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kreso

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Posts posted by kreso

  1. Skin of the Forest: the Barkskin bonus is changed to +3 from +4 (this seemed too strong to me, but I could be swayed - as it stands, though, it is now effectively Leather Armor +6).

     

    Skin of the Forest is supposed to give one a permanent Barkskin effect. In SR, it's +4 to AC. The armor itself gives immunity to the spell, so I'd leave it as +4. Considering you get this probably after killing Thaxy and getting his scales, I'd be surprised if anyone actually uses this armor piece.

     

    Shadow Armor: does not follow subtledoctor's most recent changes in changing it to essentially the SR spell Ghost Armor - it instead stays Studded Leather Armor +3, though its Hide in Shadows bonus is increased to 20% (from 10%).

     

    My idea was exactly this - SR's Ghost, but no physical damage reduction, nor AC bonus vs specific weapon types.

    .

    Trollhide Armor: loses the fire and acid penalties, but regeneration is halved (too similar to Pearly White Ioun Stone for my tastes).

     

    Trollhide - I'd keep regen very high on this item. It's an end-game item.

     

    Deep Guardian's Plate: spell level immunity now includes up to third level (effectively making it a permanent minor globe of invulnerability): however, that includes friendly spells as well like an actual Globe...for the time being. If friendly spells are to be allowed through, I would likely bring this back to only 2nd level spells.

     

    This armor should be revised completely. Being immune to beneficial spells such as haste, bless etc. is bad. Having to unequip it to buff is horrible, and ai won't cope with it.

    Shuruppak's Plate: gains the mithral property as per its description (more or less making it Full Plate Mail +4).

     

    This item is (by Demi's intent) meant to become the ultimate barbarian armor. Type changed to splint...

    Robe of the Apprenti: loses the spell memorization property (this made it way too strong for something that was supposed to be dirt cheap to make...), and instead it absorbs Cloak of the Shield's 5 base AC.

     

     

    It may be dirt cheap, but is gained after clearing a big quest and with a fair bit of luck involved. Tbh, I never used this even with + spells bonus on it; other robes are just too good.

     

    Sensate Amulet: loses the +5 HP bonus and Protection from Evil, receives hold and stun immunity and can be used by more than just clerics (attempt at a better item concept).

     

    Ugh...no. While I agree pro evil and +5HP is weak, hold + stun are already on a bunch of items.

     

    Pearly White Ioun Stone: fire and acid resistance penalties increased to -25% (from -15%), while the Troll ability is very mildly improved (to be closer to a proper troll in BG2).

     

    -25% is too harsh. I'd personally remove the neg resistance altogether, it's awful. Why would anyone use this? It looks as a cursed item.

     

    Gauntlets of Healing: regeneration ability changed from 1/three rounds to 1/five rounds, but instead of the terrible Lay On Hands ability, it now grants one usage of Heal (I'm still a little uncomfortable with this design, as it seems too strong for something that early...but it's not the end of the world).

     

    This is now something you'll keep in your inventory for the whole game and never actually equip other than to cast a Heal in the middle of combat (uniterruptible).

    Bands of Focus: AC changed from 3 to 2.

     

    They should be tweaked. The classes using those are monk and kensai. Monk's AC is way better than this, so they should add ac to monks, while setting it to kensai.

    Boots

    Boots of Speed: I personally have always hated these boots, because their only use is typically to exploit the AI or split up the group, both of which are pretty lame. Taking from Boots of Phasing, these boots actually now have a small passive use in combat, a +1 bonus to AC.

     

    I mentioned this to Demi, he always said that people were so used to them that any change would not be welcome. Fwiw, imo Boots of Speed are the single most broken item in the game and any tweak to them is good.

     

    Arbane's Sword: loses the Hastening ability (don't think this was even implemeneted in base IR, if I recall correctly), and has a 1x Haste for 1 turn ability instead.

     

    I think it was implemented. The idea is to use this sword in combat, not for it's 1x/day usable ability.

    Suryris's Blade: loses the Unbalanced property (-1/2 APR), Slashing property nerfed to 1D4 (from 1D10), Staggering property changed to a 50% chance of causing the target to lose one APR and suffer a -4 penalty to casting speed and a -2 penalty to movement speed for 1 round.

     

    This item was built around KR's Barbarian; who doesn't rely on apr much to deal damage but on killing enemies to gain Cleave attacks.

