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Kalindor

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Posts posted by Kalindor

  1. I have encountered a couple issues with the revised bard kits. I have a lot of mods installed, however, so they might originate from elsewhere.

    1. The Jinxer's bad luck emanation also affects himself.

    2. The rats conjured by the Meistersinger's innate ability are all called "Rabbit".

    3. Tooltip names for the abilities don't seem to be present in many cases, for example the Meistersinger's druid spells listed under the Cast Spell button.

  2.  

    Just finding it funny that you think you can read my mind, while failing to do it so entirely.

     

    Same applies to you. I've never spammed "What about now?". I'm not Noober....

     

     

    Please ignore the imp. He is an expert provocateur. Often there are some informative bits in his posts if you can wade through them, however.

     

    I was originally assisting Demi in testing KR, and there has been little work done on this project for quite some time. However, Demi has not confirmed that he intends to leave the project in its current state forever. It's possible that future updates will be made, but don't assume that they will be forthcoming. Like the imp said, the currently implemented features work very well as-is. We did discuss on several occasions how cool it would be to assign kits to some enemies and have them use the abilities in KR. I agree with your position on that for sure. However, there were concerns with maintaining compatibility with DavidW's Sword Coast Strategems AI mod. IIRC, it was decided to complete revisions for all of the classes before considering whether to try to add behavior to enemy units, but the work on the classes stalled a couple of years ago.

  3. I just wanted to pop in to say that I am excited with this modification and the possibilities it represents. Thanks for your work on tweaking the AI in this manner. It would be a large undertaking, but I share kreso's enthusiasm for the possibility of having an AI that utilizes the KR abilities as well.

  4. Mass Lower Resistance

    How about a "Mass Lower Resistance" (lvl7?) spell? Something like the 5th level spell but AoE. Sometimes you fight groups of creatures with magic resistance and hitting just one of them isn't enough (e.g. mind flayers). This only gets worse when they use magic against you (e.g. drow)...

    This request popped up quite a few times. On one hand I'm tempted to offer some solution, on the other hand I don't think there's any similar PnP spell. It would be easier if there was a non-PnP BG spell which could fit such role (half of BG spell protections and removals never existed) but I don't see any.

    IIRC, we tossed around the idea of using Mass Lower Resistance as an HLA for one of the mage kits in Kit Revisions.

  5. I am sympathetic to these arguments. IIRC, I argued for a faster rate of regeneration when this feature was first being discussed. I feel as though it would not be unbalancing to increase the rate of regen a bit. I think a good way of looking at the regen spells would be in terms of how many rounds it would take to achieve the same amount of healing you get from the cure wounds spell of the same level. As long as it takes at least 3-4 rounds to equal the output of a cure wounds spell of the same level, I am fine with it. In such a case, they would still be vastly inferior as an emergency measure for low-HP characters, preserving that distinction between the cleric and druid play styles.

     

    As much as I understand the functional advantages of making these spells immune to Dispel Magic, I just cannot bring myself to agree. They just reek of being magical enhancements that should be subject to dispelling in my eyes. I also don't think that an arbitrary list of spells that are not affected by Dispel Magic is a good way to balance dispelling, either. I don't want to have to try to recall which spells are and are not affected whenever I cast Dispel Magic. If it was a simple guideline like "all alterations are immune to dispelling" like Demi alluded to, I would be more inclined to support it.

  6. Barkskin/Fire Trap & Glyph of Warding

    Fine.

     

    Invisibility Purge

    Within AD&D this spell actually had a very small 10' AoE unless multiple priests were casting it together. What about reducing the AoE from 30' to 15'?

    No thanks.

     

    Insect Spells

    I'd like to do quite a few things here:

    - remove the fear effect from them (Creeping Doom causes a poison effect on a failed save vs. death now)

    - make them ignore magic resistance (it makes no sense, they are summons)

    And I'm tempted to try the following:

    - reduce casting time from 1 round to 3, 5 and 7 respectively.

