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DrAzTiK

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Everything posted by DrAzTiK

  1. I have juste finished a a BG2 game and I would like to give some feedbacks about 2 or 3 things : 1- Some potions witch are lasting 5 turns looks too much powerfull (considering they are indispellable) -all potions of strength. ( no need to invest points on strenght on character creation anymore..) - potions of absorption ( resistance to damage is quite exploitable) . EDIT : last only one turn so It is ok. ( I thought it was 5 turn duration) -potion of defense. (not sure about this one but I find this potion quite powerfull) -potion of vocalize : 5 turns O_o = it makes silence quite useless Imo ===> all vanilla arcane spells giving similar bonus are short duration ones and are dispellables. 2- the price of arcane scrolls shoudl be revisited ( for buy and sell) because there are too much expensive . I mean to pay 9000 po for a level 9 arcane scroll is too much expensive when you can ofen find it in a barrel. Also it is quit easy to make a lot of cash by selling arcanes scrolls. I find wands quite expensive also.. 3- boots of speed : no need +1 AC Imo considering bonus to speed is the best thing you can have in BG. or only + 2 movement rate if you keep +1 AC. 4- Flame of the north + 2 : I don't know but only 1D4 cold damage looks so sad for a two handed weapons. 5- Bala axe : I am note sure to understand this weapon. Is it a magical one or not ? Overall, it was again a great experience to play with this mod ^^ Edit : greenstome amlet is also quite convenient ....
  2. Beholders use petrification on Basic mod and improved mod. ( this bug was occuring on V32.3 I remember)
  3. Hello everybody, In my current game, I want to remove the berserk innate abiliy of Minsc and the innate abilities of Mazzy but it seems I cannot do it anymore with nearInfinity or EEkeeper. The spells simply don't appears. In the past, (2019) , I remember I was able to see them and remove them.. Maybe something has changed with the last BG EE2 patch ? my weidu.log:
  4. ??the only dispellable potion is potion of haste in my game.
  5. Hi Bartimaeus, Just tested the last version of item revisions. Everything looks very interesting It looks like the potion of speed is dispellable and the potion of energy shielding does not have icon portrait. (I have tried to add one thanks to nearinfinity but curiouslyn it is not working)
  6. I have just changed my mind about haste. The best is no nerf this stupid overpowed level 3 spell by making him to affect only one creature. (similary to the "luck" level 2 spell). It is working like a charm. I have made it thanks to near infinty. I think SCS enemies mage use SPi305 and spwi312 so it is ok. thanks again mate
  7. Ok mate. Finally, I have made level 3 haste to affect only one creature. (SCS don't this spell ofen anyways). I let slow to have an aera but only allowing a save at -1 (instead of vanilla-4)
  8. Hello, I would like to tweak haste and slow (both level 3 arcane spell) . I just want to remove all speed effect (no bonus movement for haste and no penalty to movement for slow). The reason is that I found that these effects are easily exploitable by us . (making these 2 spells a bit overpowed) Can I do it with nearinfinity ? thankssss
  9. the component "move boo into minsc bag" is not avaible for BG2EE
  10. I took a video to show you : https://www.youtube.com/watch?v=MvKB0YKXrSY&feature=youtu.be
  11. well it depends, sometimes I can equip ammunitions but overall it's ok, we just need to not cheat.. . But I find the description to be not very accurate, for exemple with firetooth +4 : "normal bolts cannot be fired with this crossbow" ===> by reading this, I was thinking that non magicals bolts cannot be fired but magicals bolts can be fired". Nevermind.
