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DrAzTiK

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Everything posted by DrAzTiK

  1. 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
  2. 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
  3. 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.
  4. No I patch every creatures in a old school way..
  5. 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
  6. Ha ok, I got it my friend thanks for the url
  7. ??What is "the repo" and where can we find the fix please ?
  8. 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).
  9. 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 :
  10. humm very interesting and good idea to improve this kind of incomplete quest .
  11. 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 :
  12. 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".
  13. About barbarian, I think he's getting "charge attack" instead of "offensive stance". But contrary to offensive stance, charge attack is a little bit different and is lasting only one round (!). Speaking about that, The big problem about kensai is that the Ki ability is also lasting only 1 round. From my experience, the ability need to be very powerfull if lasting only one round and it is not the case about "charge attack" (barbarian) and ki ability (kensai). ==> maybe the duration should increase depending about the level character I would allow kensai (and berseker) to use missile weapons but I would forbid them to put even one stars in profenciency in missile weapons. About rangers : I think his special abilities (charm animal and tracking) are not very interesting.
  14. hello , In my game, enemies (especially fighters in melee) never stop to hit the mordenkainen sword even if it is obvious that they deal 0 damage to it. Maybe enemies should ignore this invocation ( but maybe it would make this spell useless)
  15. It seems like arrow of slaying (ARROW03) do not have the -2 save penality in near infinity ( save bonus and save type )
  16. well, these weapons are unsuitable for backstabbing, they shoud backstabb at x1 and not x2. ( but it's not a big deal) tested with RODS04 (rod of smiting+4) and RODS05 (rod of terror). I think other clubs are ok. ha yes. It would be good to report this bug in the readme I think if we can't fix it.
  17. Humm sorry but I think I have some problems about backstabbing . It looks like this component is not suggested with item revision revisited. I play with this component and I have tested it on a new installation with a multiclassed warrior/thief/mage level 10 also and it looks like : - I can backstap X2 with some non thief weapons ( mace, bastard sword,axes; hammer) -club backstap at only X2 instead of X4 (according to the readme, clubs should no have penalities) -more problematic : when duawielding with 2 long swords, the backstapp multiplier becomes X2 instead of x3 (thief level 10). Wielding only one long sword, the multiplier backstapp is correct. (X3). Also it looks like the short sword of backstabbing does not give the +1 bonnus to backstab. (maybe because my character is multiclassed ?)
  18. Yes it is really fantastic to have DavidW taking care of ascension because this mod is really essential
  19. Please, no need to change that back. The purpose of this mod is to rebalancing items if I am not wrong... And I know there is many weird players installing both overpowed/unbalancing items mods (like Ruad, item upgrade) with item revisions. Don't ask me why... It would be a mistake to follow their desires...
  20. I am trowing a bottle in the sea about a component that would be interesting to make pickpocketing skill usefull: To make the pickpocketing skill usefull, we should make baldur similar to Dragon Age : every neutral character should have some money/potions/scroll/jewelery etc... A neutral noble character should have more money than a beggar etc... So It would be nice to have a mode patching all neutral character, giving to them some random loots. ( in a balancing way of course). ( because I don't steal in shop and sell fences goods, it doesn't make any sence for me)
  21. Ok maybe damage is slip up because taulmaril is suposed to breach some spells. Anyway i am reassured
  22. Taulmaril + 3 : I wonder if there is a bug or not with this bow because it display 3 differents kind of damage in the text box (instead of just 2) Also the bow of Gesen bypass SR protection from missile . I also need to test with Tasheron bow.
  23. -On my game on improved mod (general AI mage) some mages do not cast chain contengencies. (Layene, Suneer, Lavok, Deirex and some generique liches) -enemies priest casting Circle of Bones can move. -Not because of SCS but I think physical mirror is really bugged like hell like I reported here : https://forums.beamdog.com/discussion/76327/physical-mirror-is-bugged/p1?new=1 -It is impossible to cast Khelben's Warding Whip against a enemy under Improved invisibility
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