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DrAzTiK

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Everything posted by DrAzTiK

  1. true ranger looks quite weak Imo, especially if we compare him to the archer kit.
  2. I think I have discovered a bug or something wrong about dispell evil capacity from inquisitor. I ofen used this kind of spell to remove/"dispell" charm effect on my own characters but with beta 20, it is not working at all . Is it intented ,? edit : I got it, my NPC were good aligned characters, that 's why it didn't work. Sorry for disturbing.
  3. But the saving thow fix works well even if there is multiple message displayed in the box. Isn't it ? So maybe it's not a good idea to disable it.
  4. I have made the "run test" with Minsc ( babarian with levelone NPC)and he do do run quickly, as in vanilla. (I mean, even while not raging). Huu ?? edit: tested on an clean install, (BG2fix pack and KR) this problem doesn't occurs for new created characters. Humm, how can I manage to guess what happens to Minsc in my current playthrough ? If I check with near infinity,all minsc CRE get the following effect : Unknow (BO) (176), with value +2. this effect increase movement speed I suspect that the problem come from Level one NPC because my own CRE babarians enemy do have correct effects. (very cool how SCS patch all CRE now^^) Edit2 : I suppose kit revisions shoud be installed before level one npc (genius inside)..
  5. Ok Some test with barbarian : while raging, I get the bonus to movement speed but I think barbarian also still have bonus to movement speed. (I mean the standard vanilla bonus to movement speed). While raging, my babarian move really really fast.
  6. Archers get called shot at level1. (instead of 4) Tracking ability display a defence stance portrait icon, it it intended ? About tracking ability : does it allow to reveal invisible creatures or only hidden creatures ?
  7. I second Veyn at 213.38%. I rarely use PFMW for my own mages because of course they don't fight very ofen at first line.. Stoneskin/mirror Image is enought 90% of time. Ok, for multiclass fighter/mage, PFMW is quite interessing but not broken at all considering : - stoneskin/mirror image remain Ok most of the time - It's right that SCS AI don't switch to non magical weapons but SCS enemy will try to hit another character. (better behavior than switching to a non magical weapon Imo) - 6 slots are not so aboundant for fighter/mages Please don't make PfMW last only 3 rounds, it would be awfull. I have already tested this and it advantages the player a lot. PfmW have already a good weakness : the non protection from normal weapons. if you equip your 6 characters with ranged weapons and non magical ammunitions, mages under PFMW will not last longer. Of course liches/vampires are immune to normal weapons, but hey, that's why the have signed.. Obviously, we really don't need that.
  8. Many mages in BG1vanilla have wands . SCS only allow them to use it Imo. If you check the mod "hard times" for BGT, you will be suprised about the number of wands you can find in Bg1^^ About spell revisions, I have noticed that : Bless cannot stack with potion of power and potion of heroism. (and vice versa). but maybe it is intented? It would be nice to add a portrait icon for the Aid spell. (you can borrow the IWD2 one) Detect illusion : I think the aera of effect is shorter than 30 radius. Or maybe the area of effect take place around the caster.
  9. It looks like wands can still be used on improved invisibility opponents. It is intented ? Considering this fact, Wands are very powerfull in BG1. ( and BG1 is quite generous about wands loot ) Futhermore, many wands in game (I think especially in BG1) have a very hight amount of charge. (30 magic missiles in a wand you can find in a drawer is quite commun in BG1) . Wand should be patched to not have the maximum amount of charge you have decided.
  10. I second this. Even with SR, making all character immune to fire remain a little bit too much convenient and make/adding some spells to provide random elemental damage (fire,acid or ice) could make fights more spicy HLA Dragon Breath is obviously a nice candidat
  11. it seems Aid spell doesn't assign an icon protrait. I think you could use the IWD2 one.
  12. The feeblemind duration (8hours) make this spell appealing. At the end of SoA and in ToB, fights last ofen more than ten rounds making chaos/hold less appealing. Most annoying boss and powerfull enemy are immune to charm/hold/chaos/death(!) effect but really a few one are immune to flesh to stone and feeblemind. You can cast feeblemind on Yaga Shura, Illasera, Sendai, Bhaltazar, Abazygal... Just my opinion.^^ But surely liches are immune to feeblemind. ( coz immune to lvel 5 spells). But flesh to stone is good against liches. (making slesh to stone also ofen/always better than finger of death....)
  13. Most SoA/ToB boss, liches, fiends... quite a lot of people Obvisouly, feeblemind and flesh to stone are really more usefull than a pathetic Hold monsters vs Big and semi big boss , especially in ToB. I have personnally stoped to use feeblemind and flesh to stone coz I found these spell too powerfull and not fun.
  14. Will it still be possible to use Fire shield + BLue Shield in a sequencer in you do that ? I also think that make it undispellable (same lower resistance) will make this spell more appealing. I like it now. ==> Yes, actually, the spell is not very appealing Imo. ==> I use it in a sequencer sometimes... ==> not easy to use this kind of spell without hurt party but Spell is fine Imo. And what about the fighter kit revisions?
