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Caedwyr

Gibberlings
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Posts posted by Caedwyr

  1. I am working on a refresh of my Geomantic Sorcerer and am considering giving it a balancing pass.  It is basically a Sorcerer kit with a penalty to its physical stats and casting speed.  In return it gets some druid style polymorph and several druid spells including a few custom spells (wave spray, Summon Shambling Mound, and Tornado).

    At high level it gets a bunch of custom HLAs, both passive and as spells.

    I would be much obliged if you could take a look at the descriptions in the readme and give me you hot takes on which abilities are problematic from SCS balance perspectives (including abilities that won't play nice with the SCS Ai)

    https://gibberlings3.github.io/Documentation/readmes/readme-druidsor.html

    I am personally not all that concerned about the Geomantic Sorcerer getting access to already existing cleric and druid spells, that isn't really doing a lot more than what the mage cleric or ranger cleric already allows.  The character will be versatile,  but still limited by their action economy. 

    It is more the HLAs, both passive immunities and granted abilities that I suspect will cause problems.  Still, feel free to let me know either way.  

  2. One use at level 4, an additional use every 4 levels
    
    
    Grizzly Bear 	Level 8		  - MBER1INV.bam - 				Combat - 19 Strength & 17 Con, 13 Dex, Priest THAC0, immobilize on hit attack, get movement speed from SCS, AC 6, 30% misssile resistance, 3/2 apr (8) - 2 apr (12) - 5/2 apr (16) - 3 apr (20), 1d12 crushing
    Cat		Level 4		  - Acatinv.bam					Utility - Sanctuary, Free Action, Str 9, Dex 18, Con 9, 2d2 crushing, infravision, NPC bump, Mage THAC0, AC 8, 1 apr
    Dog 		Level 4		  - mdoginv.bam 				Utility - Find Traps/Tracking, 1d4 piercing, str 12, dex 13, Con 12, infravision, +1 movement, Thief THAC0, AC 7, 1 apr
    Mule Deer	Level 8		  - aderinv.bam					Combat - Knockback, 16 strength, 14 constitution, 16 dexterity, +2 movement, 1d10 crushing, AC 5, Priest THAC0, 3/2 apr (8) - 2 apr (12) - 5/2 apr (16) - 3 apr (20)
    Leopard		Level 8		  - mgclinv.bam					Combat - Special attack, 2d4 piercing, 15 dex, 18 str, 12 con, infravision, AC 6, Priest THAC0, 3/2 apr (8) - 2 apr (12) - 5/2 apr (16) - 3 apr (20)
    Bat (inside)	Level 8		  - abatinv.bam					Utility - Str 9, Dex 19, Con 9, echolocation (Detect Illusions spell), infravision, 1d1 crushing, Mage THAC0, 1 apr, AC 2, NPCbump
    Timber Wolf	Level 8		  - mwlf0inv.bam or mwlf3inv.bam		Combat - Howl (horror enemies + bless allies), 1d8 + knockdown slashing, infravision, str 16, Dex 15, Con 16, AC 6, Priest THAC0, 3/2 apr (8) - 2 apr (12) - 5/2 apr (16) - 3 apr (20)
    Rabbit		Level 4		  - arabinv.bam					Utility - Luck Aura (+2, cumulative), AC 7, Mage THAC0, 1d1 piercing, 1 apr, Str 9, Dex 9, Con 9

    Revised set of polymorphs above.  I'm still 50/50 on using the combat forms or just sticking with the utility forms.  I have tried to create a niche for each. 

    Thoughts?

  3. I got the wild boar all working just fine, including an icon (recoloured the grease icon), made sure there's a inventory paper doll, etc, but ended up dropping that since I am going to rework what shapeshifts are included in the geomantic sorcerer kit.

    The recoloured grease icon is below.  If you want an inventory paper doll, provide a decent image for me and I can create one for you (though every creature that uses the MboaXXXX.bam animation series will get that paperdoll.

