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kreso

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Posts posted by kreso

  1. Globe of Blades/Blade Barrier are awful IMHO.

    - They don't break invisibility?

    - Even if visible, enemies cannot avoid the blades

    - They cannot be Breached or Pierced to get rid of them?

    - You can't even buff you Dodge Breath save to better your odds of avoiding damage?

     

    If they allowed a save, or if they could be removed, or if they only affected 1 enemy per round, etc. etc... if there were some reasonable limits on them, I would find them interesting. But what is the concept here, that makes them think not these incredible "sit around on my butt while enemies commit suicide" spells?

    You cen only pick Globe as a HLA once. The damage is imo pathetic (avg. 8 per round, reduced by physical resistance), they require melee range, so if anything they should be buffed. I try to avoid the "save for half" as much as I can, I hate that since it always favours the player in the long run.

     

     

     

    Other skeptical comments now that I've had more time to think through some of these changes:

    1. You said Prismatic Mantle is getting nerfed, but it's already pretty terrible in standard SR due to the lack of its traditional weapon immunities (which SRR restores). Will that be restored in standard SR to make up for the Fire Shield-like effect being nerfed?
    2. Fear effects suck (generally requires you to micro-manage one party member to head them off while the rest of your party pincushions them with projectiles and magic), but berserk effects suck even more - basically makes using these spells nearby any neutral NPCs a no-go, and it makes ranged combat against berserk-ed enemies even easier IIRC (since they don't really try to run away, so all you have to do is keep a short distance and they have no real targeting abilities).
    3. Mind Blank is a level 8 spell, and actually based on P&P sources. I cannot understand why it would need to lose some of its protections when it's arguably already pretty weak for a level 8 protection spell, especially when they perfectly fit the function of the spell.

     

    1) yes

    2) there's about 0,0001% chance of that to happen in game. Same thing would apply to Confusion, nobody complains about that? As I said several posts above, have some faith in my abilities and knowledge about this game.

    3) Mind Blank is vastly superior to Chaotic commands now. It lasts for 8 hours (CC is nefed to 5 turns only), it protects vs all PW spells, it protects against a multitude of impairing spells (even covering holding magic, which CC lost - but not on-hit effects). SI:Div mixed in isn't imo proper for this spell, since Divinations don't affect the mind.

     

     

     

    Stuff done via code (EE only)

    I can't post screenshots here. Bugger. But here. First screen shows how immunty to damage type or debuff should work. Second one shows what happens in SR.

    This only happens if you install AoE deflection tweak. It "deletes" the spell name, so you get "Unaffected by effects from" message.

    This is now changed, and the spell name gets correctly displayed. Not all is perfect however. Now casting a fireball in a group of hobgoblins will display;

    x:Fireball;hobgoblin for each hobgoblin hit. It's not perfect, but imo much better.

     

    Also on EE with Deflection, newly created subspells would still display damage animation even if the target was immune to damage type dealt. While EE 2.5 apperantly fixed this so spellcasting isn't interrupted, I've made it work as intended in SR.

     

    Lastly, cloud-based spells like cloudkill and stationary AoE like Web will no longer deplete deflection charges or be blocked by them.

    did you switch to EE in the end?

     

    yup. It just allows for so much more. It+s far from perfect (it's fairly prone to crashes) but some stuff EE allows for is really good.

  2.  

    Notices from my BGEE walkthrough (IR, SR and SCS installed):
    - The quest where you got poisened by Marek in the city is not solvable with the potion provided by IR (due to changes in EE patch 2.5, problem and solution documented here: http://gibberlings3.net/forums/index.php?showtopic=29585)
    - The "Shield of Falling Stars" has a mini-bam which looks silly for a towershield.
    - If you pick up Safana, she has profiency in Scimitar, but wields an Ninja-to (inconsistent due to the weapon changes introduced by IR).
    - The werewolf in Ulgoth's Beard (Loup garou/Mendas/Selaad Gan) can only be hit with weapons with the "Cold Iron" property. I found no weapon with this property (I tried Varscona, Baldurans Sword, Werebane and Flame Tongue). At least Werebane and Baldurans Sword should be able to hit this beast. Currently only magic works.