     

    .

    Heartseeker: the Heartseeking property now has a 15% chance (from 10% - still no save penalty and no extra damage applied for saving unlike the Vorpal property).

     

    Iirc, this was supposed to be a 5% chance (given the range), but with the same (iirc, -2) penalty as all vorpal weapons.

     

    Erinne Sling +3: now +4, now grants a +50% bonus to magic damage resistance, and the Energy Bullet property now does 1D6 magic damage (from 1D4).

    Erinne Sling +4: now +5, now grants a +50% bonus to magic damage resistance

     

    Too much. +

     

     

    1) Single handed weapons don't go over +4.

    2) most of items wit "+40 resistance to x" were "+50 resistance to x" before. There's a reason why it was tweaked to +40; mostly due to SCS targeting. 50 equals non valid target, so the resistance is mostly wasted.

    3) regenerative items are vasty nerfed already compared to vanilla game. There's no reason to nerf them even more, given SR's Haste is no longer a double-regen spell. Tbh, I'd make all regen items +1/round, and those "specialized" (like regen ring) +2/round.

  2. An incomplete list of bugs affecting the official version of SR b15:

    • Almost all AoE projectiles that are not 30' are the wrong size. 65 is not '5 - 42 is. 200 is not 20', nor is 190 - 170 is.
    • Some classes and their kits do not really have updated abilities. spcl212 (Paladins' Detect Alignment), spcl222 (Cavalier's Remove Fear), spcl231 (Inqusitor's Dispel Magic), spcl232 (Inquisitor's True Seeing), spcl732 (Priest of Helm's True Seeing), spcl742 (Priest of Lathander's Halt Undead), and possibly a few others.
    • Gust of Wind/Zone of Sweet Air inconsistencies - either separate them into two different spells (pulse-like effect that lasts a few rounds for Zone a la True Seeing?), or make them the same.
    • Dispel Magic/Remove Magic inconsistencies. In vanilla, Dispel Magic is the one that targets everyone, Remove Magic is the one that targets only enemies, and SR tried to merge them into all being Remove Magic while calling all of them Dispel Magic, but it's all messed up, since both (arcane) spells are now called Dispel Magic, you can still learn both (but their scrolls don't stack), and the original functions of both are still in effect (and the Cleric and innates versions of Dispel Magic don't all act the same). Remove Magic is friendlier to AI (who may have bad targeting that can accidentally lead to them to hitting themselves if they cast Dispel Magic instead of Remove Magic) - therefore, probably make Remove Magic the default, but actually do it correctly.
    • Insect spells not properly protected against from the secondary effect. I recommend immunity to the secondary effect, but not the primary - essentially, if the AI cast insects upon someone protected by a Fire Shield, they will not be affected, BUT the insects will still spread to other nearby characters.
    • The spell selection variant of Ice Lance's icon is messed up (spwi327c.bam? One of those, can't ever remember which variant is which off of the top of my head).
    • Un/Holy Word, among others such as Color Spray and possibly Dolorous Decay, should have its slow effect relegated to a secondary spell to properly work with the slow sectype (you don't want Haste canceling out confusion and blindness and such, right?).
    • Physical Mirror, and Protection from Missiles, do not protect against many EE and 1pp projectiles, as each projectile type has to protected against individually, and 1pp and the EEs add many new types. I have fixed this to a degree already for the 1pp installer via the BWPFP, but this must be handled by SR itself for the EEs.
    • Spell deflection spells should be updated via a patched in opcode for the EEs to make use of new EE 2.5 functionality.
    • Vampiric effects (Larloch's, Vampiric Touch, etc.) should not affect a variety of creature types (illusory, golems, undead, etc.).
    • Many wrong or otherwise misleading descriptions, such as Feeblemind (it does not reduce creatures' intelligence to 3...it does what Feeblemind has always done), Haste (no longer single target), Reflected Image (I don't think this was ever updated to say that it only creates one image per round instead of an image every time attacked), Aid (it is not a dice roll for the max HP bonus - and it cannot be, since the opcode does not support it), and likely more.
    • Spells not properly de-activated for the EEs (e.g. Protection from (Element), among other supposedly disabled spells - SR's hidespl.2da, in other words, is not working for the EEs...and I THINK needs updating for ToBEx games, too).
    • AI continuing to exploit the existence of some Spell Immunities when the player cannot even access them. These should be replaced as possible (e.g. SI: Illusion with True Seeing, SI: Alteration with Ghostform, etc.).
    • Stone to Flesh exists as a spell you can learn from scrolls throughout BG2, but not as a selectable spell for sorcerers. If this spell is to cease its existence by way of Break Enchantment taking its place, then another spell should probably take its scroll.
    • Phantom Blade is missing its special effect.
    • "The spin203.spl issue is on line 2924 of /spell_rev/lib/kreso_eestatSR.tph. Should be changed from "spwi203" to "spin105".
    • Free Action, Minor Globe of Invulnerability, and Globe of Invulnerability cause CTDs for non-EE users as a result of invalid opcodes.
    • kreso_petrification.tph's is missing the "BUT_ONLY" flag in several places, causing many pointless overwrites.
    • BAM issues. SR's entire "bams" folder needs to be redone - avoid pointless overwrites and maintain compatibility with other mods. This is more annoying to fix than you might expect, since it means fixing the icons for spells that are using these overwritten icons, and yet it's unfortunately necessary to stop screwing over other spells and mods using these icons.
    • The stupid basilisks from MS9 are the worst idea for a mod that removes the Protection from Petrification spell, especially when Potions of Mirrored Eyes basically don't exist IIRC in BG2. Just the very worst idea.
    • Prismatic Mantle should probably receive protection from weapons again. IIRC, this was an unnoted(?) change from kreso's latest version, and while the player may not expect it, that may not necessarily be the case for the AI. My solution was to make the prismatic effect occur only 50% of the time, but that's just me.
    • A number of arcane spells are selectable in EE games that should be disabled, I believe.
    • Arcane spells from the wrong spell schools should be removed from specialist mage (playable) characters.
    • Disabled arcane spells should be stripped from characters via the "update spellbooks" component.
    • Prevent Fire Shield-like effects from targeting allied characters (as misfires on friendly creatures as a result of casting spells in the nearby vicinity can occur).
    • Prevent the rapid-firing of Fire Shield-like effects (especially endless loops of back and forth Fire Shield-like effects between two different characters) - can be done through a 1 second immunity .eff.
    • IIRC, Emotion: Despair has a -3 saving throw penalty instead of a -2 (and there's more where that came from, but I don't remember exactly what else had stuff like this).
    • I vaguely recall there being some animation problems with summoned creatures regarding their weapon animations (was it Hobgoblins who were lacking proper weapon animations? Can't quite recall).
    • Disintegrate has incorrect saving throw types for the last 2 headers (IIRC, it should be vs. breath, but it's vs. spell).
    • Tenser's Transformation issues that were discussed recently on the forums.
    • IIRC, some of Enchanted Weapons' descriptions are messed up, Composite Long Bow +3 is not an option, and new to the EEs, Dart +3, Wakizashi +3, and Ninja-To +3 are not options.
    • Planetars have 3 regeneration per second instead of 1 per 3 seconds. In other words, they have 9x as much regeneration as they should.
    • Divine Power has the same sort of problem regarding ApR as did Tenser's.