     

    The new set of shapeshifts I am planning on using (some still need some testing) are aimed at filling particular niches and being more utility based.

     

    Quote

    Grizzly Bear      - MBER1INV.bam         Combat - 21 Strength & 19 Con, 13 Dex, immobilize on hit attack, get movement speed from SCS
    Cat                    - Acatinv.bam        Utility - Sanctuary, Free Action, Str 3, Small Dex bonus, Con 8, 2d2, infravision, NPC bump
    Dog                    - mdoginv.bam         Utility - Find Traps/Detect Ilusions/Tracking, 1d6, str 15, dex 15, Con 15, infravision, +1 movement
    Mule Deer            - aderinv.bam        Combat - Knockback, 13 strength, 16 constitution, 17 dexterity, +2 movement, 1d6, THAC0 14
    Leopard                - mgclinv.bam        Combat - Special attack, 2d6, 19 dex, 17 str, 15 con, infravision, THAC0 16
    Bat (inside only?)    - abatinv.bam        Utility - Str 1, Dex 15, Con 6, echolocation (Farsight centered on bat), infravision, 1d1, THAC0 14, NPCbump
    Timber Wolf            - mwlf0inv.bam or mwlf3inv.bam        Combat - Howl (horror enemies + bless allies), 1d6+1 + knockdown, str 13, Dex 15, Con 15, THAC0 16

    Exact stat values are subject to change, but the general core idea of what does what is getting firmed up.  Figuring out the combat stats is the tricky part, but I'm pretty sure I'm going to end up giving different forms at different levels.

    ca#dsbo.bam

  4. Do people have any preferences for how polymorph spells/druid shapeshifts handle stat adjustments?

    The vanilla game handles it by setting the player statistics to a value that matches the target .cre (or this gets embedded in the custom .itm that the polymorphed creature wields).  This means that it will set the character's statistics to match the value, either raising or lower the character's statistics.  The druid becomes the bear in every way statistically.

    Another way to handle it is to give a stat bonus (+2 str) that the polymorph effect grants, so a druid with 18 STR would have 20 str after shapeshifting into CUSTOM FORM that grants a +2 STR. The druid with threws of ironwood, becomes imbued with the strength of the bear, while the spindly druid is strengthened by the spirit of the bear.

    Is there any strong feelings as to which is the best way to handle things?

  5. Does the Speedy Bears gameplay tweak apply itself to everything with a bear animation, or just specific files?  If I already adjust the movement speed for a custom bear polymorph (CA#DSBE.cre from CA#DSSC.spl, CA#DSBE.spl, and CA#DSBE.itm) and then install the speedy bears, will it result in hyper bears?  I'm planning on moving most of the shapshift effects over to the weapon instead of embedding them in the bear, but I would like to reduce incompatibilities.

  6. 12 minutes ago, Sam. said:

    IWDEE has an Arctic Boar animation but I don't see any Wild Boars.  The only animation using the Arctic Boar animation is [bdsha06c.CRE     Boar Spirit     Animation=BOAR_ARCTIC - 57957].  What that one?

     

    Edit:  SoD has a BDBOAR02.CRE - Wild Boar that is using the wild boar animation.

    I will check out SoD for the boar .cre.  Thanks.

  7. I'm trying to create a wild boar shapeshift form and while the BG2EE game has the wild boar animation, it does not appear to have a .cre for this critter.  I've attempted to give the animation to another creature, but I get a crash when I try to use the shapeshift, making me suspect that there is some sort of mismatch between the .cre file I used as a base and the wild boar animation.  I figure the easiest way to avoid this problem is to build off a .cre file that was originally a wild boar and modify it as needed for my shapeshift version.

    I think the wild boar animation is from one of the Icewind Dale games, but I don't have access these games at this time, hence my request for help.

    Thanks.

  8. Eseries from what I recall isn't enemy AI, but for player AI.  It would just add another set of AI scripts you could select from instead of the SCS Ease of Use AI option.  I don't think the order matters too much, but I'd double check the readmes for both mods to see if they say anything specifically about how the two mods or category of mods interact.

