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Salk

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Everything posted by Salk

  1. Spells I'd like to see (in order of preference): Animal Summoning I Frost Fingers Obscuring Mist Long Strider Bane About Cure/Cause wounds, instead of making them separate I would just change the effect depending on the target: if hostile, damage; if allied, healing.
  2. Magical Stone According to me, there is only one way to make it better: improve its accuracy so that it can become a choice when it does matter to have a high chance of a first, interrupting hit. I'd do that and leave the rest unchanged.
  3. Agree with everything except letting druids have access to the spell. Just like for Armor of Faith, these are two spells that shouldn't imho be available to druids. You might consider introducing new druid only spells to the game instead. I use it sometimes. Keep it untouched. I fully support your suggestion. No, it doesn't. It's better than vanilla, for sure. Not enough to make me want to memorize it though. Your hope is my hope. But I am against adding immunity to charm because that would make it overpowered. For once, I am suppoting a non PnP take of a spell. I think Bioware did right in this case. The agreed implementation suits me well. Yes, do it. Now that IR comes with movement speed penalties components, it's even more important that you do. I am fine with the current progression but I wouldn't mind a faster one since druids can't really sport many other offensive spells of that kind.
  4. In order of preference: 1) Dimension Step 2) Fog Cloud 3) Monster Summoning I By the way, I am really looking forward to go back to Find Familiar revision! It was sooooooooo long ago...
  5. They are certainly not, and even without ogre-mage. I don't measure the power of a summoning by a mere practical test in a predetermined scenario (built by you). I measure it by checking what qualities the summons have. The Shadows have harder time to hit (not that the Ogre are much better) but they have more staying power, resulting in more attempts to hit. On top of that, they have natural resistances that Ogres can't even dream of. I still think the spell shouldn't be modified. In the end, it's up to Demi.
  6. SM III vs SS In my experience, they are equivalent more or less so I would not change anything.
  7. Some feedback: Breach: I am with you here. Chaos: It's a bit too similar to Confusion, true. But I'd keep it the way it is in lack of any better alternatives. Feeblemind: What about making the affected creature drop anything that's being hold in its hands on top of the existing effects? Suommoned/gated creatures: Generally speaking, I would like to see a nerf of their staying power because at high levels the battlefield reminds me of Warhammer 40k and that is not good Oracle: Yes to your suggestion but no to merging Detect Alignment. I know it's a rather useless spell but it's characteristic and I would not want to see it gone. There is not only efficiency to consider when you evaluate one spell, in my opinion. Protection from [Element]: I support the merging here instead. Protection from Normal Weapons: A bit like Detect Alignment I find this spell deserve being "protected" in its current form and I'd therefore advise against changing it. Spell Immunity: You know how much I hate this spell (perhaps more than you do) and you also know that I'd like to see it gone forever. Your solution though seems the best that can be attained without breaking SCS's AI.
  8. There is really a lot going on here now. Some of my thoughts: Dimension Door If we want to change its level slot then I would rather see it down to Level 2 (or even 1 as Demi suggested) Charm spell I do agree that they should be changed so that they'd work the way they are supposed to. Unfortunately Demi, not only you have been idle in these months. No news from DavidW and Ascension64 either... Dispel & Remove Magic I think that these spells are overpowered at high levels so I would not mind a cap. But I seem to remember most people disagreed. Fireball I'd leave the radius the way it is in vanilla. Flame Arrow I would go for another solution: grant more arrows at early levels like you said but instead of being unharmed with successful save just lower the damage dealt instead. Confusion I am also for reducing its duration. Fire Shield I would welcome the use of a single slot for this. Simbul's Spell Matrix Your remedy would be a bless. I wrote many other comments but this awful message system introduced after the unsatisfactory overhaul of the G3 board made it disappear somehow. Also, pushing backspace causes serious issues, moving me to a wrong point after having used copy/pasted lines or bolded,underlined, or italic functions.
  9. I find myself in agreement with Demivrgvs. I just wish he could be back to full modding power!
  10. Hello ericp07! It's right. The familiar gains the HD equivalent to the caster level. We are speaking of fixed amounts though: Lvl1 1D6, Lvl2-Lvl9 1D3, Lvl10-Lvl18 1D2 and a +1 from Lvl19 onwards. The system shock portion is something I am actually very fond of because it's one of those PnP parts I am trying to restore/emulate. The familiars selection would remain the same.
