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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Erhm, it doesn't come with it... but all the creatures that have the NW protection will never use the Mantles EVER ! After all, "it's not logical."And either of my proposed solution would guarantee that the protection spells would get a new looks and hoops. But ahh well... you can't be reasoned with ...
  2. Question, how do you balance the 6th level spell that gives the same effect as the 9th level spell ? In all the cases it actually matters...Yeah... see the mages have more than 1 type of protection ability... and your solution just makes the others redundant to what comes to the spell levels ... well unless you wish to protect the Protection spell. Which can be done with any Invisibility spell and a random spell protection spell for the divination spells... which are not meant to be there for that, but for other purposes. Yes, the game has way too many I am immune to all your efforts type of combinations that rely on the fact that they are supposed to be short duration effects but in fact are totally not when considering the damage they help out to put out.. and up with. You missed the point of why the PfMW should actually allow the normal weapons to get through... it makes the NPC immune to the other touch effects of the magical weapons, they do less damage and all the other effects also matter like stone skins, mirror images, invisibility AC etc ... Unlike with the Absolute Immunity, in where you don't need to worry about such petty small things as AC.
  3. I will argue arduously against this... Why not make the problem spell worse, not the non-problematic spell have the same problem ?We can make the PfMW remove the Protection from Normal weapons with two step program... we first of all restrict the spell to have only the normal enchanted weapon protection, and then set an AI that drops all the protection items that concern the Normal Weapon protections as the primary override AI. Yes, this will leave the party free to switch items to the normal variety or breach the spell if they so want to. PS, the creatures have two ring items, one can be use to facilitate the switching the immunity effect from one item to another that can be dropped without causing a "catastrophic" effect like loosing spell level protections etc. In addition there's of course cloak slot etc spaces the item can be at. And yes, there's specific code series that checks if the items in the slots are actually correct type, and one of those should be used to make sure the items end up in good spots. There's another more interrupting way too, remaking the Protection from Magical Weapons spell to what is known as "Lesser Mantel"... which is the vanilla type Mantel, that allows +2 weapons to get through it.
  4. Erhm, could you remind me what those are ? If we remember the fact that the 90% of the enemies that use the spell are actually immune to the normal weapons, naturally.
  5. Nope, it relies on the effect flags the spells produce.
  6. Well actually it is easy to detect them... you just use a script that does this... yes, usually the enemy already has the normal weapons protection which makes the PfMW the same thing as the Absolute immunity in the regards that come to weapon damage, making it overpowered spell for the level it is on.. the only way for the player to gain the same advantage is to have the Bhallspawn power or one or two armors that give it.. in comparison to the fact that there's dozens of monsters that have the ability as a permanent enchantment. This fact actually makes the dual and multi -classes better than the standard classes as the pure mage can't actually use the armors and the Bhallspawn usually should be a nonmage -class as it lacks the HPs to take advantage from the most powers. And what's good for a mage to have the evil powers as they can naturally cast similar or exactly same spells, while a fighter gets a larger advantage from being able to cast spells.Now you just wish to make the other spells more alluring to be casted as they give the same effect ... is not going to make the spell more usable ... that much, in comparison to the other possibility where only the AI would give the benefit, as then, the monsters would need to rely to other effects for their defenses, not to pure cheese "you can't hit me" and "ouh, yeah, I am invisible so bye bye to your Breach spells, as you can't target me. " .."instead of option to the Absolute Immunity, I opped the Spell Trap as it gives me a few more of those fun PfMW spells while you destroy it" ...
  7. If I might suggest, to add this: On the next version... and by the way, the post looks much more pleasant, so well done.
  8. That's cause you need to extract the latest weidu.exe to the game folder(the Windows Binary archive in here), remove the setup-*modname*.exe and then rename the weidu.exe to be that setup-*modname*.exe you just deleted, and then run it.