  9. 7 minutes ago, NdranC said:

    Does Oversight not do anything for BG1? Specifically talking about the alignment and class tweaks. Is it only for BG2 NPCs?

    I also noticed you skipped the Harder Sendai component. Any reason why?

    Oversight is a BG2 mod.  It was created before TuTu and the Enhanced Editions.

    I skipped the Harder Sendai component because SCS has a component that does the same thing.   

    The Holy Liberator kit is not detected if you also install EET (it won't show up in game).

  10. The post in the op is a bit out of date.  I will update it later tonight.

     

    For Oversight,  those 4 components are installed on BG2 before EET.  They haven't caused problems so far during installation, but I still need to do some QC/QA checks.

    SoD to BG2EE Item Upgrade is installed before EET as per the mod's readme.  Based on reports this works fine, but not if installing it later.

    The current BG1NPCs versions is supposed to be installed after EET.  I haven't checked the Coran friendship mod for problems, but I think there are some reports of it working fine if installed before BG1NPCs.  I will do some research and see if this is the case.

    BG1Classic Movies also restores a few more movies from what I read.  Again I will double check. 

  11. As I recall, Refinements after RR was just for making the Refinements Rogue/Bard HLAs be the ones that end up in the final install vs Rogue Rebalancing's Rogue/Bard HLAs.  I think there's some exact info on why you want that order listed in some of the documents.

    • #5 might be the cleanest.  Or just skip installing the Refinements HLAs if it is a custom kit and not a base game kit as the default behaviour and Refinements is installed later.  Unless you suggest installing Refinements before any NPC or quest mods there may still be some kits that get installed before Refinements that could result in conflicts/undesired behaviour.  Is there any reason that Refinements HLA component shouldn't be installed that early in the install order if you make the changes you described above?
    • Ideally, being able to install Refinements early in the install stack and have each mod elect to take advantage of it if the modder desires is probably the best solution.
    • With regard to the custom spell prefixes, back when this was first being made there were a number of problems caused at the time by multiple mods naming files the same thing, which made diagnosing problems and debugging incompatibilities a royal pain.  It was best practice at the time to just use the prefixes as a way of avoiding this problem.  Further developments in Weidu coding of course made a lot of this out of date, but it was a way to make sure that your resource would be exactly as you intended (for the most part).

     

    Here's the behaviour I would expect from Refinements in an ideal world:

    • Refinements modifies the HLAs for the kits from the base game.  There may be some incompatibilities for kit/class mods that revise the base game if they fiddle with the HLAs.  This could be accounted for in Refinements, or ideally would be something that the author of the revisions could detect and take advantage of as you described above.
    • New kits get whatever HLAs that the modder chooses to give them.  For kits that use the same HLAs as the base game, if there is a Refinements version, the Refinements version gets used.  Modders could choose to also just use the unmodified base game HLAs since they get installed after Refinements.
    • There is clear documentation for what to expect and how other modders can take advantage of this.
  12. Massive post regarding Refinements compatibility issues with mods, mostly around the HLAs.  Posted here since I can't access my SHS account.

    Spoiler

    1. General comments on custom kits and Refinements method of assigning HLAs.

    • Right now with the default installation method (no .ini edits), installing Refinements on top of any mod which adds a custom kit stands a very high chance of breaking the HLAs in some way, especially if the kit has its own HLAs.  This is because Refinements appears to check what base class the character belongs to and then adds all the Refinements HLAs for that base class to the kit.  In the case of multiclasses it adds all the HLAs for each base class to the multiclass character.  I would argue that this is not the intended/optimal behaviour.  My suggestion is that the generic approach when dealing with custom kits is that Refinements update any base game HLAs with the Refinements version, but doesn't necessarily add the whole set of the Refinements version of HLAs for that class.  This is from what I recall, closer to original behaviour.  You can also of course go on a kit by kit basis and develop custom HLA lists for when Refinements detects the kit as being installed, but it means that Refinements plays nicer with any custom kit.