  15. Hi all, just some feedback and my opinon about: Haste level 3 : From my humble gamer experience, I do think that this spell remain overpowered. The main problem is that this spell allow player to hit and run really easily. IA cannot do same and the player is clearly advantaged. Especially combined with boots of rapidity, you can move around the map soooo fast that it allow multiples way of taking advantage of the speed during a fight.(many tricks that IA will never do) Another consequence is that teleport spell appears ridiculous now that you can move from one side to another one of a map in 10 s. Even without boots of rapidity, the ability to move fast remain powerfull and really underestimated Imo.   Others advantages of haste make this spell so attrative in comparaison to others level 3 spell : - Can be cast quickly on all team (included summons and allied) - Double the rate of regenerating. (so powerfull, especially on a charater with regenerating items) - more ApR for all team. (it would be good to fix the only + 1/2 ApR though) - +1 bonus bonus to attack roll,initiative, AC, savevs breath - decent duration if used wisely. Drawbacks are light in comparaison : I don't know about a BG1 experience right now but in my current BG2 game, It's easy with a minimum of brain to suffer little from the winded effect ,managing to finish the fight before the end of the spell, casting long casting spell during the hasted period etc... Poison effect is also doubled while hasted and can be a drawback but we ofen cure a poisoned hasted characted very quicly.   I would suggest that the spell haste level 3 provide only a little and symbolic bonus to movement rate (something like +1 or +2 not sure). ==> I think surely slow spell (level3) should deserve the same. I would allow a double movement rate or slow effect only for spell affecting only one creature. (allowing to make these spell also more attractive). Insect Plague level 5 : About insect plague : I don't know about others players but I don't like the one round casting duration. I have not memorized this spell at all in my game. The vanilla casting time (5) was fine Imo. Chaos level 5: Again, from my gamer experience, I think the vanilla duration was fine. (5 rounds + 1every 6level). I actually play with the vanilla duration and enemy have ofen the time to recover from chaos effects. It's really fun when you must finish a mage before chaos takes end. Why only me complain about a 10 round duration?   Lower Resistance: Maybe I am wrong but in vanilla, I remember that a string in the box indicated the amount of magic resistance lowered. Same for Pierce magic.
  16. Friend level 1 : I suggest to forbidd stacking (too cheap way for discount and it doesn't make cense to reach 25 value with a level one spell). Maybe allow to cast this spell on any creatures, not only spellcaster. I also really do think that spell deflection/turning should absorb spell like chaos, Grander malediction, greater command, despair, silence, horror.... Theses sort of spell cannot be considered like area spell but more like "multiple centered directly upon wizard spells" and should obvisouly be absorbed. What do you think about it ?
  17. Do you think it could be a good idea to reduce the speed of magics missiles in order to avoid this spell to be an insta disrupt spell? I remember that in BG1, missiles go very slowly.
  18. But what will be the new cap for saving trows in SRv4 ? Obvisously Web should respect the cap... Of course an improved entangle effect would be the best but if we can't do it, the non stackable ability idea is better Imo (keeping 10rounds duration and respecting the saving throws cap) . I agree it would not make sence in comparaison to some others area spells witch stack but maybe we can do an exception here. Thanks to Stinking cloud , well would remain appealing in a minor sequencer.
  19. Chant In fact, I remenber this spell to be very appealing in BG1 but not at all in BG2 and TOB. But I think we can't make all low level spell appealing for a long time. The fact SCS priests use it as a prebuff is maybe a bit unfair. I am glad to see that my proposition for Contingencies and Triggers made some adherents I really think it could make spell management a lot less boring and frustrating.
