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Dakk

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Posts posted by Dakk

  1. Non-damaging spells flagged as hostile

    I seem to recall we discussed this somewhere, and even sort of reached a consensus that spells that doesn't really do damage shouldn't make innocents go hostile.
    Yes, we discussed it, and yes I think the consensus was to make non-damaging spells not cause neutral characters to become hostile. The obvious drawback is that players can potentially exploit it (e.g. by casting tons of Web spell on a soon to be hostile target when he's still neutral), but I think good scripts can handle it, and it still probably is the lesser of the two evils.

    Great! Yes that's how I remember it. The benefits of the change is also for everyone while the drawback will only ever be a problem for metagamers (and thereby not much of a problem at all IMHO). What I don't remember is we discussing what spells should be flagged as non-hostile; there's not many to choose from I believe? Web, Entangle.. any Glyphs? And most important of all - will [un]Holy Blights be considered hostile against unaffected innocents?

     

    I may even do it before v4 for a small hotfix/update on v3.1 if I find some time for it (it shouldn't take much, but I have tons of things to do between IR, KR and non-BG matters), but I cannot promise it.

    Don't sweat it man, there's no rush for this :)

  2. Non-damaging spells flagged as hostile

    I seem to recall we discussed this somewhere, and even sort of reached a consensus that spells that doesn't really do damage shouldn't make innocents go hostile. "Yes my dear peasant, I apologize for the Web I cast when assassins jumped me in the street, but it could have been a Fireball..."

     

    My case in point is actually Entangle. During BG1 promised to help save Prism against the bountyhunter Greywolf, the latter then proceeded to tear my only realy meleecharacter (CHARNAME) to shreds. My ranged-heavy party moved out a bit and then Jaheira cast Entangle. Seconds before it hit CHARNAME ran like a rabbit, and successfully distanced herself from Greywolf. The ranged attackers then made short work of the baddie. I was totally proud of my tactical acumen.. until I realized that Prism - whose life I just saved - was hostile as he got caught in the Entangle. Reload. :(

     

    It didn't make much sense really, and I think there should be room to be "rewarding" against PC's who go out of their way to not harm innocents by using "non-lethal" spells. I like to think of it as defending yourself with tear-gas and sandbag-shotguns instead of nerve-gas and machine-guns where's a chance for innocents getting caught in the crossfire.

  3. Most mods that add items and spells don't add random ones.

    Our experiences differ then :) But I digress. And I'm not out to poke at or belittle other mod authors, far from it - I have very high regard for modders.

     

    It's just that the vanilla items (with a sprinkling of others from RR and so on) and spells changed by IR and SR is just what I personally need or indeed want to exist in my game.

  4. Also, as I have already pointed out in the IR forum, we consider it normal to remove other mods' spells/items if they are not the main focus of said mods and impose difficult to solve compatibility problems - by default, unless specifically requested otherwise.

    Nothing makes me avoid a mod as random added items and spells. The mod can seem interesting, with a good storyline and quality content - but then there's always the ubiquitous "[MOD] also adds 10 NEW spells and over 30 all NEW powerful magic items!"... I'm quite pleased with what IR and SR painstakingly has brought me, thank you very much.

    (Yes I know I could NOT use the new stuff, but 1) I've tried it and it's a hassle to know what's kosher and what's not and 2) it totally kills immersion)

     

    So yeah, keep at it Ardanis (& Demi:)).

  5. Summarizing what I wanted to suggest, 3rd lvl Haste:

    * +1 apr, AC, THAC0, and speed factor (the latter would be a new entry)

    * if possible something like +50% movement rate instead of th current +100%

    * last 10 rounds

    * whole party, but 5 rounds fatigue after it (note that SR's fatigue also affect spellcaster's casting speed factor)

     

    6th lvl Improved Haste:

    * +2 apr (finally affecting non-warriors), AC, THAC0, and speed factor

    * +100% movement rate

    * last up to 20 rounds

    * single target, but no fatigue after it

    Very clean :thumbsup:

  6. Oh and I was wondering if Fire trap is not a bit overpowered ? A level 2 area of effect spell that doesn't harm friends...