    2. Artisan's Kitpack Kensai kit HLA

    • Improved Critical is not able to be selected, but shows up on the list.  It requires Critical Strike which is no longer part of the HLA list (it appears Improved Ki Critical replaces this).  This appears to be an interaction between Artisan's Kitpack and Refinements.  I'd love it if Refinements accounted for this if it was installed (ideally by allowing Improved ki Critical to act as a prerequisite, or removing Improved Critical from the list)
    • So, thoughts on the Kensai HLA overlap.  The new HLAs in the Artisan's Kitpack work quite well as an additional HLA tree the player can go down, this one focusing intensely on critical hits which is appropriate for the Kensai.  I'm not too worried about unbalancing things and I know from the original work on Refinements that one of the biggest restrictions from having more HLAs was just coming up with them and keeping the number manageable.  However, for overlapping mods we don't need to worry about this concern as much and can just take advantage of what is already there.  My thought is that the Refinements + Artisan Kitpack Kensai should have the following HLAs.  This integration is pretty substantial so may be far more trouble than it is worth and is the type of thing I'd want to get buy-in from both mod authors/maintainers before implementing, though it does help give the Kensai a bit more of a unique set of HLAs.  This may go beyond the scope of what you are willing to do while maintaining Refinements.
      Quote

      -Whirlwind Attack
      -Greater Whirlwind Attack   (requires: Whirlwind Attack)
      -Deathblow
      -Greater Deathblow          (requires: Deathblow)
      -Power Attack
      -Critical Strike                   (requires: Power Attack)
      -Smite                                 (requires: Improved Ki Critical)
      -Overwhelming Critical
      -Devastating Critical         (requires: Overwhelming Critical)
      -True Kai                            
      -War Cry  
      -Resist Magic
      -Improved Ki Critical         (requires: Critical Strike)
      -Invigorating Critical         (requires: Critical Strike)
      -Toughness

      Improved Ki Critical replaces the Improved Critical HLA from Refinements.

      
      Ability Location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#07.SPL~
      Name ~Improved Ki Critical~
      Description ~The Kensai gains a permanent +2 bonus to their critical hit modifier. 
      
      Requires: Critical Strike~

      Invigorating Critical is the renamed Second Wind HLA from the Artisan's Kitpack.  Renamed to avoid confusion with the already existing Refinements Second Wind HLA for monks.

      
      Ability location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#09.SPL~
      NAME ~Invigorating Critical~
      Description ~The Kensai heals for 5% of <PRO_HISHER> maximum hit points and reduces a small amount of <PRO_HISHER> fatigue modifier upon landing a critical hit.
      
      Requires: Critical Strike~

      Overwhelming Critical is from the Artisan's Kitpack and gets added to the Kensai HLA table

      
      Ability location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#08.SPL~
      Name ~Overwhelming Critical~
      Description ~The Kensai's critical hits reduce the target's physical resistances by a cumulative 5% for 4 rounds.~

      Devastating Critical is from the Artisan's Kitpack and gets added to the Kensai HLA table with Overwhelming critical as a prerequisite

      
      Ability location ~%MOD_FOLDER%/Kensai/SPELLS/C0KN#10.SPL~
      Name ~Devastating Critical~
      Description ~The Kensai's critical hits kill the target instantly on a failed Saving Throw vs. Death. Creatures with 8 or lower HD die with no save.
      
      Requires: Overwhelming Critical~

      Would likely want to get permission from @Artemius I to make these adjustments in Refinements if merging the two tables and changing ability names in this way.

    3. Artisan's Kitpack Dragon Disciple kit HLA

    • The Dragon Disciple gets both the custom kit HLAs from the Artisan's Kitpack and Refinements sorcerer HLA.  The Refinements compatibility solution is pretty simple: just remove the "extra spell HLAs" (Level 6, 7, 8).  These were removed deliberately by Littiz and TGMaestro back when the mod was first made.