     

    MArek quest will (I guess) be fixed in EET.

    Per shields- a few of them look silly, I agree. Will fix.

    Safana - no promises, I've never tweaked NPCs.

    Cold Iron - this is as old as IRv3 I think. Will fix. Iirc, Flame Tongue, Balduran bastard sword, Balduran dagger and, Albruin and +3 Bastard vs Shapeshifters had this.

    I'm gonna set it for Balduran items and Flame Tongue, it doesn't fit to Albruin nor LAwgiver in IR.

  3. It's just that if a party member gets petrified, and you have no means to revert the spell, you can probably kill said party member off as a sort of a last resort solution and ressurect them in a temple later (i.e., the statue is too heavy to carry around, but a chunk of it might be enough of a DNA sample to warrant a True Resurrection). Makes those temples useful at least somewhat too.

     

    Otherwise, when spell expires by itself, add a stat penalty that can be cured at the temple or with Restoration/Heal. FtS then fits nicely into an 'annoying debuff' niche (similar to level drain) that can be mildly useful to finish enemies off too sometimes.

     

    I mean, it's all about an emotional impact of being forced to kill your stoned friends all by yourself.

    That's all cute, unless it's your PC you have to kill. :D

     

     

    Globe of Blades change: Doesn't this just make it the same as Blade Barrier? Blade Barrier does 1D8 every 3 seconds (aka 2D8 every round) and offers no save as well.

    Typo. Globe does 2x damage Blade barrier does.

  4. Can someone tell me what's intended behavior for Sarevok, though? (I'm guessing: vanilla BGEE+SoD: just get the credits; EET: cutscene takes you into SoD. But for all I know, you're supposed to get SoD even without EET.)

    - Pierce Shield scroll dropping: I can't understand this one, if it's SCS I don't see how

    When Sarevok dies, cutscene starts immediately and you appear in SoD starting dungeon. (EET)

    High-level scroll drops also appear in SoD part. (Ruby Ray, Incideniary Cloud). (EET)

  5. Then these mage bugs could be linked to 2.5 patch rather than SCS. I had no issues with SCS (30 or 31) on previous EE versions.

    Also, the quest where you get +3 vs Shapeshifters bastard sword in BG can't be finished. I kill all the dopes, and still get "there are still more monsters" answer. The mage-like character on the same floor as Aldeth (conversable) never turns into a doppelganger.

  6. you would have to do away with all kinds of spell protections as well because parties might not have prepared to have a way to dispell them...

    There's a big difference between duration = 5 turns and duration = permanent. The fact you can kick somebody out of party isn't a solution. Some NPCs leave forever if you do that.

     

    Sure, being attacked by a swarm of insects would probably make you go "berserk" in the sense of furiously flailing and bashing around, in order to rid yourself of the insects. It sure as hell wouldn't make you randomly run up to the next best person and start attacking them (while merrily ignoring the insects biting away at you).

     

    The target should be seen running around, being occupied with the insects and hardly able to do anything else.

    Fear simulates that situation perfectly while berserk doesn't make any sense.

    Some faith in my abilities, please. :)

    They won't just "randomly" follow you around and keep bashing you. You might get hit occasionaly, it's not like they'll be running amok following their target across the map. And if anything, immunity to fear effects shouldn't stop this effect.

  7. I doubt insects will cause issues, unless you willingly cast them in inns etc. These spells are rarely used by AI (BG1 Cloakwood & Larswood, BG2 Druid Grove, ToB Yaga Shura's mother). Same would apply to confusion, no?

     

    Petrification - is all ok for 8/24 hours?

