Jump to content

kreso

Modders
  • Posts

    2,693
  • Joined

  • Last visited

Everything posted by kreso

  1. A daring idea about shorties is to make them more true to their PnP lore. They may be more magic resistant than humans, but - they're level-limited. One would think twice before rolling a dwarf if that dwarf would get 20% XP penalty.
  2. I'd take shortie saves over this any day...
  3. That's the one I use! But dwarves don't get 18 DEX.
  4. I play dwarves with 20 con and halflings wih 20 dex. Dwarf gets -2 to DEX, halfling -2 to STR Elves I don't play since elves stink, but allow 20 DEx (-2 con), half-elf +1DEX - 1con. Orcs can get 20 str & con, suffer -2 INT; -4 CHA
  5. 1) I don't know about this. It's probably doable, but I don't see much point in detecting traps that a monk can't actually disarm. 2) doable, but far easier with giving them 1 stoneskin. Imo doesn't really fit the class. 3) +6 I don't really see happening 4) nice ideas, and I like all of them bar deafening effect
  6. Are you using latest SR version? Iirc, this issue was fixed some time ago.
  7. Arla's is only +1, it's very minor bonus but is there and does stack with Traveler's.
  8. I don't know if that's intended, probably not, but these bonuses simply can't stack so... Ok, i had not thought of that. Does it stack with monk's bonus, haste and oil of speed? It's a seperate issue. Anything that adds apr will lower your speed factor, since the engine needs to squeeze all apr in 6 seconds window.So your overall speed factor will be better the more apr you have. If monks get innate speed factor increase, then no, it won't stack with it. I was talking only about movement speed bonus. Sorry if that wasn't clear. Kreso, since you know the engine well, an offtopic question: do you know how difficult it would be to mod the added Beamdog content out of the EEs? I like the engine refinements but i think every single content addendum (NPCs, items,..) sucks majorly. Static content shouldn't be a problem but i think of scripts, triggers and global variables, can they be just removed or ignored without ill effect? And is there hardcoded "enhancement" involved? Again, it depends on value used. With IR, MS bonuses do stack with each other, so with monk's innate boost as well. I don't have a clue about EEs. Few years ago a list was made of new items, but afaik nothing was done with them. Fwiw, if you leave out new NPCs, you'll see very little, if any, new items.
  9. I don't know if that's intended, probably not, but these bonuses simply can't stack so... Ok, i had not thought of that. Does it stack with monk's bonus, haste and oil of speed? It's a seperate issue. Anything that adds apr will lower your speed factor, since the engine needs to squeeze all apr in 6 seconds window. So your overall speed factor will be better the more apr you have. If monks get innate speed factor increase, then no, it won't stack with it.
  10. I don't know if that's intended, probably not, but these bonuses simply can't stack so...
  11. This isn't SR specific. I don't see why? I have to see what you guys did, to be sure. But my system clones spells, the runs DELETE_EFFECT to remove all effects from the clone spell, and ADD_SPELL_EFFECT a new effect that casts the original spell via 146 or 148 - depending on whether the original is an AoE spell. Off the top of my head, it seems like that process might be imperfect of the original has been changed from AoE to some kind of multiple-single-target. But I haven't tested. I think (haven't tried your system) that whatever you do, it shoulnd't be too hard to make it compatible in any case. The list of spells affected is in SR .tpa file governing that component, I'm sure you'll work it out.
  12. Doesn't make any sense to me. It's inconsistent why?Probably because that's the only reasonable way to make something like this work? EDIT - Hmm, that may make this component incompatible with my sphere system... If you open up Globe of Invulnerability with an editor, you'll see it uses "immunity to spell level" opcode AND "protection from spell" opcode (for non-friendly AoE spells like Skull Trap, Web etc.). If you remove the "protection from spell" from it Globe will no longer protect you against your own AoE spells. Likewise, caster under Globe won't be affected by Haste cast by another caster, but will be able to haste himself. If Globe worked any other way, it would prevent the caster under it to protect himself with Stoneskin and similar level 4 or lower stuff. I hope it's understandable why Globe (and Deflection) need to work this way. One cannot use "protection from spell" opcode on Deflection since then attacks on it wouldn't drain it's charges.
  13. The component doesn't change how Deflections work. It changes how AoE spells work. Each of them cast a spell derived from the orginal but made single-target, so Deflection can block it.
  14. Deflections can't protect you against your own spells. Globes will.
  15. This isn't EE specific. It's documented there, but it's an original game feature. Tbh, I use "100% spell success" from BG2 tweaks.
