Jump to content

kreso

Modders
  • Posts

    2,693
  • Joined

  • Last visited

Everything posted by kreso

  1. What spells? What option, and what fix?
  2. There are plenty of items not displaying a portrait icon - NPP is never used, Pro Poison, Pro Fear etc. I wouldn't add a Pro Fire icon if item has 50% resistance to it, no. Only for full immunity. - Vocalize, Pro Poison, Pro Fear, Free Action etc.
  3. Has there already been a discussion about adding recepies to Cromwell/Cespenar? I'm not too much into new items, but there are a few I'd really like to see "merged" - most notably, those belts of +3 vs specific weapon type. Out of IR scope? The bad thing about it is that new bams would be neccecary for it.... Oh, and portrait icons. I've made a code that adds them where applicable. We can make this a seperate component to keep the whole world happy - those who want to play w/o icons don't install the component, those like me who like them (not used like in vanilla game, but strictly for full immunity - example Vocalize, Pro Fear, Free Action, Pro Poison etc.) can install it. This is strictly patching, it can even be installed on top of SCS; doesn't mess up anything.
  4. To chip in on this: 1) Deflection stops the swarm 2) HW is used a lot in ToB, but very rarely in SoA - it's AoE isn't so large and Deflection blocks it. Even priests can use Archons to prevent it from working on them. It has been there in every single PnP edition ever printed (not sure about 4E but that's not even D&D imo). A deafness effect on a sound based spell seem kinda logic, but I admit large AoE combined with 'no save' can make it annoying to handle (not impossible though, because 50% spell failure isn't 100%). I guess adding a save could easily "fix" it, but these spells never had a save in PnP. Can any beta tester share his opinion? Contingenices, triggers & the like aren't subject to spell failure of any kind. If all else fails, use an invisibility potion. I'm against adding a save to this. It doesn't. It uses an existing one ("disabling") so any spell which has that sec type is removed, SR-modded or not. If it's marked as disabling and is of 5th level or lower, it will be removed. There is no opcode to cancel Charm I'm afraid. You can cancel Hold, Stun, Confusion via opcode (i.e. "cure stun"), but Charm is not like that. Break Enchantement won't for example remove a charm-type spell which has a spell power of 6 or above (it works as in PnP - up to level 5). Freedom will, since it removes all spells with a "disabling" sec type up to and including level 9.
  5. If a character (say someone like Korgan) doesn't have 18 DEX to begin with, he's better of wearing plate if allowed. If you need ranged THAC0 and similar, you're better of with leather. I wouldn't really compare benefits of Enkidu/Bladesinger with Skin of the Forest. While Skin has great AC, that's all there is to it - in many cases, you'll want extra saves, immunities, resistances - SotF has none of these. AC1 isn't why you want Bladesinger on your fighter/mage - it's that precious -1 to casting time. Likewise, SotF only adds 5% to physical resistance; making it a poor choice for late-game. Why would they be OP?
  6. CLUAConsole:SetGlobal("RR#NOEMC","GLOBAL",1) - mental combat with elementals summoned by arcane spellcasters (0 = on, 1 = off) You might have an outdated version...newest seems to dated August 24th.
  7. Yes. There's a CLUA command you can enter to disable the mental combat part of the spell (check aTweaks Readme for details).
  8. That's doable ofc; but there are limitations. Example: What spell would be replaced? The AI would use Mass LR instead of it. Imagine it replaces Sphere of Chaos (I'd put "mass LR" at level 7-8; seeing that original LR is level 5). Now AI stupidly casts Mass LR at you, even if you have (example) no MR at all. That's pretty much what SCS aims to avoid in the first place - AI behaving unbearably stupid. Even worse, since AI checks if you have any MR to cast Sphere of Chaos in the first place, it would *never* use Mass LR against MR! Chaos/WoF ends up working since the spells are much alike - debilatating, doesn't ignore MR, don't check for elemental resistance etc. To change some spell (and make sure AI uses it in a proper way) can only be made within some limitations, and tweaking an existing spell (other than L5 "Lower Resistance", but giving this an AoE is fairly OP&silly) to do nothing but reduce MR in an AoE is too much; AI can't deal with that.
  9. I'd be against "mass AoE Lower Resistance". 1) spells which ignore MR exist already 2) AI won't use it; so it's strictly for player's sake 3) as Demi says, such a spell never existed in PnP nor BG 4) overall spell balance would be disturbed (see 1)