    Glaring (I feel, at least) problems:

    • Anti-magic attacks should penetrate improved invisibility. I do not know whether this is already true in the EEs, but from what I remembering testing, it was not in the non-EEs and made fighting Improved Invisibility spellcasters with Non-Detection applied quite impossible. SCS can fix this, but SR should, too. This is also something that should definitely be noted in the spell descriptions.
    • Chill Touch should be more like Shocking Grasp (in terms of damage scaling).
    • Ice Lance and Acid Shield are not properly developed to having scaling effects like the spells they're closest to (Lightning Bolt and Fire Shield respectively), and are not really in any position to compete with them as such (well, Acid Shield is actually probably too strong at first, but then gets outpaced by Fire Shield, which makes it a worse spell at a higher level). In the same vein, Vitriolic Sphere could probably use a re-design too, but it at least mostly works as is, IIRC.
    • Same with the Regenerate Wound series. Neat idea that can work if done right, awful execution that just kind of gimps druids since they no longer have access to the Cure spells and the Regenerate Wounds spells simply do not compete by any stretch of the imagination.
    • Scroll problems (for example, Summon Nishruu doesn't exist anymore because of bad scroll allocation? The spell's still there, but you can't get it into your spellbook except via character creation).
    • Halt Undead and Control Undead are affected by magic resistance. Doesn't that make them kind of...useless? Not sure if bug or just absolutely terrible spells. Lower Resistance does exist, yes, but...these spells are specifically for targeting the undead, and many undead have way too high of spell resistance to effectively be combated by Lower Resistance.
    • Contagion is just the worst spell and there's no reason it should've replaced Rigid Thinking, which is an actually half-decent disable spell for clerics. As opposed to Contagion, which is just an annoyance against the player ("oh boy, I have to prepare a cure disease spell") and completely useless against the AI.

