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mikel123

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  1. I was thinking more about it, and technically if SCS wants to go "next level", it should check the class of the PC it's attacking as well. Theoretically if my character was an Enchanter, it seems it would get a +2 bonus to Save rolls against that school, balancing out the penalty applied by the caster. Anyways, it's ridiculous enough, so I'm clearly joking here, but thought I'd mention it since I thought of it. I love the flavor of this, with the spell school-proficient enemies, but I try to play games without reloading (hence my intense interest in this failed save that cost me a run), and this is adding a whole new level of difficulty to watch out for!
  2. Yep, they are Enchanters. Wow. I never knew that function existed in this game. This does make me wonder why I saw "Save vs. Spell: 20" (theoretically I should never get higher than 18 right?). I had no items to influence my save roll. I guess with all those Wizards onscreen it's possible one of them slipped another non-Enchantment spell in there and my Save of 20 was for that spell. By the way, if SCS properly knows these guys are enchanters, and decides what to cast while factoring that in... wow...
  3. Even further testing... With a Save vs. Spells of 0 (base 1, -1 from Helm of Balduran), I still eventually fail and fall asleep to Emotion:Hopelessness. With a Save vs. Spells of -1 (base 3, -4 from Human Flesh armor), they don't even try to cast Emotion:Hopelessness. It's worth noting that - according to the spell description - they shouldn't intelligently cast this if my save vs. Spell is Less Than 2. But it seems like a strange coincidence that they do something dumb, that ends up working as intended by the spirit of the script.
  4. Yes, I do know that, I have all options checked and that's why I see "Save vs. Spell: 1", etc. I did some further testing (CLUAConsole 20 Kuo-Toan Wizards over and over to speed it up) and I did see: Save vs. Spell: 1 Save vs. Spell: 20 ...and every number in between. So I have no idea what is going on here. It appears there is (correctly) no bonus or penalty to the spell's saving throw. And since it only shows the "Save vs. Spell" message if you successfully save, it appears I am (correctly) saving even on a throw of 1. So I do not understand how I could ever fail a save.
  5. Not in my experience; I've gone through many games in which I've never failed a save. If a natural 1 would fail, I'd fail once every 20 times or so. I've also seen message log messages like "Save vs. Spell: 1", though I suppose that could have been a roll of a 3 with a -2 penalty or something.
  6. Level 26 Wizard Slayer. Base Save vs. Spells of 6, but -5 due to being a Dwarf with 20 Constitution, for an actual Save vs. Spells of 1. A Kuo-Toan Wizard casts Emotion:Hopelessness and he falls asleep on the ground. I have no idea why that happened: - confirmed in NearInfinity that there is only one Emotion:Hopelessness spell and its Sleep effect has a save vs. spells with no penalty - other Kuo-Toans did not use Called Shot or anything else to lower my saves; it was indeed 1 at the time of the Sleep - Kuo-Toan Wizards (level 10) do not appear in NearInfinity to have anything that improves their spellcasting - SCS is the only difficulty/spell mod I'm using and I don't think it has anything that impacts either Emotion:Hopelessness or the Kuo-Toan Wizards Any ideas if this is related to SCS? Or a more general issue (or misunderstanding on my part of how this game works)? Thanks!
  7. Neither Emotion or Remove magic require a visible target. AI can't cast the spell on the ground like you can, so that's sort of a workaround AI uses. Melf's meteors issue I know of, but I don't know exactly what causes it. If he's using single-target spells against you (charm person, flame arrow and similar) while you're imp.invisible that's a bug; I haven't witnessed it however. Ah OK, that makes sense, thank you!
  8. No and no:-) Weidu log in case helpful: // 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] ~SETUP-WEIDU.TP2~ #0 #0 // 24000 ~SETUP-BWS.TP2~ #0 #0 // Expert Mod In Selection: eetact2 ~SETUP-BWS.TP2~ #0 #1 // Expert Component In Selection: cdtweaks(+) ~SETUP-BWS.TP2~ #0 #2 // Expert Component In Selection: cdtweaks(3141) ~SETUP-BWS.TP2~ #0 #3 // 20161130 - Updated by agb1 (installation started Sun 12/11/2016) ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension Core (requires ToB): v1.51 BETA BWP 20161205 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.51 BETA BWP 20161205 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues for Bioware NPCs by shawne: v1.51 BETA BWP 20161205 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended Epilogues for Beamdog NPCs by shawne: v1.51 BETA BWP 20161205 ~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6 ~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: Beta 5 ~ANIMALCOMPANIONS/SETUP-ANIMALCOMPANIONS.TP2~ #0 #0 // Animal Companions For All Rangers (Optional: Druids) ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility ~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!): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 BWP fix + K4thos' EET compatibility ~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): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6561 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8043 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50 BWP Fix ~EETACT2/SETUP-EETACT2.TP2~ #0 #0 // Core Component: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #110 // Westley Weimer's "The Ritual": v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #180 // Westley Weimer's "Kuroisan", the Acid Kensai: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #190 // Westley Weimer's "Red Badge" Poison-Based Encounter: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #210 // Gebhard Blucher's Lich in the Docks: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #240 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #432 // Westley Weimer's Tougher Druid Grove -> Install Tougher Druid Grove creatures - no Tougher Faldorn: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #450 // Westley Weimer's Streamlined Trolls: v0.73 alpha 2016022103 ~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original list version: v40 ~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original list version: v40
  9. The slaver wizard in Suna Seni's group doesn't seem to care about Improved Invisbility, and will cast Emotion: Hopelessness or Remove Magic directly targeting an Improved Invisible character. This was a solo monk player character, who applied Improved Invisbility via the Ring of Air Control. Further testing shows if I just use the ring and stand there, the wizard will cast Emotion: Hopelessness targeting herself (great!). If it knocks me unconscious, she will throw a few melf's minute meteors at me (this shouldn't happen since I'm still fully invisible) and then stand there with the rest of her crew. If I make the save, she will just stand there with everyone and do nothing. If I use the ring and then start attacking, the wizard treats me as fully visible and starts firing spells at me, which she shouldn't be able to do until the Improved Invisbility actually wears off.