  10. Defensive Stoneskin/2xFireshield sequencer isn't all that uncommon, especially if you play aggresively. SCS has "randomized" triggers and sequencers. (technically, they're not really "sequencers"). What they have is fully dependant on what is going on (in short, SCS cheats here). If you play defensively, you are likely to get a 3x Skull trap to your face. If you're agressive with debuffs, mage will likely have Stoneskin/Imp.Invis/Mirror image; Stoneskin/2xFireshield or similar. If you have a high MR character, mages will use 3xLower Resistance trigger. If you don't, it can be a 3xChain Lighting or 3xFlesh to Stone etc. As far as AI is concerned, Mesthil's Acid Sheath is a 4th level spell; hence they're used strictly in sequencers (never Trigger), which every Yuan-ti mage has access to. Yeah, that be cool - sequencer with stoneskin, and two fireshields that dispel each other. Wouldn't look very bright, to say the least.
  11. You can do it with a (taa-daam) secondary type on old engine. Ofc, it would screw up AI since they use them in sequencers etc. Agreed. Both of these spells are very powerful as they are I think. CC especially, Divine Remix had a better 5th level mind shield implementation (Impregnable Mind afaik) which was nowhere near the power of CC.
  12. I guess Pierce Shield could be a good candidate for that; per it's namesake. It would again require a custom sec type on the original engine; I don't know how many can be used before overload? Or follow Ardanis' suggestion, attack from 3+ range since fireshield-like spells have a very short range.
  13. Kind of, since Imprisonment doesn't really end your game .
  14. If I play with a sorcerer, Freedom (as it is) is my 2nd pick, right after Chain Contingency. It's that good.
  15. You can block X levels of sectype Y. The only thing is, it's the opcode used by vanilla Spell Shield, and I don't remember how exactly it was bugged. Auch... May be worth investingating anyway, perhaps it would work better if the attack it blocks wasn't flagged "magical" as in old SS... That'd be grand if it worked.
  16. How is this doable? The old secondary type that the vampire weapon removes trick(with a new type), should work fine. I understand how to make NPP removable with vampire claws. I don't understand how to make 2nd, 3rd or 4th vampire hit remove NPP (If I understood Ardanis' suggestion correctly "level-dependent formula about no.of protections").
  17. I've also had same issue. Unfortunately, I completely forgot how I solved it properly. What I used is changed it's item type to "food" or similar.
  18. Good find - that explains why he's so weak vs Bodhi.
  19. I've witnessed the same. It doesn't always happen.
  20. One thing - vorpal weapons wielded by celestials still oblige the IRv3 rules (-6 to save with 5% chance). Should probably be altered....
  21. Granting protection from CON drain leads to very same problems as granting protection to INT drain - the protection works vs both positive and negative modifiers. What can be done tho is making NPP working as it does in PnP - the spell has huge duration, but it works vs one single negative energy attack and it's removed by it. It would require a custom sec type, patching vampire claws and similar stuff with removal ability and voila. I don't think this would work all that great, but it's an option to consider. That would still not prevent CON drain however (even worse, in PnP NPP works vs STR drain of shadows and similar attacks.) To make it work properly, all weapons ("claws") using negative energy attacks should be tweaked to cast a spell on succesfull melee hit rather than applying effects. That way NPP could be made to work flawlessly via a custom sec type. Now thinking of it, I might do something about it....
  22. Imprisonment with SR isn't nearly as gamebreaking as in vanilla even if used against protagonist (unless you have no Freedom scrolls/spells); so that's not really an issue unless you want to fight Kangaxx very soon in your adventure. As far as AI is concerned, Dispel Screen active means that Imprisonment won't be used against character which cast it on himself (at least with SCS). I wouldn't really go that far (I remember one time I actually forgot to get the boots; and still got up to ToB). (btw, I also enjoy(ed) an occasional Dota. Was thinking about making some kit mod which introduces some Dota characters as playable kits ) Great. P.S. Demi, PM me with what you need; I'll probably have some time Friday/Saturday evening.
  23. Check IR's .ini file. You can fine-tune IR setup there, including masterwork weapons.
×
×
  • Create New...