    4. Artisan's Kitpack Hivemaster Druid kit HLA

    • The HLA list appears to be a modified version of the Refinements HLA list for Druids.  The Hivemaster gets all Refinements HLAs except for Elemental Prince Call and Volcano.  I am not sure if this is intentional or a weird interaction between Refinements and the artisan kitpack's Hivemaster. @Artemius I

    5. Artisan's Kitpack Magekiller kit HLA.

    • Gains a mix of Refinement HLAs for the base thief as well as kit specific HLAs (not mentioned in any documentation).  The only problem that needs to be resolved is because Use Spell Scroll from Refinements gets replaced by Use Any Item, the Scribe Scrolls HLA is unselectable.

    6. Artisan's Kitpack Rogue Archer kit HLA.

    • Refinement's Use Scrolls has been replaced by Use Any Items, however Use Any Item still acts as the prerequisite for Scribe Scrolls so the overall integration is pretty seamless. 

    7. Bardic Wonders Kitpack Abettor of Mask kit HLA.

    • The kit description notes that the Abettor of Mask does not receive the Magic Flute HLA, but Refinements adds it back.
    • There is a weird blank HLA between the ones added by the Abettor of Mask Kit and the Refinements HLA (between Symphony of the Dark Children, the last Abettor HLA in the Abettor .tpa and the first Refinements HLA, Mass Charm). @Artemius I.  I'm not sure what causes this.  The blank HLA is selectable and shows up innates making me think that this is tracking.  Clicking this ability doesn't appear to do anything other than interrupt whatever action you were doing. 1729231775_AbettorHLA.jpg.6d197b7f3c996a2a794c5cd80af19a67.jpg
    • The Abettor of Mask should also be blocked from receiving the Refinements HLA Enhanced Bard Song, since it causes problems with the Abettor's non-standard bard song and the Symphony of Dark Children already covers this ground conceptually.  This one is a bit more important since Refinements currently breaks one of the main reasons for choosing this class if you select Enhanced Bard Song.  Lingering Song should have its prerequisite changed from Enhanced Bard Song to Symphony of the Dark Children.

    8. Bardic Wonders Kitpack Dancer kit HLA.

    • The Dancer should probably lose access to the Refinements Enhanced Bard Song HLA since it conflicts with the Dancer's custom bard song.Lingering Song should have its prerequisite changed to Swift-as-Flowing-Water for the Dancer.

    9. Bardic Wonders Kitpack Troubadour kit HLA.

    • The kit meshes cleanly with Refinements HLA, except for Holy Hymn of Eldath which should replace the Enhanced Bard HLA from Refinements.  There are some weird interactions if both are selected.  Hymn of Eldath should be modified so it is the prerequisite for Lingering Song.

    10. Bardic Wonders Kitpack Deathsinger kit HLA

    • The kit meshes cleanly with Refinements HLA except for Legion of the Dead which should replace the Enhanced Bard Song HLA from Refinements.  Lingering Song should use Legion of the Dead as its prerequisite.

    11. Shadow Magic Shadow Adept kit HLA.

    • The Refinement HLAs for the base mage all get installed onto the Shadow Adept kit.  They are not needed and do not fit well.  This kit should be skipped by Refinements.

    12. Shadow Magic Shadow Disciple kit HLA.

    • The Refinement HLAs for the base sorcerer all get installed onto the Shadow Disciple kit.  They are not needed and do not fit well.  This kit should be skipped by Refinements.

    13. Shadow Magic Nightsinger kit HLA.

    • The Refinement HLAs for the base bard all get installed onto the Nightsinger kit.  Enhanced Bard Song should be removed in favour of Light's Requiem and Light's Requiem should become the prerequisite for Lingering Song.