  20. Spell Know opponent : Do you think it could be possible to have a similar spell (at a highter level) witch could give some informations (thanks to a dialogue box) about enemy. (like RM, resistance to elements, class, race, etc...). Many rpg have these sort of spells. It could be usefull especially to know RM. I have played a game recently. I would have some feedback. Surely you are already aware of some pb related to some spells. I am not so versed into balancing. I just say my feeling about what seems powerfull or too much weak to me . Obvisouly, my spell book is a lot diversified with spell revisions for each arcane/divine spell level. Chant, level 2 priest : I personally find the one round casting time duration a bit too much. Divine power level 4 priest : A perfect spell for Viconia of course but I wonder if it's not a bit too much powerfull for a level 4 spell. It seems there is no more need to be multiclassed or dual fighter with this spell. I don't use at all similar spells of level 5. (witch are surely more appropriate for dual or multiclassed but Imo divine power remain a bit too powerfull) I think bonus to STR should be removed : so much others clerics spell give bonus to STR). Sol's searing Orb,level 6 : In BG vanilla, this spell bypass protection from magical weapons. I think it could make this spell more appealing. Aerial servant , level 6 is maybe good but not a very exciting creature to summon. Bolt of glory : maybe this spell should bypass RM to be more appealing. (coz many undead and demonic have a good RM and this spell is suposed to be used againt them) Finger of death : at least in ToB, many cre are immune to death magic. Feeblemind or flesh to stone is ofen a better choice . Even on a succefull save, Finger of seath should provides serious damages or something lethal. Sphere of chaos is obvisously a powerfull spell now. (large AoE, duration, differents effects) I find this spell a bit too much powerfull. I also don't like very much the teleport field animation (this animation provide slowdown Imo ) but it's a matter of taste. Web : you already know the pb of the most powerfull spell of the game Vampiric Touch : I am not sure about it but considering it is more usefull for F/M and not plain mage, I wonder if the max 30hp drain should be cap sooner that level 20. I am not sure at all here but actually I don't use this spell very much and I play with a F/M (Solaufein^^) Confusion/chaos : Imo keep vanilla duration (6 rounds + 1 every 6levels). I think duration of spell with a large AoE should deserve a debate. Power word sleep, kill, stun and symbol of death : Considering it is impossible to know how many HP have an enemy, I never use theses spell. Power word kill is so weak in comparaison to wail of the banshee O_o And again, death magic is not the worst big deal for many enemy. Contingençies : need a huge work to make them appealing Imo. (I think it would be cool to have contingençies working like in SCS but without allowing attack spells). ==> just a fast idea. Maybe crazy or overpowed but surely I don't like vanilla contingençies. About triggers/sequencers and contingençies : do you think it could be possible to make the spell inate in order to not have to memorize it and sleep after to have a free slot ( I think you understand me) . I don't like to sleep after set my triggers /sequencer just to have a free slot so I have ofen my trigger spells still memorized and it is a waste. SCS mages are ofen in advantage here. But the pb is more the tedious task to sleep (anti RP most of the time) and reassign spells etc.. Without counting that characters loose memorized triggers after death. Very boring lol (rememoriz,sleep, reassign, re sleep) ==> hum.... About summons : I ofen use Monster summoning III (very nice spell now) and mummies. Earth Elemental is powerfull (maybe a bit too much) and exciting. But surely others summons are good. The fact is that I find them not exciting sometimes.(invisible Stalker, aerial servant and some others but again it's surely a matter of taste ) Of course Demons et Deva are surely the most excitig summons but actually for some reasons I have not tested them. But I know a big work is in preparation about summons for SRv4 Thank you for this wonderdull mod ^^
  21. In my game, I have a problem with Death Knight. sandard ennemy (255) just don't attack death knight. :/ I will try to test with others demons. EDIT : In fact it seems that Ennemy attack Demon only if they have don't see the player before. (witch in theory never occurs) But I should make more test. If some others can confirm...
  22. In my game, your ogre got +++ profenciencies in flail/morning stars and it seems bonus affect the cre. (1.5 apE, thac08 or thac06 under berseker rage with your revisited grand mastery) ?? Tested on this installation : // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version] ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #101 // Animations des sorts amelioree: v8 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #4 #0 // BG2 Fixpack - Correctifs principaux: v8 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20091009) ~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2 (Hotfix 20091009) ~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Heavy Armor Encumbrance -> Movement Speed and Dexterity Penalties in Heavy Armor: v2 (Hotfix 20091009) ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2 (Hotfix 20091009) ~POTION_REV/SETUP-POTION_REV.TP2~ #0 #0 // Potion Revisions by Demivrgvs: Beta 1 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
  23. Reflected Image After some tests, it 's seems the problem (be untouchable) occurs only one a character under reflected image AND luck (or stone luck with item revisions). No not very serious enfin if it's remain strange ^^ Summining Monster 3 : It seems that description don't match exactly for ogre berseker. Ogre get a thac 8 while description says a thac0 11. And I think Hp are increase a bit at level 12 ? Ogre mage got +1 profeciency in spears ? But I thinkthe fact to install revisited grand mastery can also be the reason? I try to balance Ogres in my game so I have take a look at yours cre ^^
  24. Yes sorry it 'not the first time I speak about this spell lol. I just wanted to have confirmation about opinions ^^. Of course Hold last 10 rounds but got a small AoE, this is why it's not disturb me Sorry I don't have a big imagination. I was thinking about a lesser casting time lol But maybe it's ok... Some others bugs : Tenser Transformation : Darts don't benefit from additional ApR and futhermore, number of attack is reduced. (2ApR with darts if I use Tenser Transformation) reflected image : I don't understand, In my game, the character is almost untouchable. It is more noticeable if the attacker got a decentn umber of ApR. It is impossible for a character with 7ApR to hit notehr character under reflected image. Only secondary effect like elemental damage bypass (like what happens on a character protected by stone skin) To Ardanis : Maybe one day I will realease a "butchery" mod using many cre with average level. In this cas, death spell would be overpowed but of course it's not problematic in general ^^ (while a bit unfair on the paper)
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