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kreso

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Everything posted by kreso

  1. Oh, I thought he said it was one hour. It isn't. EE also got the descriptions wrong in regard to duration. -1 round is 6 seconds -1 turn is 10 rounds -5 turns is 5 real-time minutes
  2. Quarry It does now that I finally understood (I just woke up, and couldn't comprehend when I first read it ). What I'd suggest is also to make "pause caster" time longer, 2 rounds maybe? I kind of envisioned Quarry as a "process", not a quick scan of the enemy. It would be cool if the ranger could keep Stealth active, but since this is hardcoded as rock I'm all for taking what can be given. It could perhaps be made as a Contingency-enemy sighted-nearest enemy, I think you'd keep invisibility same as mages can, at least for a while. Not that it's the greatest of ideas anyway .
  3. Quarry Yeah, for as long as "Know oponnent" doesn't keep resistance-lowering feature. My bigger concern about it (as it is now) is that it makes Tracking skill pretty useless.
  4. Quarry's "unability to go invisible" indeed causes AI problems - they cannot detect the effect and still try to go invisible. I'd remove this feature (or make it usable only on thieves, but definitely not mages - it's a complete deal-breaker). I'd make it scale a bit (level 10, +1 or 2 AC penalty and additional -5% resistance).
  5. Because he dislikes vanilla HLA tables . I'm fairly certain I won't be needing them once KR implements them.
  6. Failed backstab reveals you immidiately. I hoped ToBEx implemented a feature to stay invisible when casting, but it didn't, you can only stay invisible while pickpocketing with ToBEx. Only option that comes to my mind is making the spell like True Sight, so you could use it while in stealth, but that would be an AoE Quarry which would be awful.
  7. Then it works. No, you can't. The moment you use Quarry, you become visible.
  8. Nice. I dislike that, since there's already a unique sling with that property. But regardless, I have no real objections against it since in my games, whoever wields a sling has a low strenght (druids, mages etc.) Dagger vs. Short Sword vs. Long Sword: Imo, Long swords are a great choice not because of their damage, but because of their properties/equiped effects. There really (imo) isn't a rivarly in between long/short sword for my warriors. You got flaming, level draining, immunities, vs undead, vs dragons, elemental damage.....it's the sheer amount of options which makes them great, and which short swords lack (not that short swords are bad, but they're more thief-oriented). Daggers - you can throw them, which is a nice boon in BG1 (use 1 proficency for both melee and ranged weapon).
  9. I think Quarry doesn't actually do anything. It also dissapeared forever after I used it. EDIT: Fixed locally. Resource field is empty, should be DVCL313b. I swapped places for "Remove spell" and "Give innate ability". The pause caster is 2. Isn't this very short?
  10. Well, it works as intended (Berserker can wear plate) on an install with only KR. I doubt SCS would tinker with usabilities. It has nothing to do with races, but only with what I have installed after KR in my setup (my guess would be Refinements). Regardless, I tweaked plate armors to be usable by UH (I play with Berserker, Cavalier and Stalker now so it's irrelevant) and it works again.
  11. I think this isn't KR's doing. It could easilly be an issue with Refinements which I installed on top of it. EDIT: It's about UH usability flags. Removing the UH flag from plate armor makes it usable by Berserker as well. Weidu:
  12. And...checked again. Human Berserker can wear plate, Dwarven cannot. EDIT: This is odd. I created a Half-Orc Berserker, he also cannot wear plate. Changed him via Shadowkeeper to a Human, he still cannot dress plate. Removed all usability flags from PLAT01 (regular plate) and he can wear it now. And even if I create a Human, now he's prohibited from plate .
  13. Just checked, he can on a clean SR/IR/KR install. I must have messed up something before
  14. Ok, then I must have messed up something myself. Am doing a clean install and will check again.
  15. Berserker can't wear Plate or Full Plate for some reason.
  16. I could write a PhD on how berserk opcode works by now. I do, but one of my own creation - only including kits revised as so far. Anyhow, thanks for quickfixes and upload. I have some RL matters to attend to, so expect 1st impressions tomorrow or the day after. Just on a sidenote, is Stalker supossed to get Quarry? If so, what does True Ranger get "special" apart Woodland Stride?
  17. Also, I've noticed that Cavalier's Challenge Evil uses "berserk" opcode. I haven't tested it, but you might want to look at this post here.
  18. Cavalier seems to get his vanilla "Remove Fear" at level 4, 8, 12 etc. Only the use at level 1 is disabled.
  19. Ok. I checked the CLAB of Berserker, he should get DVCL324, but there's no such spell in overrride. Error in setup file. You forgot this line: COPY ~kit_rev/data/fighters/berserker/dvcl324.spl~ ~override~
  20. Weird. I just created a Berserker and he didn't get any Offensive Stance ability. Cavalier gets "Remove Fear" special ability. Stalker can use any weapon. Apart from that, the new spells really look great.
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