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kreso

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Posts posted by kreso

  1. 5 turns is more like cast before a battle and hope you can complete 1-2 more battles before it wears off.

     

    Oh, I thought he said it was one hour.

    It the same thing. I usually manage to pass through two encounters in that time, then race after the next hoping my buffs will not dissipate in the middle of it :)

    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

    Doesn't it sound cool? :D

    It does now that I finally understood (I just woke up, and couldn't comprehend when I first read it :p ).

    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

     

    On a side note, perhaps I'm too much worried, but do you think Quarry has the potential to remain a cool ability even if it cannot be used while hiding in shadows?

    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. 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.

  6. I did the same.

     

    Then it works.

     

    In the beginning it actually was 6 seconds, but I need to know one thing, can you remain hidden with stealth skill at least long enough to study your quarry?

    No, you can't. The moment you use Quarry, you become visible.

  7. - light xbow speed factor changed from 5 to 1

    - after firing a bolt, light xbow now requires 1 second to reload, during which the character cannot move

    Nice.

     

     

    On a side note, we are still discussing about slings allowing STR bonus to dmg (BGEE seems to have opted for it).

    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).

  8. 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?

  9. 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.

  10. 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 :D.

    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:

     

     

    // Log of Currently Installed WeiDU Mods

    // The top of the file is the 'oldest' mod

    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

    ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025

    ~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025

    ~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025

    ~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025

    ~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025

    ~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025

    ~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025

    ~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)

    ~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)

    ~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)

    ~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)

    ~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)

    ~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10

    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v10

    ~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1 (Hotfix 03)

    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1 (Hotfix 03)

    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1020 // Potion Revisions: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Heavy Armor Encumbrance -> Dexterity and Speed Factor Penalties: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1050 // Revised Armor Bonuses: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.16

    ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.16

    ~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 18

    ~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 18

    ~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 18

    ~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 18

    ~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v14

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.22

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.22

    ~SETUP-NSCPORTRAITS.TP2~ #0 #0 // Portraits for BG1(BGT): v2.1

    ~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.1

    ~SETUP-NSCPORTRAITS.TP2~ #0 #1340 // Portraits for Big Picture: v2.1

    ~SETUP-NSCPORTRAITS.TP2~ #0 #5000 // Alternate Female Character-Creation Portraits: v2.1

    ~SETUP-NSCPORTRAITS.TP2~ #0 #5010 // Alternate Male Character-Creation Potraits: v2.1

     

  11. 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 :D.

  12. - Cavalier's Challenge ability now uses opcode 247 instead of 3 (thanks kreso for looking into files themselves for me! :D )

    I could write a PhD on how berserk opcode works by now. :D

     

    I don't even know if beta tester are still using it or not.

    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?

  13. 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~

  14. 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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