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Incantatar

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Everything posted by Incantatar

  1. Hey, don't feel the need to excuse yourself. Take the time you need. Other than that i don't see a problem yet. I'll keep looking.
  2. BGEE v2 BUG1: Almost all familiar .CRE and .ITM files are referencing wrong strings for their names and tooltips in SR. BUG2: HOBARCSU.CRE has a wrong tooltip string. Just saw the issue is already on GITHub. If you want i can make a pull request with the correct strings. You'll need a separate BGEE branch i figure. Another thing, is the MI fix and DM fix incorporated in BGEE or still needed?
  3. Which version are you using? It was casting time 1 with 10 rounds duration but on the last build it should be cs 5 and 5 turns duration. V4 - Beta 7 (8 October 2014) SPWI510.SPL Dispelling Screen and Spell Shield both protect from Dispel Magic, correct? And the dispelling power from DS is independent from a MR check or does it add to it? Regarding the saving throw fix I think i mentioned it somewhere on the forums here and it was pointed out it's a ToBEx issue. You should disable it in the .ini, it's clearly bugged. I'm not sure why it's persistent for Shaitan, for me the multiple messages are gone after disabling the fix.
  4. @Shaitan Multiple Save vs messages Are you sure you changed it to =0 in the .ini file? The problem only appears for me when it's active. Spell Revisions vs A-Tweaks That needs to be changed by aTweaks. As another option this could be implemented by Kit Revisions in the future. Monster Summoning I I think Demivrgvs didn't come around to implement it yet. Like the checks for Fiend summoning, Mind Blank and a few other planned spells. The following around part is intended. It can be a hassle but i think it's mostly a boon. @Demivrgvs Dispel Screen seems to have a longer duration than the stated 1 turn.
  5. Greater Spell Deflection says "spells greater than level 4 will not be affected". I hope this is a typo.
  6. - Ring of Human Influence charms the caster (new in v4 for me) - The djinns, fiends and a few other summonable creatures have nice scripts with IR/SR/SCS but a few monsters do not, notably the lesser elementals, e.g. from the rings of X control. Would be nice if they also had a following/attack script.
  7. Haste - 1 turn sounds fine. I don't think it is bad or overpowered as it is and 1 turn flat is just nerfing it. Pro Missiles - go half the current value, then? 1 turn? AI can cast 10 spells during that time, it's enough. 2 turns is a chore in BG1 where every mage and his mage friend and his pet bard has this spell memorized. And no Breach to get rid of it anywhere... I know Dispel arrows work, but they're very expensive, and you only see two of them in BG1 before you get to Baldur's Gate where you can (maybe, depends on install) buy them for a ton of money. No enemy uses IR Dispel arrow. It's a good spell for the AI it's not a very good spell for the player. I play solo no reloads with mages and don't memorize it. Invisibility is the plain better defense for a mage. Ice Storm - it's always my first level 4 pick for a sorcerer. It's that good. It also bypasses Minor Globe, which is a huge boost in spell power. -1 round duration, perhaps just slightly higher damage in return? Keep in mind this is a "combo" spell (entangle, web and similar work splendidly with this, forcing numerous saves). There are imo better spells at lvl 4. It's a combo spell you're right but it's not overpowered on its own. Telly field - am I the only one who hates this spell? It's utter annoyance. I think it's too weak in SR and the stackability in vanilla is overpowered. DUHM - at later levels, who needs this anyway? 19 strenght is enough for entire game imo. Your fighters will probably have 20-22 strenght, and why bother with penalties later on?I don't see this spell powerful, unless I'm playing a halfling or a monk, even then it's very limited. If I wanted strenght which is the most important stat for a fighter, I'd pick "strenght of one" any day over this. I really can't see how you think this spell is weak. I think it's great. For every character. Blade Barrier/Globe of Blades - I don't think every spell in this game needs a save allowed. In addition, every "save or x" ends up favouring the player, not AI. Any buff to clerics, especially melee-wise, is fine imo. It's a bit lame for pure clerics with the save but just right for a f/c imo.
  8. Damn it, i had a long answer vanishing in the abyss. Just two quick notes: Contingencies take too much time to fire. This really should be fixed but i can imagine is hard coded? Triggers are interruptable in my experience, they have a casting time of 1 right? Should be 0.
  9. V2 is the current version of IR since 2008. Why not being pragmatic and forget about releasing a full feature version at all? Just release what's there and ask the players who still like to play this mod to look for/fix compatibility issues.
  10. Ah, like i thought. Just wanted to make sure.
  11. Hey, you changed the description of the fiend summon spells. Is there a wis/int lvl/cha check now? The fiend script seems to do the old 85%/15% probability.
  12. @Dakk It's really easy to change the spells in Near Infinity to not cause hostility. I did it for Web.
  13. Thank you for your work. I hope this Fixpack will not be forgotten.
  14. Two questions 1. This project never left beta. Are there any reports of problems? 2. Is this project completely abandoned?
  15. You don't. Actually your far from it thankfully. Reading amanasleep's post above, MMMs really shouldn't be able to remove spell protections, at least not 3lvls per meteor. Oh and why not add Teleport to lvl 7, allowing to teleport to selected places? Like this mod http://forum.sigil.cz/viewtopic.php?f=20&t=740
  16. Not new spells but obsolete old spells. You should throw (minor) Spell Turning out of the window. Since we generally assume SCS here, no mage will fall for it ever and the only minor advantage to the deflection line is the very few instances of Gauths and Beholders taking some backlash for one or two rays.
  17. Monster Summoning I Awesome would be the possibility to select monsters.Like: -Gibberlings (max 5) -Small spiders (max 3) -Kobold archers (max 3) -Goblins (max 3) Dimension Step/Dimension Hop This and GDD for 5th are both very good ideas. Fog Cloud/Obscuring Mist This would be pretty interesting.
  18. Summon Shadow It looks really good but using it for a while i would not cast it again. The shadows and Wraiths don't hit anything. SM3 is much more useful. If we can use dropdown menus we should use it for SM1-9 too. Elementals could be incorporated. And don't make Flesh to Stone petrify on a failed save. It's still death. You only need one hit in that round. Also it ends the game for solo players. Invisible Stalker - It would be an very awesome spell if you can make summons travel areas. PfMW - It's fine with 3 rounds/lvl. It was overpowered in vanilla.
  19. Summon Shadows have their use when the AI has no magic weapons for instance and you can somehow debuff them. But it's a limited use really. I would suggest the following progression: 3 shadows -> 3 shadow fiends -> 3 wraiths. Instead 3 fixed perhaps even 1w4+1.
  20. It's not supposed to be stackable. I already told Demi about it and he will fix it. But these are deliberately AoE spells in P&P and in vanilla BG. I don't see any good reason to change that, as it would have a big impact on the already tuned spell balance. I can't agree that they are too powerful. Globes also should have a reason to be cast.
  21. Protection from Missiles It's not op imo. Even without a party its duration makes it a rather circumstantial spell. It's more useful in BG1 and nearly useless for most of BG2. Not much. It's a popular spell but it's by no means a must have spell. Would be much better if there was a way to show the AoE before casting. Hardcore gamers know it by feel, but it takes a lot of time. The spell was much better in combination with unnerfed ProtfFire.
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