    More that I cannot currently remember. A lot of reported bugs that can be found throughout the forums, and a lot of not reported bugs that can only be found by trawling through each spell (I remember a lot of incorrect saving throw penalties). I've already fixed all of these for SRR (...well, hopefully). Some are arguable (e.g. Halt/Control Undead), I understand. I still have other things I'm going to add to this post, but I gotta go right now and I don't want to leave this unattended, so maybe I'll post again just to reserve a post.

     

    3) afaik they're inteded to be different spells. I even had a rather cute custom animation for SoZA - the spell was supposed to give immunity to cloud-based spells to the caster. Gust of Wind was supposed to be able to clear insects instead.

     

    4) idea was to keep the spell name ("Dispel magic") but make it work as vanilla "Remove" (affecting only enemies). Both cleric and mage version should affect enemies only.

     

    7) I fixed this locally, but never uploaded the thing since my internet connection sucks beyond measure.

     

    12) I'm rather sure this doesn't happen. The only spell immunities used by SCS are Divination, Abjuration, and very rarely Conjuration (afaik, only very high level fighter-mages have a chance to use this).

    I don't know vanilla game.

     

    14) the spell should definitely be replaced. I had an idea; I'll check my PMs with Demi about it.

     

    21) The spell is OP; very OP. It should probably work as a "disabling fireshield" with random effects like stun, feeblemind, confusion, hold etc rather than being a virtual instagib. Demi's idea was to make this spell like it's PnP counterpart...but the result is kinda crazy in BG.

     

    Glaring Problems

     

     

    1) No, they shouldn't. You need to remove invisibility first or cast True seeing to make imp.invisible enemies a valid target.

    Also, Spell Thrust doesn't require a target so---

     

    4) yes, they're weak. Refinements mod had a neat implementation for a druid HLA (cure x HP/round for y rounds to everyone around the caster, slows druid on use). Maybe tone down duration, but buff regen rate.

     

    6) the spells are useless, it doesn't matter if MR affects them or not....7th level should do massive damage to Liches/vampires to make it worth, but even so , with things such as Sunray etc using anti-undead spells is pretty pointless.

  3. Necroing here...but.

    Seems that the new patch changes Oil of Speed to give IMPROVED HASTE for 5 turns.

    Since I lost my Beamdog forums password and can't get there until I resolve my WiFi woes on gaming computer, can devs there please be notified that this is insane? Item description be damned; to have a freakin' oil work better than a 6th level spell..... :nono:

  4.  

    OR: maaaaybe give the True Sight caster opcode 100 protection against illusionary creatures - he disbelieves them, so they can't hurt him! This would be nice against the IWD Shadow Monsters spells, and would really give you a leg up against PI clones (which makes sense if you have True Sight).

     

     

    That's very interesting! Is that something that's possible?

     

    I think yes; iirc thAT's how vanilla pro Undead scroll works. Afaik ILLUSIONARY exists...

  5. differentiation between HiS and MS: HiS makes it easier to hide, and MS makes it easier to stay hidden. :D

    these skills already work this way; even in old engine. :)

    And I can't make the spell work so differently for old vs new engine....I'd rather polish what's there now, and after that do only EE stuff.

     

    Final thought for the day: what about the mid-level anti-illusion spells?

    ......................

    Should these things be reconciled? I'm mostly thinking about Invisibility Purge vs. Detect Illusion, both at 3rd level. Should they be merged into a single spell of uniform application? I hate stuff like the vanilla versions, where DI can dispel 4th-level Imp. Invisibility but not 5th-level Shadow Door, even though Shadow Door just applies the 4th-level spell to the caster. How does that make sense?

    Heh...If you knew how much I hate all this anti-invisibility; anti-spell protection, anti-weapon immunity nonsense......