    - allow Creeping Doom to be cast on any point instead of requiring a target

    These are appealing to me. I would not reduce the casting time that low, though. Maybe something like 5-8-1round.

  7. The radius does seem extreme, but it is twice the spell level of Fireball. I don't think that large of a blast radius is unreasonable. I do think that druids should have offensive power that is comparable to a mage's power of the same spell level. I don't think they should be able to out-damage level 9/HLA wizard spells. In exchange for reduced spell power, they gain some armor, better HP and THAC0, shapeshifting (LOL), and very powerful summons that don't spontaneously turn against you. I want to try them out with the new version of KR before super-buffing their damage output.

  8. I also still have the problem where some of the kit descriptions are fine during character generation but are the vanilla descriptions in-game.

     

    As for the spellbook, the way that it is currently coded the spells will immediately be removed and replaced with the appropriate spells after leveling up. Therefore, if you pause the game to level up, the spellbook will be incorrect until you unpause it.

  9. Berserker

    @Kreso, when it comes to this kit the list of changes (compared to b19) looks like this:

    - Berserker Rage once again grants immunity to mind-affecting effects

    - Frenzy no longer triggers automatically, it is instead a 1/day ability gained at level 20

    - Berserker gains Reckless Offensive at lvl 2 (doubles Offensive Stance dmg bonus, but adds -2 penalty to AC/saves vs. breath)

    - Intimidating Rage now also causes -2 penalty to opponent's damage rolls

    - Diehard restores hit points as soon as it triggers each round instead of using a regenerating effect

     

    Unchecked Fury will actually never see the light considering it wasn't there for b19, but we may be re-use it somewhere considering it worked and looked cool.

     

    Deathless Frenzy currently works as an activated ability which can be used by itself:"For 3 rounds, the berserker's hit points cannot be lowered below 1, he gains a +2 bonus to attack and damage rolls, but he fights with reckless abandon, blindly attacking anything perceived to be a foe" but I'm considering multiple options such as:

    - making it usable only while enraging (kinda complicated though, unless we make Rage itself grants it, and thus allowing one use of this ability for each Rage)

    - keep it as a separate ability, make it not stack with standard Rage, but turn it into a sort of Epic Rage by itself (e.g. adding here mind-shield, dmg bonuses and so on).

     

    I know this was directed at kreso, but I'll chime in anyway. I don't understand why Unchecked Rage is not an option because it was not in the last beta. It is cool. Why discard it?

  10. It might be rather cool to allow up to 3-4 stars in the weapon styles to give fighters, etc. extra room to specialize. I am strongly in favor of making single weapon style more appealing as well. 10% crit would be a welcome addition. Maybe even -2 THAC0 instead of -1 THAC0 and -1AC at one star to make it very appealing to level 1 fighters/thieves in BG1. -2 THAC0 is a big deal outside of Candlekeep and would actually make me consider taking it instead of a shield.

  11. WOAH. Just had this idea.

    What about removing protection from critiial strike from some of the targets at lategame version?

    HEY, YOU ARE BASICALLY LOOKING FOR WEAK POINTS, RIGHT?

     

    If that's possible, it would be pretty cool! Target losing their immunity to critical hits would be a unique effect that would become more powerful later in the game.

  12. Quarry does need to improve with level, I agree. As much as I like the unable-to-hide mechanic (could be moved to HLA or Stalker-only), I do like making it interact with his Tracking ability. The more useful you can make Tracking and Quarry, the more useful and interesting the Ranger becomes.

  13. Cool! I didn't remembered that Remove Paralysis (162) doesn't cure opcode 157 (the one used by web) but only 109 and 175 (the ones used by hold spells). Not sure what to do now...though I admit it's almost roleplaying that he gets really angry because Web is trapping him. lol :D

    That's pretty funny! Could you make the Frenzy effect give protection from specific spell (Web)?

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