-
Posts
24 -
Joined
-
Last visited
Content Type
Forums
Events
Downloads
Gallery
Mods
News
Store
Posts posted by RestInPeace
-
-
Right to the point:
Bah! If there's so many things you can't tolerate in the mod, why bother and install/play it?
The fact is that I installed and played, I had a reason.
I love most part of the mod and I don't think things that I don't agree with are "many".
-
Right to the point:
1.
Please don't decide for players what spells should be clerics' and what should be druids'. I was really upset when I found in the middle/later part of the game that my cleric could not cast Sunray and Jaheira could not use CS+Harm. Moreover, I don't think Level 7 divine spells should be some counterparts of Arcane ones of the same level, so why no Gate for a cleric. I always think priests should be better at summoning creatures than wizards.
You can make a separate component, such as "heavily modified priest spell book".
2.
Please don't make radical changes to spells. Nature's Beauty, Symbol Fear, etc. You can make overpowered spells less powerful (saving throw, duration, etc), weak ones more useful, but please don't change those spells to totally different ones. Both for game play consistency and compatibility.
No animate dead for wizards? It's odd that a necromancer cannot raise skeletons.
3.
Some summoned creatures are a bit overpowered compared with those "natural" ones in the game or with those should-be-powerful-but-weak creatures.
For example, if one don't have SCS installed then SR's demons are much more powerful than those in the game.
Demons:
a. vanilla - weak
b. atweak - slightly more powerful and useful
c. scs - extremely powerful, overpowered if you don't have other creature enhancing components installed
I think you can use atweak's pnp demons by default (and tweak other summoned creature a bit accordingly). So we can use atweak's pnp fiends with SR if we don't want those overpowered ones from scs. If we want a more challenging game then we can just install SCS as SR's demons will be overwritten by SCS.
4.
Please give players xp for killing hostile creatures (unhappy demons and those summoned by enemies). This is reasonable. It is strange that you get no xp after doing quite some work.
Some one may think this will be exploitable (killing demons for xp), but whether to exploit it or not depends on the player. I don't think this is what modders should consider. We can get infinite xp on the walls of Saradush if we like that.
5.
Summoning cap has been removed. I like this idea but can we restrict the number of demonic/celestial creatures to 1? When my low level charname was surrounded by 8 SCS enhanced glabrezus and 2 mordy swords summoned by a nameless lich, I felt hopeless.
Another problem is that skeletons are not affected. You cannot summon more creatures if you already have 5 skeletons, but you can summon up to five skeletons no matter how many other creatures are already there in the field.
p.s.
Please make SR version of spells cast by items for people who don't want IR. And for IR, please make item re-allocation a separate component.
Too Far
in Spell Revisions
Posted
Alterations in the spell system is what concerns me most as I doubt the AI can use their new spell book efficiently. Maybe SCS can deal with that but what will happen if SCS is not installed? I have two copies of BG installed, one with SCS and one without.
The summoning cap -
I had no other spell tweaks installed. No summon cap removal or celestial cap removal.
I found this not long after I had started a new BG2 game when I used Monster Summoning I in the starting dungeon. I was able to have more than 5 hobgoblins under control. Then I tested with those celestial summoning spells and found that celestial creatures was no longer limited to 1.