     

    Shadow walk would be kinda ok, but Shadow Door already does pretty much the same (mazes nearby enemies on a failed save).

  8.  

    I've played a bit with SR + v32.

    You've outdone yourself...great work. Seeing enemies use Sound Burst, True Strike etc. is awesome.

    Mulahey fight...wow.

    SRDetectInvisibility trigger is the best thing in SCS ever since v21's removal of Misleads.... :)

    Terrific. (What did Mulahey do? I didn't specifically mess with that fight beyond what was in v30.)

    Sorry, Bassilus, not Mulahey. Buffed up skellies!

    Anyhow, there may be a bug present on EET installs; I don't know if it's SCSv32 or EE2 2.5 or latest EET mod - but enemies in BG1 (even random Hobgoblins etc.) drop 8th level scrolls and the like (Pierce Shield). It happens very rarely however.

    I'm positive this didn't happen before (SCSv30/31; EE patch 2.3)

  9. Rationale here is that AI will usually use this asap. You'll cast Slow, and it's gone, no save, nothing. I wanted to make a distinction between a spell and a potion, and allow for 2x movement speed (for those who like to kite).

    Also, it's made usable by monks.

    I can revert it back if most people disagree (it has more to do with SR than IR, in any case)

  10. My intention wasn't only to end the game for solo players; that will happen even now. If you're not soloing, but have no means to revert petrification, you'll be stuck (can't travel between areas) and the only way to proceed is to kill petrified character. That's what I want to avoid, since it breaks immersion.

  11. Since I'm doing an SCS release atm anyway, is there anything I should be tweaking based on changes from v4b15 (which was my baseline)?

     

    I'm not going to make any substantial changes since I don't want to risk breaking things or delaying my official release, but I don't mind tweaking a library file or two if it's necessary.

    I've played a bit with SR + v32.
    You've outdone yourself...great work. Seeing enemies use Sound Burst, True Strike etc. is awesome.
    Mulahey fight...wow.
    SRDetectInvisibility trigger is the best thing in SCS ever since v21's removal of Misleads.... :)
    As per changes:
    - in kill_maze_stun; SR Disintegrate is magic damage, so you can put a check for magic damage resistance there
    - in IR lib, L1 safe and L2 safe can be deleted, armor will be reworked and these checks arent needed
    - for clerics, smite and blight don't care about alignment in SR, they affect all enemies regardless
    - Nature's beauty is a charm spell in SR, it doesn't blind anyone

    S

    ince I'm doing an SCS release atm anyway, is there anything I should be tweaking based on changes from v4b15 (which was my baseline)?

     

    I'm not going to make any substantial changes since I don't want to risk breaking things or delaying my official release, but I don't mind tweaking a library file or two if it's necessary.

  12. @Ulb

     

    I don't understand what's the differnece in case you're solo. Domination = instant death = stoning = permanent hold = feeblemind etc. In all cases, it's game over.

    I can get around permanent/item equiped immunities, that's not an issue.

     

    @Grammarsalad

    Likewise.

     

    Mike contacted me about your work with ADD_SPELL, when I'm done with SR base (and EE stuff....I've just spent 2 hours delving into code and fixing stuff..meh) we should merge our work.

  13. changing the carried Weight of the target to achieve a similar effect in two steps, rather than five.

    I see no way of doing this.

     

     

    I can leave the spell as it is (i.e. no death) or I can delay the death further. For now, it seems all dislike the "kill" idea, so I may as well roll with no kill option.

  14. Casting speed penalty I ain't gonna implement, anywhere. It's too detrimental for AI.

    Movement speed penalty seems fine for as long as it doesn't go to 0 (that ends up looking bad)

    . but---

    Free Action effects usually carry "immunity to effect = ms modifier". So in this instance, Free Action would prevent this effect while the others would go through.

    Is it really killing the creature affected that bad? Do note that you could revive him, no romance would break, no loot would be lost etc. And you still got a window of time to depetrify him.

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