    If SR was mine alone; I'd remove half of the illusion spells from the game altogether (ditto spell protections/removals).

    Less is more in this case, imo -but my hands are tied on this. Demi always wanted to include a spell for each school at each level. Example, I wanted to remove the Oracle spell and replace it with True Seeing for the AI (the difference 5-6th level is minor). But that leaves 5th level slot for Divination empty....

    And, believe it or not, I don't know how half of these illusions/dispel illusions spells even work in SR to begin with :rolleyes: - I only use priest version in BG1 (I think it's level 3 Dispel invisibility...or Purge?) and for mages level 6 True Seeing (BG2-ToB).

    And that's the only two (three, if you count priest's True Seeing) spells I'd leave in the game. I agree that there's no point in having 5-6 spells dedicated to removing illusions.

    To make Mirror Images less annoying, I'd make all AoE spells not only bypass them, but destroy them instantly....that's actually already doable :D

    All being said, I'll think about the possible revisions to the system.

  6. It has always been like that. Casting from scrolls also doesn't abide targeting rules about invisibility.

    That being said, it's not something I like. I think TobEx has an option to change that, maybe EEs also.

  7.  

    Now Keto is in my party and how I actually use her?(sry) I just cast invisibility on her, turn her AI off and just let her sing all the time and only sing basically. That is why I would prefer you just leave invisibility alone or make it optional component.

    Yeah, that's realistic. It's not like anyone could see her being the loudest thing in the room.

     

    This is spot on imo. But in my mind, it goes beyond bard singing. Humans don't depend on their sight alone; you can notice things that aren't in your vision range by other senses. Combat is loud. You can hear footsteps. As I said, I'd only nefr "normal" invisibilty; Imp. version I can live with by imagining it being more "magical" so one can'be detected at all.

    What could be done is a regexp patch - if a creature is; example; animal, kobold, gibberling, human with sufficent intelligence etc. to give them ability to remove invis if you venture close enough.

  8. I think a low-level spell that only grants the "improved" part of improved invisibility would be interesting. As long as it is canceled if you cast a spell or land a hit, as described above. It would require EEs or a custom sectype.

     

    That would be quite powerful: -4 AC, +4 saves, and cannot be targeted by spells...

    ...............................

     

    EDIT - I just did a very brief test, and I don't think EE opcode 363 can be used to cancel a stat or spell upon movement. Unless you were thinking of some other method, the movement thing is probably not possible. (I really like the concept, though.)

    -4 AC/saves is crazy. To my grief, EE hardcoded these into the opcode itself, and apart from a rather ugly workaround I see no way to change it.

    SR didn't allow even 4th level Imp.Invis. to have +4 to saves, yet in EE it does. Albeit it's an interesting idea...

     

    I'll see what I can do with 232, but I'm not overly convinced about the outcome.

    Yea, I was thinking about Shaman dance thingie (if that's 363). But if it doesn't work... :undecided:

  9. I have a small "issue" with my current setup. I'm in the middle of BWS/BGT no-reload run, and even though it's BWS setup (so mods install order is 'proper'), both Kayardi and Lavok in the Planar Sphere summoned Nabassu instead of Death Knight with Summon Death Knight spell. Is there some easy way to fix this without reinstalling everything?

     

    Another thing I've encountered - when I cast Banishment on Ogre Berserkers, summoned by Mage Thrall in the Planar Prison, it doesn't worked. Not a single creature was 'banished'. Not sure if that was an accident but still...

     

    WeiDU.

     

    Nabassu - it's a SCS (or aTweaks) issue. If you have "improved demons" from any of these mods they will overwrite SR versions (kind of), albeit only for enemies (aTweaks will change them for you as well I think). SCS will use SR versions, but clerical level 7 Gate spell will not summon a Death Knight but a Pit Fiend instead (SR version of it, I can't say what will happen if aTweaks is added also). That's very unfair, since Pit Fiend is about 10x more powerful than DK and your cleric will never have access to it.

     

    To fix it, you could use NInfinity (edit the spells that summon demons, you'll see ".eff file" use, change the creature summoned into what you deem fitting).

     

    As per Ogre Berserkers, odd. I've checked their files, they're labeled as summoned, I've checked Banishment, all seems fine. I remember a long time ago Banishment allowed for a save but that was removed....