    14. Shadow Magic Shadow Monk kit HLA.

    • The Shadow Monk is supposed to get the Shadowdancer thief kit HLAs minus Use Any Item.  Currently with Refinements installed after the kit it gets the monk HLAs as well.  Refinements should skip assigning the monk HLAs to the Shadow Monk.  A quick scan of the Shadowdancer HLA selection with Refinements installed makes me think it is safe to just give the Shadow Monk the exact same set of HLAs including "Use Magic Item".

    15. Shadow Magic Shade Warrior fighter/shadow adept multiclass kit HLA

    • The Shade Warrior is given the kit's own HLAs, Refinement's Fighter HLAs and also Refinement's Mage HLAs.  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version.

    16. Shadow Magic Shade Enforcer fighter/shadow adept/thief multiclass kit HLA

    • The Shadow Enforcer is given the kit's own HLAs, Refinement's Fighter, Mage, and Thief HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version.

    17. Shadow Magic Nightblade shadow adept/thief kit HLA

    • The Nightblade is given the kit's own HLAs, Refinement's Mage and Thief HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version.

    18. Shadow Magic Nightbringer shadow adept/cleric kit HLA

    • The Nightbringer is given the kit's own HLAs, Refinement's Mage and Cleric HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version.

    19. Shadow Magic Dark Justicar fighter/shadow adept/cleric kit HLA

    • The Dark Justicar is given the kit's own HLAs, Refinement's Fighter, Mage, and Cleric HLAs .  I would say it is probably just fine with only getting it's base HLAs and if any of those are updated by Refinements, then getting the Refinements version.

    20. Might & Guile Corsair kit HLA (standalone Corsair).

    • The Refinements HLA integration is seamless.  You may want to consider adding Acrobatic (the Swashbuckler unique HLA) and removing War Cry for a slightly fancier integration.

    21. Might & Guile Multiclass Kits Spellfilcher kit (standalone)

    • The spellfilcher gets all mage HLAs and all Thief HLAs (base game) when Refinements is installed, though it does use the Refinements versions of the base game ones that are modified by Refinements.  I think a cleaner approach would be to use the Refinements Mage/Thief multiclass HLAs for the Spellfilcher if both mods are installed.  I think giving them Slippery Mind (unique Mage/Thief HLA) and possibly Spell Immunity (Wizardslayer HLA) instead of Death Field and Aegis could be an option as well if you want to customize things for the kit a bit more.

    22. Might & Guile Multiclass Kits Ranger/Mage kit (standalone)

    • The Refinements HLAs appear to be all the Fighter and Mage HLAs. My suggestion would be to use the Cleric/Ranger HLAs as a basis for which Refinements HLAs to use and substitute out the Cleric HLAs for the Mage multiclass HLAs as per below with Feral Lash mixed in as well:
      Quote

      -Whirlwind Attack
      -Power Attack
      -Critical Strike            (requires: Power Attack)
      -Hardiness
      -War Cry  
      -Resist Magic
      -Tracking
      -Endurance#
      -Feral Lash*
      -Toughness#
      -Energy Blades
      -Dragon's Breath#
      -Summon Planetar          (excluded by: Summon Dark Planetar)
      -Summon Dark Planetar     (excluded by: Summon Planetar)
      -Foresight#
      -Aegis#
      -Death Field#             (Illusionists excluded)
      -Scribe Scrolls#

    23. Might & Guile Marksman kit HLA.

    • Gets the basic Trueclass Fighter Refinements HLAs.  For better integration, for the Marksman kit I'd suggest removing Hardiness and giving Precision (from the Archer Ranger kit) instead.

    24. Geomantic Sorcerer kit HLA

    • Gets Refinements sorcerer HLAs in addition to kit HLAs.  They all work, but make the kit even more comically broken than it is to begin with.  Recommend skipping the Geomantic Sorcerer when installing Refinement HLAs.