  16. It protects against only one instance of dispel.
  17. Agreed. 120 for arrows/bolts/bullets; 40 for axes and 60-80 for daggers seems fine imo. Easy enough to do.
  18. warblade has "sunder" effect (undocumented). Aswerer's +1 apr has two round duration, instead of one. Hindo's doom +4 should have 206 vs Disintegrate & Flesh to Stone.
  19. SR Emotion never did that. It causes penalties to AC, damage, and THAC0. Triggrers like this are faulty. Likewise, Charm already works this way - if you attack a charmed target, he goes red-circled again. Imagine fighting enemies X and Y. X gets charmed. Y attacks him, and de-charms him by hitting him. The spell would be made pointless. This is prone to multiple bad things- any damage (even enemy fire) will trigger it. It doesn't even have to be attack for the trigger to fire. Web, Telly Field, Stinking Cloud - all will fire.
  20. Not working it seems.... umm... well, at least the "truly unethical" part is correct.
  21. Seems patch is released. Some toughts on it: (going through releasenotes, not all of them) - new class - Shaman. Seems interesting (sorcerer-type spellcasting of druid spells + some unique + dance to summon spirits at will). Does this dance have an animation? Can't say how this works in practice. Franky, I think something like this is more in Diablo line than BG2 but....I'd need to try it out before saying more. Priest of Tyr- same as in IWD EE. Not much to say, it's a priest of Tyr. Balance: Poision weapon rebalance - good. The ability is instakill in BG1. Does it still bypass stoneskin, which is (imo) a big oversight? Stupefier - nerfed. I don't know the percentages, but the weapon had no place anywhere in BG world prior to ToB so this looks good. However, with Darts of Stunning available (yes, it's a save allowed, but with BG1 saves and 3 base APR.....) things don't look good for AI still. Enchanted weapon - The Enchanted Weapon spell, instead of creating a magical weapon that the caster can wield, now alters the target creature’s currently equipped weapon to increase its effective enchantment level to +3. The spell’s description has been updated to reflect this change. Fantastic! T-up for this. Bard song protects from fear - bleh. Since you have Skald kit avaliable (better than vanilla trueclass in every-single-aspect) this is pointless, bar some RP reasons. Cloak of Fear The Cloak of Fear spell no longer causes targets to drop inventory items on the ground, in order to avoid situations where a player might lose an item without realizing it until it’s too late. This is good ofc. Frankly, I'd remove the idiotic "drop effects in panic" opcode from the game. It's beyond bad. Ioun stones Ioun Stones now universally have a weight of 0, and no longer protect the wearer from critical hits Demi's on a payroll here. This is more PnP than BG-like. Bit hardcore I guess, since thieves/monks now really get the s**t end of the stick. Thowing Daggers Throwing Daggers now universally have a weight of 0. If I ever created a character with dagger spec in BG1, I'd tweak this myself to work like this. Ok I guess, probably throwing axes should get the same treatment (if one can wear 4xplate armor he can wear few hundred axes ) Advanced AI New characters now come enabled with advanced scripting that makes intelligent tactical decisions without the need for micromanagement. This behavior can be fine-tuned by toggling options that appear on the Scripts screen This I have to see. I can't believe that "intelligent tactical decisions" stands in same line with BG AI behaviour scripting. Difficulty settings Two additions - 1) Story mode: With Story Mode, the player’s characters cannot be killed (!!!!!!!!!!!!!!)in combat and are gifted with Strength scores of 25. This difficulty mode is designed to facilitate a stress-free experience for those players who are not interested in plumbing the tactical depths of Infinity Engine combat. " plumbing the tactical depths of Infinity Engine combat." That 25 STR may be an overkill, no? 2) Legacy of Bhaal With Legacy of Bhaal, the creatures that are faced in combat will be given additional hit points, deal more damage, and generally be scarier. This difficulty option is designed for seasoned veterans who are looking for truly unethical levels of challenge. "truly unethical levels of challenge." This, this I have to see. I hope it's a tiny bit more than a function like DiffTweak mod where creeps get illegal THAC0/HP/saves etc. If it's not, I'd say this is rather dissapointing. You already got HArd/Insane for illegal damage, while ToBex allows for extrnalization (i.e. all scripted events work like Insane but damage is not doubled). I really hope this is more than pure cheating enemies. When starting a new game, players can now opt to create up to six characters to take with them. This functionality previously existed through the Multiplayer menus, but now players can create a party of player-created characters within Single Player as well. I'm kind of keen on MP parties. Don't really feel as if this was neccecary (save in mp, cut/paste in sp, play in sp). Saves 30 seconds of your life per game started. Meh. New Portraits Cool. ENGINE stuff • Metal weapons will no longer risk breaking once the iron crisis has been resolved (BG:EE) Nice I guess. By the time you're done with crisis you should really have a few +1 weapons, however. • Party members won’t all comment at once on every reputation change ..........see why I like MP parties? They don't talk crap. • Opcode 232 (Cast Spell On Condition) now supports spell states as conditions FANTASTIC, if it works properly. • Ability scores that receive a bonus are now tinted green instead of red on the Record screen Ok, a lot of people complained about this on old engine. • Players may now equip an off-hand weapon while a ranged weapon is present in a quick weapon slot !!!!!!!!!! Does this mean I can *finally* play a proper ranger who dual-wields and has a bow, w/o going in inventory screen?! • Players can now advance dialogue (as if pressing Continue or End Dialogue) by pressing the spacebar on a keyboard Exellent. Seems this also works on cutscenes, great!!! • When an item is selected on the Inventory screen, the portrait of the character best suited to that item will now be highlighted in yellow I just can't believe this will work properly. BuGFiXes Franky, most of these should have been fixed *at latest* 2 weeks after EE2 was last patched, if not before ever released. Example: • The Stalker version of the Haste spell is no longer affected by magic resistance • The Berserk ability now prevents combat log text from appearing with regard to effects to which the berserk character is immune • Hardiness from the Wish spell will no longer stack with the Hardiness HLA • White Dragon Scale will now be usable by Stalkers, as intended by Bioware For the love of Bhaal.... MODDING FEATURES Saving Throw vs. School (346) Applies a selective modifier to the target’s saving throws against a specific spell school (i.e. Necromancy). Now we're talking. Great. Make Unselectable (365) This opcode renders the creature unselectable, making it impossible for the player to give it orders even if it is green circled. I don't really see use for it, but I may be wrong. Maybe, maybe, some friendly berserking effect could be inserted here somehow?? Enchantment Bonus (344) This effect changes the enchantment level of the target’s attacks to the value of the ‘Enchantment’ field. The affected creatures are determined by the usual IDS targeting method. Again, great. This I think will see good use. Externalizations Spellcasting Failure (16669) The way that spellcasters fail after taking damage has been externalized to CONCENTR.2da. By default, any damage a spellcaster takes will cause them to fail their spellcasting. 0 Any damage 1 (1d20 + luck) vs. (spell level + damage taken) 2 (1d20 + Concentration ) vs. (15 + spell level) I was kind of hoping for more here (you get one extra option from what you get with ToBex alone). Now, if a kind soul would explain what is "luck" here (as per mage spell? just a random roll? Bollocks?) and what "Concentration" stands for (is it moddable? Can it be attached to a spell/kit/item? What is it?) Bard song The effects of the default bard song ability have been externalized to BARDSONG.spl. You can make changes to this spell to alter the bard song's default effects. Fine, but nothing really new from what ToBex has for years now. The notes end with User Interface changes. Seems that one can now tweak fonts etc. by delving into some lua stuff + you get an auto-roller feat if you're lazy to CTRL+8 your stats. At first glance, doesn't look to user-friendly and I don't care much about fonts (there are a few awesome available at SHS). Overall, I'm kind of reluctant to try this out just yet. I expected bit more externalizations, bit less on bugfixing (I haven't played EE in a long time, I tought that most of these issues were fixed already, or never existed in EE) and far less GUI things, which seems to be "the thing" for this patch. Along with a bunch of quest fixes for EE NPCs which I can't really digest.
  22. Mesmerism afaik uses same opcode as Feeblemind, so.....no. Chaotic Commands will keep you safe, or 8th level Mind Blank.
  23. Fwiw, DS tweak is a *major* nerf to mage class(es). If you decide to implement this, forget about tank-mages and similar. With dispels flying in ToB battles (every demon seems to have it!) you'll want proper fighters as tanks. Also, this really should be used with "AoE Spell Deflection". Or Dragon's Breath and similar (ADHW) will kill your mages instantly should dispel check ever be succesfull (and it will be). I like it (since I hate how mages can be played in BG2, omnipotent-can'-t-touch-me-tank-slayers of everything) but it's a matter of taste more than anything else. It changes how the game is played more than a bit. I'd definitely go with it for the next build, see how people feel about it.
  24. Belt of Inertial Barrier has wrong power level (1) on few of it's abilities (belt10b.spl). "Increase asf" has no duration.
×
×
  • Create New...