  12. hello, I have noticed some things recently 1 -I find that weapons provinding +x bonus to hitpoints are not very convenient because you loose the bonus to hitpoint when you switch with a ranged weapon... it would be better to replace it by a regenerate bonus or something else. (defenser of easthaven, axe of unyielding) 2- I wonder also why the ring of energy provide only +25% resistance while others rings always provide at least +50 %. (ring of fire) 3- About magical ranged weapons shooting magical created ammunitions (firetooth+4, Gensen, tansheron ,taulmaril) . Do you think it could be interesting to fix these items as we can find in this mod : https://forums.beamdog.com/discussion/64051/prevent-launchers-ammo-less-ammunition-from-stacking-with-real-ammunition
  13. I use the 1.7 EET tweak and it seems to work correctly in my current game. ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3030 // Protagonist can die: 1.7
  14. Minor fire/earth/water elemental (level 5 mage) do not get anymore a minor animatiion but a normal one. Also It seems that the minor fire elemental get 3 attack per rounds instead of just one. burst damages of mordenkainen's force missiles bypasse magic resistance.
  15. No I patch every creatures in a old school way..
  16. I always standardise undead resistances in my game. ( 100 % resistance to cold/ electricity), 50% resistance to slashing/piercing, 90% resitance missile + 10% magic resistance per level
  17. Ha ok, I got it my friend thanks for the url
  18. ??What is "the repo" and where can we find the fix please ?
  19. just an idea about balacing spells : -physicall mrror (priest level 6) : I would raise the duration to 5 turns to make this spell a long duration one. Because currently , priests are really naked in terms of prebuff. (the last version of SCS with IWD spells try to fix it ) - regenerate (level 7) looks weak Imo. I would increase the regerate rate to 2hp/round. ( haste level 3 : I find the two rounds fatigue duration a bit short considering this spell remain very powerfull. ( don't forget that increase the movement rate is a big advantage fo the player who can exploit it a lot). Also the duration is far more superior than the vanilla one so I think this spell should be nerfed more or get more drawback. Or maybe decrease the movement rate bonus to only +2 or +3 if you prefer to keep the two round fatigue duration. ==> I admit that I am really against everything that increase the movement rate too easily ( and I only use on set of boots of speed in my game witch is supposed to be a unique item).
  20. Some bugs or inconsistencies with SCS V32.3 : 1- I think I have discovered a bug with Improved NPC customisation and management: v32.3 : I cast freedom to liberate one character from Imprisonment, then I speak with him to get him in join my team and then he gets tons of XP and I can level up him continually. 2- Enemies mage ofen love to cast true seeing quite early in the fight even if there is no real reasons to use it. ( the mage is not blinded and all my team is visible). But maybe there is a good reason for that. 3- Ofen , priests cast sanctuary for nothing : they just attack in melee again just after casted sanctuary 4- almost all summoned fiends are easily killable during the gate animation. 5- Balors do not use implosion on hardcore and insane 6- I rarely see enemies mage casting long duration summoning spells in prebuff 7- Nabassus are bit weak Imo my weidu.log :
  21. humm very interesting and good idea to improve this kind of incomplete quest .
  22. I just finished ascension and didn't find critical bugs. Very good job and many good surprises : new positioning of some enemies, new maps etc.. some bugs I had in my game : 1- WHen entering in Sendai final room, Diaytha and Mithykyl are positioning near to Sendai. Sendai speak to Diatha a bit before the fight. I had to Ctrl-y Diaytha and Mithykyl. 2- In the area outside sendai enclave, the darkelf "woodcutter" near the house turn hostile after I have killed monsters at the south west of the map. He is not supposed to turn hostile. 3- In the same area, the fight at south west (near caravans)should be different : As soon the hive mother appears, I think animals are supposed to turn themself into darkelf. (squirrel, elk and deer) 4- bodhi in the first challenge of the pocker planet do not have any attack script. (improved bodhi is not installed on my game) 5- I need to make more test but some dragons seems to have a low thac0 Weidu.log :
  23. Don't bother too much about that imo . I just reported the bug but maybe it is not worth the effort to fix it.( and nobody has noticed it before me...) Maybe just edit the readme in the future to warn players that this component can be a bit "bugged".
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