  11. (LATEST BUILD AT THE BOTTOM OF THIS POST) Hello! As usual, I find myself with an idea in mind (have had it for quite some time actually) but I am short of any coding skill so here I am again looking for a kind soul who volunteers to help me realize what is going to be my last modding project. The idea is basically an overhaul of the Find Familiar spell. The goal is to take it closer to its PnP interpretation, adding some personal flavour in the process. Practically, everything is ready, I just need a coder that turns ideas into working code (of course, suggestions would be welcome). Going into details, here are the baselines for the modification: Familiars start at Level 1 - EasyTuTu and BGT players can finally use this spell without unbalancing the game When casting Find Familiar, the caster will select one familiar close to his alignment [see Table under] The Spider has been added as ninth familiar making it so that each alignment is represented by a different familiar Casting time for the spell is 12 in-game hours and the spell can only be cast outdoors Familiars acquire the summoner's level when the spell is cast and level up subsequently together with the caster (only the mage class advances the Familiar's level) Familiars Pseudodragon and Imp grant the summoner a minimal base magic resistance (2%) if within a 10 feet range The caster receives half of the familiar's HPs (rounded down). This number changes dynamically when the caster levels up Familiars will have soundsets and portraits associated to them New/recolored bams Familiars will nag when they feel enough time has been spent in the backpack At the death of the Familiar the summoner loses the extra HPs. If the summoner is still alive and he must save against system shock or fall unconscious for a brief period (see table under). Regardless, he loses 1 permanent point of Constitution until a new Familiar can be summoned for 3 in-game days. A new Familiar can be summoned only after 7 3 in-game days have passed (mourning period) CON System Shock ------------------------ 1 25% 2 30% 3 35% 4 40% 5 45% 6 50% 7 55% 8 60% 9 65% 10 70% 11 75% 12 80% 13 85% 14 88% 15 90% 16 95% 17 97% 18+ 99% Familiar HPs progression Table --------------------------------------- Lvl 1-9 10-18 19+ HPs 4 +2 +1 Familiar Summoning Table: Selection by alignment ----------------------------------------------------------------------- LG: LG, NG, LN NG: NG, TN, LG, CG CG: CG, NG, CN LN: LN. LG, LE TN: TN CN: CN, CG, CE LE: LE, NE, LN NE: NE, TN, LE, CE CE: CE, NE, CN Familiars by alignment: Familiar Alignment Change Rabbit Lawful Good - was TN Pseudo_Dragon Neutral Good - no change Fairy_Dragon Chaotic Good - no change Ferret Lawful Neutral - no change Spider True Neutral - new addition Cat Chaotic Neutral - no change Imp Lawful Evil - no change Dust_Mephit Neutral Evil - no change Quasit Chaotic Evil - no change Okay, that is all. If somebody is interested in helping me with this, please contact me via PM or by posting here. Thanks! LINK TO TOPIC AND LATEST BUILD: http://forums.blackwyrmlair.net/index.php?showtopic=5278
  12. Nice to know that your IR and SR projects are near completion. I know it might take some time for SR v4 but I trust you are that kind of modder that won't just suddenly disappear from the scene, leaving his projects incomplete. You might take some time but in the end you deliver. Thanks for that.
  13. It seems I will have to wait for SR v4 to really start playing this game...
  14. Congratulations on this new release! I am still hoping for my own sake that one day this will be compatible with BGT...
  15. Nice to see you again, plainab! And nice to see you are still willing to work on the BG1 Fixpack!
  16. I agree with all comments made by Shaitan above.
  17. I do understand you have this mission at heart, Demi. But there are limits. I'd rather not change drastically a spell only because it is balanced for most part of the game and loses its importance for the rest of it. In a way it is natural to have some sort of high time for spells and forcing them to be equally useful through all the game isn't always feasible. But it's your call of course.
  18. Cure Wounds I actually am with Thailog on this one. Perhaps because I am a BGT player and appreciate how important curative spells are for keeping my people alive.
  19. I hope you don't mind if I continue with this discussion. Since I know you are a civil person I try debating. This specification is not really need in my opinion because Baldur's Gate is built around AD&D 2nd Edition for its bigger part. I would feel the need to point out what PnP sources I am talking about only if different from 2nd Edition PnP. Entangle being usable everywhere is: 1) Consistent with PnP (2nd Edition ) 2) Easier to envision in, if not all, many indoor environments (vegetation of any kind could find its way through cracks in walls, stone, etc.) so on my part there is no questioning Entangle being usable pretty much anywhere. The problem here is the lack of a more reasonable cap. Still, in the context of the druidic offensive magic and that the spell is intended to be used only outdoors, I don't find Call Lightning, even in the vanilla version, a shame to be corrected at its root. Though I envision the spell as a manifestation of Nature and as such I agree with you that the Magic Resistance check is out of place. In the end, Call Lightning in AD&D 2nd Ed. has a very specific character which SR changes deeply. For that reason only, I would change the spell's name. This new SR version of the spell will certainly be more balanced and perhaps reasonable. But also less original.
  20. Yes, but they have a different background as you well know. PnP version of Call Lightning even requires favorable weather condition, not only that it is cast outdoors! Now, the outdoors only condition is a trademark of this specific spell and I would rather see its name changed in its SR-tweaked version because SR is changing the most defining characteristic of this spell. The maximum damage dealt is certainly too much (but saving for half damaged is allowed and also: should we evaluate a spell only by its maximal damage?), but its outstanding power is available to those who decide to use one of their 3rd level slots to memorize a spell that most times won't be useful. Game-balance wise I don't find this concept extremely wrong.
  21. Call Lightning I can understand but I honestly can't agree with Demi's and SixOfSpades' point of view here. Call Lightning does not belong to arcane magic and shouldn't be mixed with other spells like Ice Storm or Lightning Bolt. It's a druidic spell and it invokes the power of Nature, in this case from the sky. At least, that's how I see it. Thinking of it again, I wouldn't even have changed it to nerf it and make it work indoor. Its vanilla outstanding damage was justified by the outdoor only usability and the face that druidic magic is generally weaker than other classes'.
  22. While I agree with your choice, I'd have changed the name of the spell (perhaps Discharge?). Call Lightning is obviously pointing to the open sky.
  23. The extreme speed (casting and execution) is a trademark of the Magic Missile spell and I wouldn't alter it.
  24. As pictures sometimes speak louder than words, here's a nice screenshot which illustrates my point: http://i961.photobucket.com/albums/ae98/Gr...nk/Baldr038.jpg It's almost impossible to survive such an encounter at low levels without using invisibility before traveling, unless you reload the game of course. I think the problem in this case is a poor scaling of random encounters rather than SR's reduction of Invisibility to 8 hours (which is a good choice, according to me).
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