  9. Actually something like that could be done imo, but not within KR. An eventual Quest Revisions (I think that would be Arda's favourite Revision project) could check via scripts if the party has a ranger PC and react accordingly (e.g the supposed ambushers could not be prebuffed if a Ranger is detected), but I fear things like this are just dreams. How about a different approach, you could make the game check that the player has entered to different areas, and then make an ability that summons an invisible creature that checks those global's and gives options to travel safe to via dialog... and the safe travel to means a cutscene of a teleportation to the passed area and area check which will advance the game timer etc. The would be safe areas could be Friendly Arms Inn, Copper Coronet, and the Guilds after gaining one of them... etc.
  10. Well, the character being at level 1 actually makes it easy to cheat to make a dual-classing very easy, as you just need to set the XP level after requiting the NPC the two times. And the HP max is easy to archive by setting the difficulty level under the D&D rules(to ~normal). Yes, it's totally different approach. Both are valid of course. You might make the readme a little more formative(as in, use the forum codes to make it less uniform) by editing it.
  11. Hmm, would it be too much to ask to put the Shield spell to good use here and make it remove the very first MF's Missile, while being canceled by it(provided there are no other spell protection spells) ... unlike the Magic Missile which cannot pierce the spell at all ? While using the Magic Missile animation perhaps recolored...
  12. I find it hard to believe this spell really conjures a dragon to just breath one time before dismissing it. Not to mention it would just summon a decapitated head of a dragon. I do think the dragon's head is just a cosmetic thing, and the only real reason HLAs such as this (or Comet) bypass magic resistance is that developer wanted them to be the ultimate spells. For the same reason Dragon's Breath is party friendly, even if something like that is pretty much impossible to explain. Actually it summons the extra dimensional dragon to breath on the target, the dragon then moves on to other pastures... just like the gate spell summons the demon, but the demon is more willing to pass to the primary material realm, so it jumps at the chance, while the dragon is not.
  13. This area ? Or the Red Toe's ? Erhm, the priest should summon two, but Red Toe is there alone, and they are in different areas... and there are more Verbeeg's in the real temple area.
  14. Well yes, after sneaking into a locked room, thief something, or just wonder and talk to the "people" there, and then enter to the further backrooms and they should have elite yuan-ti's that are archers, and yes, the Summoner and a few others of the primary levels creatures are mages, but not many.
  15. Well you take this line from the kit install tutorial and make it match what you wish in game: // appended to ALIGNMNT.2da ~C!Selune 0 0 0 1 0 0 1 1 0~
  16. Or you could make the whole thing linearly exponential... cheese the names and go with the protection levels as this: Spell level: 3) Protection From Normal Missiles - self, 4 rounds, speed 1, effect: protects from no enchanted arrows/bolts/stones. 5) Protection from Normal Weapons - self, 4 rounds, speed 1, effect: normal weapon immunity(so +0's), non enchanted arrows/bolts/stones and throwing axes. 6) Protection from Magical Weapons - self, 4 rounds, speed 1, effect: weapon immunity of (+)0, +1 and arrows/bolts or stones/thowing weapons... other than their effects and ... I would personally name this as Lesser Mantle. 7) Mantle - self, 4 rounds, speed 1, effect: weapon immunity of (+)0, +1 and +2, plus the spell protection of levels so and so forth, as in original game, and ranged attacks. ... that do not pierce the Mantles effect(say the +3 Arrows, Arrows of Slaying and Arrows of Piercing will get through as do the +5 throwing weapons). 8) Improved Mantle - 1 touch target, 4 rounds, speed 1, effect: weapon immunity of (+)0, +1 and +2, +3, +4, plus the spell protection of levels so and so forth, as in the original game, and ranged attacks. 9) Absolute Immunity - 1 touch target, 4 rounds, speed 1, effect: weapon immunity of (+)0, +1 and +2, +3, +4 and +5, +6, +7, +8, +9, +10 etc. plus the spell protection of levels so and so forth, as in original game, and all ranged attacks. And no, those enchantment levels are not definite for me... but approximate from what I remember.