    25. Vienxay NPC's Shadowmage mage/thief multiclass kit HLA.

    • There's some weird overlap with Refinements that should be corrected. There isn't anything broken from the player experience, but there are some HLAs shown that shouldn't be (Death Field and Mirrored Clones are supposed to be mutually exclusive for mage/illusionists) and the selection isn't as clean as it could be. Suggested HLAs for an install with Refinements below:
      Quote

      Shadow Twin (Shadowmage HLA)
      Shadow Maze (Shadowmage HLA)
      Shadow Form (Shadowmage HLA)
      Evasion
      Greater Evasion
      Assassination
      Avoid Death
      Cripple
      Improved Slippery Mind (Refinements Mage/Thief HLA Slippery Mind, renamed for the Shadowmage kit)
      Alchemy
      Scribe Scrolls
      Extra Level 6 Spell
      Extra Level 7 Spell
      Extra Level 8 Spell
      Energy Blades
      Dragon Breath
      Summon Planetar (mutually exclusive for Summon Dark Planetar, Good/Neutral only)
      Summon Dark Planetar (mutually exclusive for Summon Planetar, Evil/Neutral only)

       

    26. Trueclass Mage HLAs

    • The Summon Planetar and Summon Dark Planetar HLAs do not mention that they are mutually exclusive in their descriptions.
    • The Dark Planetar displays "Dark Planetar: Normal Stride: Dark Planetar" when summoned in the feedback window.
    • The Dark Planetar innate ability Cause Critical Wounds has the Slay Living spell description when you right click the ability.
    • Teleport Without Error Innate does not have any description when right clicked.
    • The Dark Planetar's weapon does not show any description text when right clicked.  It just has the name "Silver Sword".
    • The trueclass mage is still given the Level 7, Level 8, and Level 9 spell HLAs from the base game, but these should be replaced when updating to the refinement HLAs

    27. Trueclass Druid HLAs

    • The Volcano HLA is missing
    • The Elemental Prince Call HLA is missing

    28. Fighter/Mage HLAs

    • Gains the extra level 7, 8, and 9 spell HLAs when they should not get them.

    29. Fighter/Thief HLAs

    • The Use Scrolls HLA is missing.  The fighter thief doesn't appear to get the Use Magic Device HLA either.

    30. Fighter/Mage/Thief HLAs

    • Gains the Critical Strike HLA when it should not (SPCL905)
    • Gains the extra level 7, 8, 9 spell HLAs when it should not

    31. Mage/Thief HLAs

    • Gains the extra level 7, 8, 9 spell HLAs when it should not.
    • Gains the Mirrored Clones HLA which should only be available to the Illusionist/Thief multiclass

    32. Mage/Cleric HLAs

    • Gains the extra level 7, 8, 9 spell HLAs when it should not.

    33. Cleric/Thief HLAs

    • Gains Greater Evasion, but shouldn't get that HLA
    • Does not get Use Scrolls, but should

    34. Fighter/Druid HLA

    • Gains Elemental Prince Call, but shouldn't get that HLA

    35. Fighter/Mage/Cleric HLA

    • Gains extra level 7, 8, 9 spell HLAs when it should not
    • Gains combat prayers HLA (LI#COPR) when it should not
    • Resist Magic Damage is missing the Resist Magic prerequisite.

    36. Cleric/Ranger HLA

    • Since there are a number of patches that allow for evil/neutral ranger/cleric combinations, I'd suggest adding the mutually exclusive summon fallen deva HLA to the list of the ones allowed by the multiclass in the documentation.  The installer already adds this combination.
    • Does not gain Mass Raise Dead (SPPR729), when it should according to the documentation.

    37. Abjurer HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    38. Conjurer HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    39. Diviner HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    40. Enchanter HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    41. Illusionist HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    42. Invoker HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    43. Necromancer HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    44. Transmuter HLA

    • Gains the extra level 7, 8, 9 spell HLAs when it should not
    • Improved Alacrity should have Arcane Knowledge as a prerequisite, but it does not.

    45. Wizardslayer HLA

    • Gains the Hardiness HLA (SPCL907) when it should not.

    I will continue to update this post as I continue my testing.

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