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DrAzTiK

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Everything posted by DrAzTiK

  1. 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)
  2. It seems like arrow of slaying (ARROW03) do not have the -2 save penality in near infinity ( save bonus and save type )
  3. 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.
  4. 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 ?)
  5. Yes it is really fantastic to have DavidW taking care of ascension because this mod is really essential
  6. 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...
  7. 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)
  8. Ok maybe damage is slip up because taulmaril is suposed to breach some spells. Anyway i am reassured
  9. 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.
  10. -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
  11. I have installed this component witch is very welcoming. I don't know if it is intended or not but when transforming into the slayer , I gain extra Hp but ii also make my character to be full healed even if he was badely injured before transforming himself into the slayer.
  12. No idea here is the weidu .log from my old installation. I have used SPWI311 from it.
  13. No idea here is the weidu .log from my old installation. I have used SPWI311 from it.
  14. -ring of earth control : hum yes the description does mention it sorry. Well it is obviously a nerf to have a short duration and it looks not consistent but I am fine with it. -RaS +2 : I don't find this summon annoying but maybe RAs +2 lack an equiped ability. -Effreti bottle : misc3c.itm looks ok (correclty use dvfreet.eff) but I don't have any dvefreet.cre in the CRE files or in the override . (I look with near infinity)
  15. some bugs in my current game : -Effreti bottle summons nothing. I don't know why because I did'nt have this bug before. - the stoneskin of ring of earth control last only 60 seconds -Ras +2 : the magical sword doesn't have attack script - bolt of polymorphing : magic resistance seems to block the polymorphing effect You made a good job about rebalancing potion of energy protection and potion of energy shielding. I still find that potion of magic resistance is innapealing (+20% means nothing). Same for the items providing magic resistance. But if nobody complain about it, maybe it is ok.
  16. arrow 05 is correctly blocked ( poison of biting) but arrow06 are not blocked. (arrow of detonation) Here the files Bart : https://www.dropbox.com/s/lb4yy5agms2wvj1/Bart.rar?dl=0
  17. Yes I will test again and give you the files after work
  18. I have copied SPWI311 from another instalation with SR revised and pasted it into my override folder. (and increase duration to 5 turn thanks to near infinty) It looks like it works perfectly.
  19. I have made some test already and Protection from missiles do protect against ALL arrows/bolts. (magical or not). But to be sure I will do more test. I play with item revision revisited yes. my weidu.log :
  20. yes, I am on BG2EE 2.5. What is the problem exactly ?
  21. In my current game, I am at underdark and 90% of enemies mage do have PNM memorized, even liches. So we are not speaking about a random spell... All situations are differents : sometimes you face against only one solo enemy mage and it will not be the end of the word to have him unprotected against ranged missiles because you are ofen going to breach him anyways. (note that a mage casting time stop will waste 3 or 4 rounds of PNM) Sometimes you have to face multiple mage, you cannot breach them all and in this case, it is important for enemies mage to be protected from missiles. Also with a short duration (one turn), enemies mage will not even cast PNM in a prebuff routine (according the options you are choosing in SCS) and all mages will be unprotected against missiles at the begining of the fight.(it is not really worth for an enemy mage to cast PNM during the fight.) ToB do not sucks !
  22. The duration change from 5 turn to 1 turn : It can leads to a big difference in term of gameplay/ difficulty etc... many fights last more than 1 turn, especialy in BG2/ToB. how you can say that there is not any problems. Ok the vanilla PNM is weaker but item revision add a lot of magical ranged weapons ( returning to the wielder hand, aka free magical projectiles) so it is justice to make PNM also protecting from magical ranged missiles. (to have enemies stand a chance against us) the SCS version of PNM doesn't protect from magical missiles but is designed to work with another component limiting the number of magical ammunition in the game. I prefer the SR approach : making PNM also protecting from magical ammunitions and not limiting the number of magical ammuitions. ( I tweak Ribald store to make him selling infinite ammount of magical ammunitions and potions) But nevermind, it is only my opinon and I can tweak the spell myself but I think duration should be longer.
  23. Ok I get it. Ok it makes senses so. ( but stoneskin have only 12 hours duration) ok thanks, I understand now.,
  24. why removing this component. Just make a big warning about it. I find this component very convenient.
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