  17. Thinking about HLA's, class which suffers the most delay is monk. Given the abilities they get instead (most notably Slow Time and 19th level Ki pool upgrades) it's kind of balanced out. Well the largest change is for the druid... and I thing the componet probably should also change the druid stronghold quest a bit...But if you wish to force something, I would set the new kit abilities to a set level, remember that you can set the level requirement to what you wish. If the Monks Ki pool enlargement has this, then you are welcome to set it to the level 50 for all I care... just make sure you have 23 other abitities available to fill in the caps between that and the preset 18th level and about 10 of those should be able to be taken multiple times. Ouh, and I would propose to have the HLA summons have their own component which makes them(vanilla) either 7th and 9th level spells or(like Refinements) a 10th level special abitities. Erhm, I think I said this before somewhere... didn't get a responce then... like with most of my posting, nope I am not crasy, just insane.
  18. I don't know, BG1 or BG2? Why don't you just assume that they try to play the whole BGT experience and ... ouh yeah, you forgot the HLA's again... so that's a no, great. It's not like it's intergated part of the game.... yes, that's irony.
  19. /*------ REVISED XP PROGRESSION ------*/ BEGIN ~Revised XP Progression~ DESIGNATED 130 COPY ~kit_rev/data/xp_table~ ~override~ // All classes uses Paladin table Again you forgot the HLA .2da table... making the component useless without further moding. PS, you also need to extent the xpcap.2da to 9600001 .... to reach the 40th level cap... I would recomend the 50th level cap and a -1 as the XP itself, but that's just me.
  20. Actually you could say that the effect makes the caster miscast half the time. ... as without persentage, the 1% difference doesn't count for anything... large. See, this way you don't actually have to lie, you just don't have to tell everything... take a lession from Imps, and implie...
  21. In my view, this can be set in balance with the thieves ... as long as it's high enough level, it doesn't matter if the ranger(&stalker) gets a x2(x3) damage when the thief get's a x4 and x5.PS, with IR, you can only backstab with so many items...
  22. I'd vote medium armor. Even the in-game description of constitution says that it's important for rangers. And honestly, I fail to see ranger in full-plate. I would vote for the 3 prof stars at the start... yeah, the weapon type prof only is a given penalty for the other benefits, dah. Since it's Animalistic, why not disable stealth, potions and spellcasting - could work I guess (and I see a nice combo with Berserker here) Erhm, the penalties could also be lessened at level ups... allow: potions at level 5, stealth at level 10, and spell casting at level 15.
  23. One option to give the ranger less of an advantage at that start is to adjust the prof.2da to reduce the rangers(and ranger/clerics) to 3 point picks... 2 is too much in my mind. And yes, I would allow the all rangers to have 3 points in bows/crossbow.
  24. Erhm and when the TS is blocked by a high level spell trap-like effect, that can't be gotten rid of because of the invisibility, you just created the invulnerable bad ass idiot that can't be killed until it runs out of spells(the PfMW etc...) ... or as the invisibility has short time of casting, meaning that after the TS the SS has a chance of getting blogged ... and no, the every turn repeat of the TS means absolutelly not much of anything if it's not in effect the half of a second the SS casting times comes to contact with the enemy that hides... actually to fix the True Seeing, the hostiles and maybe the party members too should become immune to the effects of all invisibility effects after first being seen by the spell for the duration of the one round effect(after which it gets repeated again which makes the effected targets actually detectable the whole time if they remain too close)=True Seeing.So no change to SS... yeah, that's what I always say. But no, I am not saying that the SS needs a large area of effect, just enought to get rid of a liches protections when you know where it is, the area of effect is actually there to make sure the the spell doesn't get the player only goofball counter that the game has... as the spell is stopped from being actually casted because it no longer has a "valid" target... an effect only affecting the player as the AI only needs to detect the hiding player character ones after which is can cast the single target spells even if the player goes invisible during the casting time.
  25. Yey, let's let the invisibility spell stop the player from using this on the enemy. Which doesn't by the way protect the player in the same way...
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