  10. About this. I personally *hate* invisibility spells, potions, rings etc. It makes stealth skill virtually useless. So, I'd like to change this a bit. Am not sure how however - but something among these lines:

    1) if you're alone (no PCs around you) invisibility works as it does now

    2) if you're surrounded by enemies, they have a %-based chance of noticing you.

    3) if you move, you become visible

     

    Now, I'm wondering about the implementation.

    Ad2)

    Use cast spell on condition/enemy in range x - cast spell x on enemy - spell x has % chance to remove invisibility. The more enemies around, the greater the chance to get busted.

    What I'm worried about is that it would remove stealth as well if I don't use 321 which is EE only. And I don't know if this would work at all, give how cast on condition is wonky.

     

    Ad3)

    I think it could be possible to make, at least on EEs, moving break invisibility. This would imo be perfect. If you want to stay invisble, stay in one place and be quiet. Stealth would actually become a useful skill, and rangers/thieves could be used as scouts as opposed to almighty level 2 spell under which a full-plated 6 DEX berserker explores the perils of the Sword Coast.

    AI however, couldn't cope with this perfectly, but whatever- maybe have a 3-6 second buffer window before you're "exposed".

     

    Toughts? Too drastic of a revision? I'd keep Imp.Invisibility line intact, this would only affect the cheapest invis options - level 2 spell, Ring of invis, Potions of invis.

  11. 321 effects are supposed to be there - that's not a bug. If they are not there things will be buggy.

     

    The only thing is, the 321 effect must be the *first* effect in each header.

     

    kreso I know it's a PITA but if I were makingbthis mod, and wanted to arrange compatibility with both engines, I would do something like this for each spell where you need to control stacking: remove all 321/206 effects from the spell files and paste this into the .tp2 as spells get copied in

    COPY ~spell_rev/spwi201.spl~ ~override~
      PATCH_IF GAME_IS ~bgee bg2ee iwdee eet~ BEGIN
        LPF ADD_SPELL_EFFECT INT_VAR insert_point = 0 opcode = 321 target = 1 timing = 9 STR_VAR resource = EVAL ~%SOURCE_RES%~ END
      END
      PATCH_IF ENGINE_IS ~tob bgt~ BEGIN
        LPF CLONE_EFFECT INT_VAR silent = 1 multi_match = 1 opcode = 206 target = 1 parameter1 = 0 parameter2 = 0 STR_VAR resource = EVAL ~%SOURCE_RES%~ END
    (And just change the "target" value for spells targeting others.

     

     

    I already did that actually, it's in spell_rev/lib/kreso_ee.tph or similary named file.

    The problem with Divine power is much simpler, targeting on 321 is set to "preset target" instead "self" (btw, what's the difference anyway if the spell is cast on self anyway?! I'd assume it would stack, not that the entire spell would get blocked), that's what happens when you copy paste code parts.... How this mistake manages to crap out the entire spell with about 10 different opcodes used on it is beyond me, since 321 is applied as first. Bleh, at least fixing it is easy.

     

    @Hicuty

     

    To explain what happens - 321 opcode (I assume you use NI) makes the spell refresh itself w/o stacking with itself. On old engine, this could me somewhat mimicked, but was rather limited in how. Hence, SR on old engine would use opcode 206 (Protection from spell) to prevent stacking of certain spells. Since I prefer, and I guess most people do as well, refreshing rather than seeing "you cannot cast this spell until the current casting runs out" message, on EEs, you're able to refresh most of the buffs without worrying about stacking their effects.

    Thx for the report, I'd never catch that one.

  12. Both ferret and cat can detect and AND disarm traps in SR, but rabbit can only detect (he can disarm AND detect in vanilla EE )

    Is this a bug or intentional? If a bug, is there a line that can be changed to allow disarming?

    I don't know anything about how familiars work. For me, it's a thing taking space in backpack and giving HP....sorry.

  13. To chip in.

    1) I'll upload a newer scs tweak version, all auto-summons are gone.

    2) basilisks are gone from MSIX

    3) my idea about MSIX were also (greater) werewolves; albeit not the same "kind" that exist in the game; they'd have less regen etc.

    I'm not too convinced about them however. The thing with anything "big" such as giants, is that their feet circle is "big" so they botch up a lot of places. The power level of them is however quite spot-on for lvl9 spell. I like the idea of trolls. Salamanders with som kind of elemental halberd weapon? Being fire-immune late game is nice....