    In my tests, I have moved it high on priority list, it's better than most level 3 spells.

    It was very welcome for druid to have good level 2 spells but I guess it's a little too good ?

    Casting time 1 round should balance it (I haven't had much experience with it admittedly)? Do you use it in the defensive sense ("trap") or basically as a fireball?
  7. They look really good mxtu! Especially so compared to the hideous green weapons.

    I think the latter are ported from IWD, though I can't remember (it's seven years since I coded it).

    Ok now I feel a bit bad. I thought the green weapons were stock BG1. I rather meant that they are the best looking masterwork weapons yet ;)

     

    2) what does "SCSII versions will not be shatter-proof" mean?

    (2) I think it's a typo, and I meant "SCS versions". In any case, the point is that the SCSII versions don't keep track of the iron crisis and the SCS versions do.

    But I don't have to worry about weapon shattering in BG2 (with BGT) if I install the component from SCS? If you don't know how it will interact (per your quote below), you don't really need to research that.

     

    (Sorry, I'm a bit immersed in IWD-in-BG2 and can't immediately recall how this works. As always, SCS(II) is really designed around the Tutu rather than the BGT paradigm, so I'm not always 100% sure how they interact! A longer-term project is to merge them into a unified install so I can keep better track, but don't hold your breath. )

    No need to apologise for being immersed in IWD-in-BG2! You and me both :) I'll not hold my breath, but I will look forward to it!
  8. They look really good mxtu! Especially so compared to the hideous green weapons.

     

    Related to "Fine" weapons, but not directly to the icons - so feel free to move it into another topic - I was wondering about the components "Replace many magic weapons with fine ones" (SCS) and "Replace +1 magical weapons with Fine ones" (SCS2):

    1) in a BGT game, will either - as they are mutually exclusive - affect (exactly) the same weapons in BG1 and BG2?

    2) what does "SCSII versions will not be shatter-proof" mean?

  9. I meant AI, not IA (in french, AI become IA)

    [OT] Ah of course, like my NATO medal says OTAN (and "Au service de la paix et de la liberte") on the inverse side :) [/OT]

     

    And yes, divine spellcasters lack of protection is their undoing when they are solo, or few in numbers. DavidW has even acknowledged that in SCS(2) discussions, and said that it might be warranted to use the component of SCS that allows them to come fully prebuffed if you feel they lack staying power.

  10. Haste & Slow

    Now, long story short I'll just list what I was going to suggest and why:

    - first of all, I thought about getting rid of the hardcoded haste/slow opcodes. I hope this doesn't clash with Detecable Spell system because it's pretty much mandatory for everything else

    - with a custom sec type we could finally make Haste and Slow properly counter each other

    - Haste should grant a lower movement rate bonus compared to improved haste imo (e.g. if Improve Haste remains +100% then Haste could grant +50%).

    - if possible I'd like Haste and Slow spells to affect recipient's attack speed factor

    - Slow should affect non-warriors characters too (chars with 1 apr are unaffected by the current Slow spell)

    - Haste and Slow spells should not affect repeating EFFs, regeneration rate and poison hp loss rate

    Could asking Ascension64 for some kind of decoupling from hardcoded effects via TobEx be an alternative?

  11. I know it might take some time for SR v4 but I trust you are that kind of modder that won't just suddenly disappear from the scene, leaving his projects incomplete. You might take some time but in the end you deliver. Thanks for that.

    Hear hear!
  12. Oh yeah that's true. I'm also inclined to believe that another mod has fiddled with the spells - that would explain why the formatting is not SR-esque (lots of spheres and schools etc). I'm on my work laptop so couldn't check how it should look (because, let's face it, SR is the standard to measure against;)). Thnx!

  13. I'm glad you guys like the artwork. Would be nice to walk around it some day ;)

    Having just browsed through all the art, I can only say that I'd too would like that!

     

    Especially, I find the exterior for the Paladin Stronghold magnificicent, well done.

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