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leania

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Everything posted by leania

  1. Thank you for the update, demi! By the way, I think increasing damage, thac0, and hp seems working better for the Animal Growth. The STR/CON bonus might not give few merit for lower level animals such as rats, because those would have a few STR and CON. For example, if we assume the rats have 10STR and 10CON, the +4 buff would bring nothing in vanilla.
  2. Hello, Ardanis. I attached the logs in weapon_debug.log here: blun02 - Damage (unid) blun08 - Damage (unid) blun39 - Damage (unid) compb18 - Damage (id) comps18 - Speed Factor (id) ensw2h - Damage (unid) rr#sap01 - Speed Factor (unid) sw1h20 - Damage (unid) sw2hd2 - Damage (id) godbow - Speed Factor (id) sw2hd2 - Speed Factor (id) You can check the lists what I've installed at 11 pages.
  3. - Ah, I forgot to say that there is another boots of stealth in BG:EE; there are two types of boots of stealth then - No, the implementation is quite realistic and I like it. The limitation is just little annoying.
  4. Ha ha, my mod does that too. (The APR change, not the d4 damage, but that's fairly easy.) I'll update the above mini-mod to have both changes later today when I have some time. UPDATE: okay try downloading it again, now it should change both quarterstaff and darts https://dl.dropboxusercontent.com/u/86011511/StaffAC.zip Thank you so much, subtledoctor! Should I install it after installing mod which add items or before?
  5. This code is already in my mod - here, I can extract this bit pretty easily and make it a tiny little extra mod. (It won't be reflected in staff descriptions though, that's a bit more involved.) Install this after IR and anything else that changes quarterstaves: https://dl.dropboxusercontent.com/u/86011511/StaffAC.zip Thank you indeed! By the way, would you know how to change apr as the above modification? I personally wanna make darts from 1d3/3apr to 1d4/2.5apr.
  6. FYI, here is my WeiDU.log: In addition, I changed several 2DA files for my favorite, which must not affect the above things (I changed Single Weapon Style, and the proficiency restriction of Assassin, etc.) - The Root of the Problem's ability, Monster Bane, just provides +6 damage against monsters instead of 8 which is described in Item Index. - Boots of Speed gives +4 movement speed bonus instead of +5. - Girdle of Hill/Stone Giant Strength have been added (Both of these do not exist in vanilla BG and BG:EE even did not add these afaik), but both of these fix strength to 19/20 respectively, instead of adding str bonus. - All the armors including Robes, Chain, Plate mail, etc. are also usable by Thieves. - Thieves seem to be able to use arcane/divine spell scrolls. The spell scrolls could be put on Quick Items Slots. The weird thing is that the background color of the spell scrolls is semitransparent green. This color is only shown when Thieves are put it on the Quick Items Slots. I wonder what component of what mod causes this change... Hmm. - Horn of Kazgoroth's price was extremely high; 168750... Reputation was 11, which is average, and Charisma is also average, 10. - Wrong Boots of Stealth is used in BG:EE because the game seems changing the resource. The resource code is BOOT02ZH and the name is Worn Whispers (before identifying the item, its name is Zhurlong's Boots). The item gives +15% Hide in Shadows and +20% Move Silently. - Reload time of cross bow (I tested Light one only so far) is only occur when bolt hit an enemy. Is it due to implementation limit?
  7. No, I checked the list which items are added in BGEE from http://forum.baldursgate.com/discussion/8110/a-guide-to-new-magic-items-in-bg-ee-spoilers/p1, but there is no Javelin. I installed 5 mods only; SR, IR, KR, RR, and SCS. Hmm... About Club, yes, ir_weapon_stats.txt file is set correctly, but 1d6 is shown in EE Keeper... And I found a Wakizashi (Wakizashi +1). I missed it because it's in Short Sword Category. Helmet is wearable by Thieves now. Is it intended change? Flail, Spear, Bastard Sword, Battle Axe, Throwing Axe, War Hammer, Halberd, Small/Medium/Large shield, ... are usable by Thieves. Does the IR's component "Revised Backstabbing -> More Weapons Usable for Backstabbing" change like that? Old Style Medium Shield (BG2 vanilla style) is added. Does IR add this or...?
  8. Demi, could you check whether the changes what I write below are set correctly or not? I installed IR and several changes were not same with the descriptions in Readme. - Club: According to Readme it should be 1d4 but was 1d6 (I checked it via EE Keeper) - Spear: should be 2d4, but was 1d8 - Throwing Spear: should be 1d8, but was 1d6 (I'm not sure whether this is just problem of the specific spear named "Javelin" or not. Anyway, there is only 1 throwing spear in BG:EE) There are typo: "Kazgoroth", not "Kazgaroth" Furthermore, I could not find Ring of the Phantom Wraith from EE Keeper. Is it included in the current IR? And, I found that there is no Wakizashi in BG:EE. Adding plain normal, +1, ... Wakizashi would be good. By the way, I'm checking the description in game based on "Item Index". Has it been updated following the latest IR?
