Jump to content

kreso

Modders
  • Posts

    2,693
  • Joined

  • Last visited

Everything posted by kreso

  1. Are you saying you don't like Valygar?! Not even for his epic banters?!!! Valygar: "What is your opinion on magic?" CHARNAME :"Magic is evil." Valygar: "Yeah. Enough talk for one day. Let's get going." Epic....
  2. On a sidenote.....if an enemy is coded as a Berserker (via mod only I guess) and Enrages, he benefits from all their new features. Most notably, he can enter Deathless Frenzy as well. Hilarious.
  3. I think so, yes. For as long as casting speed is >0 and unless spell (or ability) is cast via scroll, it can be disrupted. It won't always be, even if you take damage. I don't know what causes this in game. ToBEx decreases chance for interruption om purpose, but without it there's no telling if your spell will be disrupted or not if you take damage. A higher chance is that it will, at least from my experience. EDIT: Within the engine, even spells which are "made" to be not-interruptible (Spell Trigger, Sequencer) can also be interrupted for some reason. It's not likely to happen, but it's possible that it will be disrupted.
  4. If casting speed is penalized by 2 (def.stance) poison will interrupt casting. Even if casting speed is 1, it can be interrupted, for example vanilla Berserker Rage. Only casting speed 0 ensures no interruption.
  5. Sorry for late reply, I was playing Cavalier a bit . Invisibility now lasts for 6 seconds, all resistances gain +100, and monk's apr is reduced to 1. That attack doesn't do damage, however. EDIT: Inquisitor's Dispel Evil seems to be working correctly. Tried it out on Edwin at various difference in levels, and seems fine. It also destroys summons, and correctly allows a save to avoid.
  6. Both Inquisitor and Cavalier seem fine....I'm surprised you decided to give Inquisitors +2 vs Spell. Like it . Monk's Empty Body lasts too long, think permanent invisibility is applied somehow. Slow also lasts longer than 1 round.
  7. My toughts on rangers Stalker Well, the in-game description is wrong...they can backstab from level 1 and I wouldn't change that. There's no reason to give them backstab at 5th. I would limit their multiplier to 4. It's enough, 5 is basically thief territory. I would, however, grant them x3 multiplier at level 8, not 9, so they can enjoy these benefits in BG1. x4 at level 16. level 19 - permanent non-detection Some new spells/abilities: As already suggested, True Strike, Invisibility, imp.Invisibility, I'm fine with them getting Haste as well. All as innate abilities, no druid spellcasting for them. Weapons - as per thief seems ok. Shields - at least bucklers (if thieves can, why not rangers?!), I'd opt even for small shields as well. I see very little point in dual-wielding Stalkers, since you can't backstab with your off-hand and after your invisibilty is gone you'll want some protection. In addition, it would help within BG1. Further enhancements could be done via HLA's. I'm in favour of keeping this kit much like vanilla. I liked it. Archer Suggestioned tweaks (Called Shots, no spellcasting) seem fine. Will probably be a bit OP in BG1, but it's true for anything with *** and above in ranged weaponry and 18+ Dex score. In addition, he can use stealth to negate Called Shot THAC0 penalty completely. Ummm...he really might be OP in BG1. Am not sure, overall. Beastmaster I am not sure why he could use druidic weapons, tbh. Scimitar? I can understand daggers/spears/bows/axes/staff/club/sling - and imo, that should be it. It's a man from wood spending his life with animals, and I don't see how you can use something such as this in wood, nor any use for it in such enviroment. It is a ceremonial druid weapon, but BM isn't a druid. I would give him nature armor, yes (Wyvern scale, Ankheg, Dragon). As for abilities...this kit needs serious improvements. Basically, I'd focus him onbuffs and weak, but numerous summons (or Animal Companion, but I don't know the exact idea or how this is supposed to be implemented). True Ranger I'm for keeping it simple. Medium armor to distinguish himself a bit from kits, customized book (as Paladins), a bit more melee oriented.
  8. Bug: Paladins aren't getting THAC0 bonus for Smite Evil. Probability is set to zero.
  9. Tnx a million. The thing is, since Imp.haste is seriously imbalanced as it is, there's very little (apart refraining myself to use it, but that causes another issue) in way of at least approximating true power of warrior classes at higher levels. Otoh, changing it like this will also add to importance of WW attack. Upload it when it's convinient for you, no rush. ( Ever since summer holidays began I forget that people go to work regardless of summer.) Btw, should I just copy the file then to my Override, or to spell rev??
  10. Ummmmm....let's just say I didn't backup, have biffed and putting imp.haste from SR fixes didn't work to fix what I've done.... Anyways. I did what I said tought it would work. Kind of works, actually. But for some strange reason (must be hardcoded, and should have checked if I could tweak it in ToBex) it only goes up to 5 apr. I tested it on a character with 4 (dual wielding). Imp.haste, if you could call it that way, added 1, regardless of what number I put in Index field. Aerie, for some reason, benefited from 2 extra attacks. It is apperantly coded never to exceed 5 apr without Haste effect, at least that's what I was thinking. So, armed with that knowledge, I decided to add Haste effect to that spel lof mine as well. Not only did it not work properly, I started getting CTD the moment I click on spellcasting icon. NI botched up as well, and could no longer read the file. I must have done something really wrong. So, reinstalling backup and mods now. And yes, SCS has a custom spell (DW prefix) for imp.haste. I don't know how this would reflect in game, however. Enemies can keep double apr, I don't mind. They don't wield Crom Fayer or Vorpal sword anyway. EDIT: For your suggestion...if it's not too time consuming.