    4) Demons have different scripts from "normal" summons. With SR, there's a 15% chance a demon will attack your party instead of enemies. They're kinda "special" and AI uses them, so I won't touch them.

    5) "Form stability" is an exellent idea. And I've got just the place to put in in - given petrification is now countered by Break Enchantment, Freedom etc. Wizard 6th level spell Stone to Flesh will grant immunity to petrification. Given this is so very situational, this alone isn't nearly worth a 6th level slot. So the spell must do more than giving a simple immunity to a single disable.

    Ideas? Imprisonment (there's no more SI:Abj to work with) + polymorph immunity? And a new name for this spell would also be required. I believe in PnP there is Dimensional Anchor or something....

     

    Btw, SCS AI doesn't recognize Potions of Mirrored eyes (yet), so any targeting done by basilisks is completely random. Even w/o SR, they won't notice any protection apart 1st level Pro Petrify spell.

  14. It' s being worked on. There are simply things I need to change from the ground up, and it takes more time than I tought it would. Example, EE players get this by default implemented with SR.

    However, it didn't/doesn't work porperly at all if one would also install "NWN Deflection" as well....it's fixed, however. On a sidenote, I also lost my WiFi connenction from my computer so now I have to use a prehistoric laptop to go online..

  15. Sorry this is taking so long. I started playing the damn game, found bugs, fixed, started playing again.....eheheeh. Old habits. Anyhow, I'm not keen on mantaining SR for EE1 alone. Making it work on old engine + new is already a lot for me and my time, let alone adding another game where all that is messed up is a few strings (a game which I hardly even played as a standalone).

    You've got a stable EET version guys, play that. So much more convinient...

  16. Revised saves are a "core" component of the mod. Unless you want your agile thieves to have worst saves vs evocations like fireball, leave that as it is. Dwarves, halflings and gnomes were (are) wildly imbalanced in vanilla saving throw system (+5 from level 1?!); I suggested that those be nerfed myself and Demi implemented it years ago in Kit Revisions.

    The shorty bonus is still there, but it is not nearly as crazy as vanilla.

    If you really want to have great saves, play pally or monk.

  17.  

    If it works, of course. :lol:

    hahahhahahahahahaaaha.....I'll check it out when I get the time.

     

     

     

    What about SCS AI with wish though? They use it mid-combat very well.

     

     

    I don't mind Wish per se. It's an ok spell for it's level. It's the #Magical rest# option I can't stand since it's cheese galore on par with Boots of Speed.

    And AI won't use this particular Wish. Maybe to just remove this option....

    Or, maybe even better, altough this is pretty hardcore - remove Wish spell from sorcerer selection list. Make the scroll into such that you cannot learn the spell.

    Net effect? You want Wish; great, go get those scrolls; GL finding them. :)

    Don't worry, I don't mind suggestions, if they're written in code even better.

  18. not sure you understand the scrolls part entirely! :p I'm not replacing monster8 and monster9, the spells are already there, and so are summon fiend and Gate. Feel free to modify them though.

     

    I'm simply putting scrolls back into the game for summon fiend and gate so the players can learn them. Right now only the AI can cast them since you can literally never learn those spells unless you EEKeeper them to your character (no scrolls for them)

     

    > I'm not sure about planetar. Is it really that OP to warrant such a nerf? I know about their OPness in vanilla game, but never had much issues with them in SR...

     

    Well it's still only an optional component. No one forces anyone to install it. And you never died to a random planetar one-shot? I find that hard to believe, they have 2-3 atks per round, it constantly happens to me. Either that or my own planetars one-shot stuff randomly.

     

    It goes through stoneskin/mirror image by the way. Kinda lame if you ask me...

     

    But whatever I guess, it's just that I have this code ready to work on any install, and I know from reading old threads that some people around here might like it

    I've had people not only killed by planetars, but chunked by them in no-reload games, so I'm well aware of what a Planetar can do. In vanilla game however.

    Isn't that chunky part disabled with SR? The fact vorpal goes through low-level protections isn't something I can change. Also, since SR makes HLAs innates, I tought summoning one per rest isn't as crazy as summoning a new one if the first one dies.

    I'll think about it, but I see nothing wrong with adding few more options... ("make Planetars less OP"?)

    Like making (Limited) Wish a spell you can't cast in combat :p.

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