  9. Adding columns will have no effect. The table is used by our components to modify weapon stats. We have no code to add AC to weapons or read from an AC column. Thank you for the reply. By the way, could you explain safe and correct install order of mods? I'm preparing to setup my BG:EE environment before testing the lastest IR with several mod, but I forgot the install order since I had stopped playing BG series long times ago. What I want to install are, Spell Revision Item Revision Kit Revision Rogue Rebalancing SCS Thanks in advance.
  10. I found a wrongly set value. Club's dice has been changed from 1D6 to 1D4 in the Readme, but it was still 1D6 in bg2_weapon_stats.txt. Do I misunderstand how the mod installation works?... I'm sorry I misunderstood about it. Just ignore the above thing. I have a question: I'd wanna modify the weapon_stats a bit for personal favorite which gives AC bonus to Staff. But there is no column like "ac" in ir_weapon_stats txt file so I'm afraid it correctly works when I add the column manually in the file. would it work correctly as I expect?
  11. Well, I think it's not time to discuss about this topic yet and even this priority is quite low because it can be implemented in EE series only, but I'd like to give my suggestion about the Weapon Style Revision (WSR). 1. Single Weapon (+): +1 dmg, -1 Thac0 (++): +2 dmg, -2 Thac0 (and +5% crit if this fighting style should keep its maximum proficiency points). (+++): +2 dmg, -2 Thac0, +5% crit 2. Sword and Shield (+): -1 AC, -1 AC against missile (++): -2 AC, -2 AC against missile (+++): -2 AC, -2 AC against missile, +5% physical resistance (I guess this is not implementable even on EE series... so I'd rather restrict this fighting stype to (++)) 3. Two-handed Weapon (+): +1 dmg, -2 Speed Factor (++): +2 dmg, -4 Speed Factor (+++): +2 dmg, -4 Speed Factor, +5% crit 4. Two Weapons No change. Single Weapon Style is significantly changed from vanilla and even the other's suggestion; I picked dmg boost instead of AC. The reasons are - A few specific classes/kits, such as Kensai and Thieves, only select Single Weapon Style. And since those classes/kits can pick Two Weapons Style (with RR) they would prefer to that instead of Single Weapon Style (I think Thac0 bonus is less attractive than APR bonus for sure) - A character may get AC bonus without the Single Weapon Style; Two Weapon Styles + an off-hand weapon which provides AC bonus or S&S Style Actually, I changed the Single Weapon Style for Thieves because the IR's changes indirectly reduce the power of backstabbing (e.g., katana, which is the best weapon for backstabbing in vanilla, brings backstabbing multiplier penalty while installing IR). Comparing with Two-handed Weapon, the TW implicitly provides an unique advantage: longer range. The SW focuses on precision, and the TW focuses on stability. I was thinking to change TW's Speed Factor bonus to AC, but discarding because the change would make the TW too strong.
  12. When you get increased apr you also automatically get increased speed. For example a Two-handed sword has speed factor 10 with 1 apr, but it becomes 5 with 2 apr, and 3 with 3 apr (thankfully, only a fighter with Grandmastery reaches that within KR). That's why those Speed Factor penalties are "tremendous", and if you skip Enchantment Doesn't Affect Speed Factor of Weapons all the system fails anyway, as all weapons pretty much get speed factor 1. For the reasons explained above I would never improve those speed factor bonuses, I'm actually thinking to fully remove them from GM (+1/2 apr already grants increased speed factor indirectly). Oh, yes, I forgot about the effect of APR which decreases Speed Factor indirectly... It's then fine as it is!
