that Aerie hasn't really thought things through and that she doesn't know that she wants to sleep with the PC, and that if she were to think a little harder she'd know this... Wow! Now I've shown respect to Aerie by implying she's a thoughtless fool who doesn't understand what she wants*. Oh, yes then you can have a baby with a gestation period of a few days... which I believe Jaheria even comments on... Oh and that's only after having fought the shortest fight in history about whether preganant women should be adventuring (well it may acutally be the only such conversation in history), in which Aerie deadpans a line about resurrecting her fetus... *Why the choice between a bad prono line, "How could I refuse such a sweet offer?" or claiming Aerie doesn't know what she wants (strictly speaking the PC implies she doesn't know how to recognize the right time for having sex; but the right time when it comes to sex is very much tied into what a person wants)? Why are there only dialog choices that imply the PC is much more mature as far as relationships goes than Aerie? I mean unless he had a fling with Imoen back at Candlekeep there are, in cannon, no chances of him being in a relationship, and all of one chance of him having sex before this scene plays out. Sorry for tha Aerie rant, -Starcrunch
  12. It should be in the spell description (well to be honest I can't be sure if it is or not). Animate Undead is evil. Unholy Blight and Unholy Word are also evil. To be honest I doubt there are any implemented spells in those spheres that are evil, I only wrote that just in case there are. -Starcrunch
  13. Rangers have the following major spheres in DR: all, animal, healing, plant, and weather. Spells with those spheres should be found in their spell book. Also, they shouldn't have any spell with the [evil] descriptor if they appear on the list. -Starcrunch
  14. How would Aklon take receiving Lethian's head? For it to be practical wouldn't the PC have to give it to Aklon very early in the relationship, in fact almost immediately? Could perhaps people not wanting to give such an, um... interesting gift do something else with the head? -Starcrunch
  15. I haven't used web against beholders in SCS. It's a strategy I used to use against the ones from Sim's Quest Pack(??) improvements to the beholder lairs, I didn't think that it may have been changed, sorry! I do agree that it shouldn't work. For SCS beholders I've only used the Emotion/Chaos line of things, it's simpler. I only added the Web aside to try to be complete on strategies for taking down beholders. Sorry for the confusion. -Starcrunch
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