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JediMindTrix

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Posts posted by JediMindTrix

  1. It's possible to complete Gaal's conversation without finding out that the Unseeing Eye is a Beholder, but the game will still assume that you took that dialog option and give you a journal entry referencing it and the interjections for it even if narratively your character and party did not find out the Unseeing Eye's true nature. Sassar will also assume you know he is a beholder already, even if you shouldn't. Here is a screenshot of the dialog path to produce this result. Thanks to Angel for digging into the dialog files.

  2. On 3/23/2024 at 10:50 PM, DrAzTiK said:

    This could be an interesting feature. But don't forget that the problem is that bg allow only 3 quick items slots. In comparison to modern crpg, baldur would suffer a lot to get a forbidden inventory access during fightings unless there is a way to get more quick items slots. 

    this would be my biggest issue with it and probably end up being the only SCS component I wouldn't install -- if you've installed the 4-slots in every character you wouldn't even have access to some of your weapons. that said, that's why it's optional lol

  3. Overall I really like this concept. I was wondering if you could add a higher setting with provisions set to 2.

    The other thing I will note is that I think it's extremely odd that you don't replenish your provisions when you rest in your strongholds -- some of them do make more sense like the Planar Sphere, but the de'arnisse keep as a cook and kitchen, the bard stronghold is beneath an inn, the rogue's guild is/was set up to be an inn... you're telling me the temples don't have foodstocks their prized priest can restock from? The Radiant Order of the Noble Heart doesn't give their paladins travel provisions when they set off to do Paladin things? etc etc

  4. I hesitated to make a thread about this since it's still in beta and I haven't seen that 'difficulty' or 'balance' is really part of the equation so much as the rule of cool is in effect. However since reading your discord post about how you can just ignore things I have decided to give it a go ahead. It's also about a conflict with another one of your mods -- not in the code, but in the concept.

    Basically, I do not have to rest very much. I have Provisions cranked to InsanePlus and I still leave dungeons with an extra rest most times. The only times I've ran out of rest are when I forgot that resting in your own stronghold doesn't replenish your provisions. I'm 99% sure the issue is my mage and cleric/mage just rarely seem to run out of steam. Doesn't matter if I'm using Edwin (he is stratospherically OP now btw) or Nalia or Aerie, I just don't run out of slots. I think they could be dialed back significantly for arcane casters as it has contributed a lot to powercreep in combination with the bonus spell slots from the feats and then the items running around out there. Maybe not bard, but mage definitely. Arcane magic is significantly stronger than divine magic, with or without spell revisions installed, and I think that's the biggest reason 2e never gave mages bonus spell slots for being smarter.

  5. It appears that forever reason the mage that accompanies Tolgerias, who is named "Mage" in AR0142, goes to cast a spell first instead of firing off their contingencies/sequencers first. I thought that odd

    WeiDU.log

  6. Honestly I do think the feat system busts the power balance further in the players direction somewhat and that some standardized feat lists should be made and doled out. It contributes to power creep and it isn't truly balanced unless the system plays fair with the NPCs, IMO. I get that it's a lot of work but this is my easiest SCS Insane campaign I've played in a long time, by far and the only thing I can think of that's changed is ToF

  7. I will use this thread to post feedback in relation to feats.

    I don't see there ever being a situation where it is worth it to take the skill point bonus feats over other available ones. They need to deliver more value otherwise they are just window dressing. Some specific ideas

    1) Each rank gives 15% to each skill instead of just one

    2) 20% bonus to both skills, only one rank possible


    I think the same can be said for Loremaster but I am not sure how to make it a more attractive feat given the skill it's based off of has limited use (IMO). The only thing I can brainstorm to make it more attractive is give a free identify for each rank alongside the lore boost

  8. I also noticed that you can kind of 'cheat' your spellcasting feats with npc character customization because you'll have been able to cast 3rd/4th level spells from the get-go and the UI won't lock you out of taking 3 feats that should be 'out of reach' if you were to follow a one-level-at-a-time approach

  9. Bug #1 - This bug is a long-standing bug that for some reason I've never gotten around to reporting. It's been present in the component since I first used it in SCS years and years and years ago. Basically, the class-changer does not remove Imoen's Dual-Class flag from her character sheet and you have to manually remove it using EEKeeper. This causes odd behavior if you try to switch Imoen to a multi-class that contains Thief in it. I have not seen the same problem in Yoshimo, and have never tested Anomen. This isn't fixable with EEKeeper anymore, because:

    "Bug #2" - I don't know if this qualifies or not since it's probably more to do with the way EEKeeper compiles an edited save, but with this latest version of NPC Customization, in the first few seconds after loading an edited save all party members HP rolls over to an extremely low value. Saving and loading in EEKeeper again show integer overflow in some of the NPCs HP

  10. On 1/23/2024 at 9:29 PM, jmerry said:

    Cleric strongholds: No. You don't own the temple, and there's nowhere appropriate to rest there anyway.

    IIRC the dialog for the Cleric strongholds references you having your own quarters, even if it isn't represented on the map itself.

  11. Hey,

    Didn't want to make a separate thread for a single suggestion so I thought I'd drop it here:

    Assuming all components are installed the game takes on a bit of a distinct 3e feel, and with all races being able to multiclass/dualclass now there doesn't really seem to be anything distinguishing about Humans (that I've noticed), so I was thinking giving them an extra feat at level 1 might be a nice idea that gives Humans something unique while staying in line with the feel and theme of the mod, since that is a 3e rule.

    Cheers

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