  13. I read the Readme and here are my opinions: Allow Spellcasting in Armor I really like the latest change which allows Bards to cast arcane spells without penalties while wearning armor. However, it seems that too many armor types are allowed. Leather and Studded Leather are enough imo. If Chain Mail is allowed, the merit of Elven Chain Mail would be really reduced. Allow Thieving Skills in Armor The penalties given by wearing Studded Leather seems a little bit huge. 10~15% would be ok imo. Weapon Changes There is missing word, "medium". Joking aside, I think staff is too weak especially when we consider this is a two-handed weapon. +1 AC or some defensive bonus would be fit with staff and makes it much more differentiate with the other weapons imo. About Halberd, Hmm... As far as I remember the 3 range was only for Spear in the past version of IR. And I think it was reasonable indeed. The current Halberd thus seems a little OP especially comparing with the Spear, if it still can swap damage type from slashing to piercing and vise versa. I don't know how many throwing spear is in game, but it seems not to be sufficient to share its unique feature to Halberd. Throwing Axe's damage is a little huge. How could the throwing weapon have the highest damage?... And it even take STR bonus... 1D12 or less damage would be appropriate. Throwing Spear, on the other hand, has less damage than what it should deal with, as two-handed weapon imo. 2D4 or higher damage would be good. By the way, is there no Throwing Hammer? I remember the IR has changed Crom Faeyr to be throwable, hasn't it? And there is a Throwing Hammer in vanilla, Dwarven Thrower. I hope IR adds plain Throwing Hammers, e.g., Throwing Hammer +1, +2, etc., in near future... Lastly, the reload time penalty must be tested in game... I'll play BG:EE soon with IR and give my impressions about it. Sidenote: Do you consider to provide Speed Factor bonus from higher weapon proficiency? Since Fighters would generally wear heavy armor, i.e., Full Plate Armor, and prefer to use strong two-handed weapon like Two-handed Sword. You know, the cumulative Speed Factor penalties are tremendous... Unless you consider to give Speed Factor bonus from the higher weapon proficiency and even better Speed Factor bonus by Two-handed Weapon Style in Weapon Style Revision, it would be better to reduce the penalties slightly. Sidenote2: I think the Weapon Style Revision would be suitable to be included in IR. No?
  14. I checked it out and the latest version of IR seems OK but I'm not sure about SR. The latest updated date is about 3 months ago. Is it the latest version? Yes, I'm working right now on the next SR build but I don't want to give an ETA (it could be tomorrow or next week depending on too many factors). I see. It seems that I need to focus on how the Store Revisions component works now and give you feedback, don't I?
  15. I checked it out and the latest version of IR seems OK but I'm not sure about SR. The latest updated date is about 3 months ago. Is it the latest version?
  16. Demi, I'd like to join the beta testing, especially about the BG1 part of Store Revisions with BG:EE! If you allow me, I'd also wanted to use the latest SR to test it.
  17. Long time no see! I've been feeling that it seems the turn is nigh to play the BG series with the great Revision Mods... I hope everything is fine and the mods will be finally released in the near future.
  18. Is it implementable in current BG:EE and BG2:EE?
  19. I'm really waiting for this revisions, since such changes have not been able to be implemented in original BG games.
  20. Are you sure that these bugs came from KR? I think these are caused by BG:EE/BG2:EE. You can see the bug already has been reported at http://forum.baldursgate.com/discussion/15380/bg-ee-mods-and-modding-tutorials-quick-links/p1, which says "Right now ALL mods that add kits to the game are incompatible with version 1.2." And I also remember that my KR installation on BG:EE did not work correclty as yours, e.g., barbarian lost some of his abilities revised by KR, I don't remember what exact skills did though. I has been waiting for the new patch of BG:EE and BG2:EE while expecting the bug will be fixed, but I think the critical bug still is there, because Dee doesn't reply my question at forum. I'm really disappointed in those enhanced editions now. I have reached the limits of my patience... How could such annoying bug still exist? Anyway, I'm seriously considering going back to original BG series for playing BG game with IR/SR/KR.
  21. Well, I know the discussion is very important to lead the balancing issues to better way, but it seems to delay the release imo. We've already been discussing a lot over years, haven't we? I think we would be better to let Demi focus on releasing the new version... Hmmm.
  22. I have a small suggestion for Shillelag, Flame Blade and Spiritual Hammer. Could you add apr bonuses according to specific levels, e.g., 7/13 level like warriors? Without the bonuses, such magical weapon summoning spells are hardly able to be useful at higher level imo because of the lack of apr. Only dual or multi classes including a warrior might use these spells effectively. Of course, the bonuses should not be cumulative with warrior's apr bonuses which be gained by level up.
  23. Oh, my god... This is absolutely the one of my long-awaited news! Thank you for your hardwork indeed, Demi and Arda! By the way, do you consider not to remove cleric-only spells which have been discussed for SRv4 from druids before releasing additional spells? Because as far as I know many spells, especially low-level spells, were adjusted to cleric-only spells in this time so that druids currently have very few spells without new spells.
  24. By the way, would you revise ammunition, e.g., Darts of Acid/Fire/Ice, which added in BG:EE series? Those generally provide additional 1D6 elemental damage instead of 1D3 (As you know Arrow of Fire/Acid/etc have additional 1D3 elemental damage at IR), which is a little overpowered imo.
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