  11. Great. As a sidenote, and completely off-topic, is it possible to tweak (the dirty way) Imp.haste via NI to grant +2 apr instead it's double apr? Should I just change Type Haste = Modify apr Modifier Type inc/dec Index 2 apr? I wouldn't care about movement speed bonus, tbh, since with Boots of speed it feels like flying...just a quick and dirty method.
  12. Does this mean Paladins will be available to play today?
  13. PnP Ethereal creatures can also be hit by certain creatures as well. I think, Refinements mod allowed +3 weapons and higher to still work, aka Mantle.
  14. Happened to me as well. Weird. Revised saves are working only for Monk and Cleric classes. Level progression is working fine, THAC0 as well. @Grammarsalad I believe that Kit Revisions should be installed last. Not only for the convinience of uninstall/reinstall, but there's a number of mods and their components (BG2 Tweaks for example, which usually goes near end) which will change .2da files. For as long as you install Kit Revisions last you shouldn't be worried about other mods, I think..... You might try directly copying 2.da files from Kit_rev folder to your Override folder, that should fix it. It did fix saving throws for me. I peeked in .tp2 file, and have no idea why Revised Saving Throws don't get copied over during setup (apart Monk and Cleric). Here as well, I kind of like it, but imo this should be used together with EXP Tables, at least for BG1.
  15. Empty Body My concern is how Empty Body overlaps with Wizard Slayer's Inner Focus. Most of the spells AI casts are "targeted", they follow you around. That's why I find Empty Body so powerful, something such as this should be imo WS "exclusive". Abudnant Step, otoh, is better vs non-spellcasters.
  16. I've managed to upload 2 short videos of Slow Time ability. Not that this means anything now anyway , but I never uploaded a video before and wanted to check it out. Turns out, I took 2 hours to upload both... casting time 0 casting time 1
  17. Sorry again, so many abilities to track/try out/report...... Hope it's easilly fixable.
  18. Tried it out with setting csting time to 1. Mages can prebuff succesfully. If all seem ok with it, make it so. Much more balanced now.
  19. Thumbs up for this. Slow Time I can 10 out of 10 times kill the mage spawning with Illasera before his prebuff kicks in (I can try editing the spell myself, I'll let you know.)
  20. WTF?!? I haven't changed it since ages and looking at it everything seems fine. Mmm... Edit: I really cannot track down any possible cause...the ability is using vanilla's Breach icons to avoid old issues with Pacek's bams. Is it causing ctd on a BGEE game or original saga? I don't have EE. Funny thing was, I start playing ToB with WS. I use Disruptive Strike, no icon(it's empty) but the ability is there and works fine. I exit the game, start again (or reload, can't remember) and all of the sudden - CTD the moment I click on "special abilities" menu. Call me crazy, but it's true. EDIT: Tried it out again. Same thing happened. Lvl1 WS seems fine. I CLUA him up to 10th level, icon dissapears, but it works. I reload to try and take screenshots, I get ctd. EDIT2: It seems that it's Inner Focus causing these issues, not Disruptive strike...sorry... anyway, I managed to get screens: level 1 ws level 10 ws
  21. Ki pool has quite a bit of uses per day, I never emptied it in ToB...and I don't rest much... "Versatile" is a very mellow word for him imo at later levels. He can dodge magic attacks with Empty Body like a WS (sure, won't be able to attack but is in turn invulnerable to melee as well, in many cases this is even better, moreover in BG2 since you can't drink potions and use abilities in the same round). I'm not saying "hard to kill"...it's borderline impossible unless he gets confused/held/stunned, and all of these effects can be dodged with Empty Body. If he gets surrounded while at it, simply Teleport away. He can avoid fighting mages alltogether by simply killing them in Timestop. A perfect bait character. Even with imp.haste nerf, he will still have highest apr in game. No mage in game (apart the Ascension Five members) will survive 7 attacks. Even those which manage to prebuff, are dead as soon they're breached. In SCS, they will generally use defensive triggers/sequencers after their protections are gone, but with Monk's insta-cast TS there's no way they can do that anymore. Not even a mage with Vecna/AoP can instantly cast TS. Multiclassed F/M's get 9th level spells at 6Million EXP, and they're mages. He gets it faster than a mage.... I can't imagine how broken they can be in vanilla. I'd remove this ability, and replace it with something sensible.
  22. One more - Paladin's aura seems to be affected by magic resistance.
  23. Little bug discovered - WS "Disruptive strike" starts missing the icon after level 10 upgrade (Breaching Strike), for some unknown reason it now causes CTD. Previously there was just an icon missing.
  24. I'm honestly a bit worried about monk. They already match up to fighters in terms of fighting, can disrupt spellcasters at range, have stun,save or die ability, immunities, stealth, and if not disabled, are pretty much impossible to kill. Do they really need the ability to kill a single oponnent (almost any) without a chance for retaliation, even for 1x/day? Even with SCS full prebuff, I manage to get to the mage fast enough to kill him in 4 or 5 blows, and he has no chance of erecting defences since he's frozen. Kind of feels like cheating, tbh.
  25. Yes, setting duration to 12 does the trick...am I the only one who now thinks this is OP?
×
×
  • Create New...