  10. Just did a side-by-side of Refinements to vanilla for the princes, i.e. Sunnis. Notable differences... ...that make the original better: better AC by 3 higher STR by 1 (thus +1 to hit and +2 to damage) 75 fire resist versus 45 in Refinements 40 cold resist versus 20 in Refinements 70 magic resist versus 60 in Refinements Stoneskin ability Immunity to +2 weapons ...that make Refinements better 30 electricity resist versus 0 in vanilla 50 acid damage versus 40 in vanilla 1HP/sec regeneration versus 0 in vanilla Fists strike as +4, versus +3 in vanilla Gate Minions ability Teleport ability 2 castings of Stone to Flesh 30/30/20/30 Slash/Pierce/Crush/Missile resistance versus 0 in vanilla I guess because of the Gate Minions ability, I'd give the advantage here to the Refinements version as "better", but it's really pretty close... I originally didn't install this because I thought it would be a little overpowered, but I think that sentiment is incorrect. Also, with aTweaks, I don't see anything in the Readme about Elementals. Is this a part of the Fiends component? The Fey component?
  11. I meant "intense"... just a lot of changes going on and it's hard to keep track of everything that's changing. Refinements looks like it's basically new HLAs (which mostly seem well thought out, although the mage and sorceror HLAs read as incredibly overpowered, and perhaps Barbarian too), armor rules, and the Elemental Prince refinements. Everything else is pretty minor.
  12. aTweaks seems a little intenst, but Refinements looks super cool and seems to allow partial installs. Might try that. That said, would still suggest the increased staying power for the princes in SCS.
  13. One thing I thought would be nice would be to give "increased staying power" (i.e. more HPs) to the Elemental Princes. It's already an option for Celestials (i.e. Solars and Devas, as far as I know), and I think it would make a nice option to have a similar option for the Elemental Princes too. Granted, only a very small number of high-level druids exist in the game, so I think this would be less a difficulty mod and more of a mod to make PC Druids (and poor Cernd) more viable in the SCS environment. Druids are one of the weakest base classes (maybe *the* weakest, actually) and letting the Princes stay around to serve out their entire 10-round lifespan would be a nice benefit to perhaps make SCS players more willing to try a druid for the challenge.
  14. Oh, the axes... plain throwing axes do 1d6+1, so the enchanted throwing axes are missing that +1 damage bonus. But the added damage makes throwing axes superior in every way to their non-throwing counterparts--better speed factor, less STR requirements, less weight, cheaper, but with the same thac0 and average damage, whether used in melee or thrown. I'd be more inclined to make bogstandard throwing axes do a straight 1d6, since they're the ones out of the pattern. I'm not worried about the hammers--they're getting a full extra die of damage, so they're already out of the damage/enchantment pattern. With respect to hammers, one thing not mentioned here is that Dwarven Thrower should probably be changed to do crushing damage as a ranged weapon as well. Every other thrown weapon (that is, axes) mentions specifically slashing damage for melee and piercing for ranged. Dwarven Thrower just says crushing. With respect to throwing axes, Azuredge "+3" does 1d6 for non-undead (favoring your perspective), but +4 damage against undead (which would appear to perhaps be the +1 for throwing, +3 for its enchantment). Additionally, throwing axes are inferior to non-throwing in one very crucial way: you can hold them with a weapon in your other hand. Which IMO outweighs everything else you mentioned.
  15. Notes from throughout my play: - Mazzy should get a +5 upgrade, not a +4... her upgrade isn't even available right out of the Underdark, while Valygar's +5 is - would also suggest a custom item for each NPC, like Viconia, who didn't get one (I realize there's not much to work with there) - utterly ridiculous how many enemies are immune to arrows. I usually try for a Ranger protagonist, which in this mod would probably be worse than a Monk - why nerf Celestial Fury? most enemies are immune to stun anyways - many of the auramaster's extra spells seem superfluous and out of flavor - Valeria's door and the Kuo-Toa tadpole pool are very confusing if you don't have Saros PMing you essays - would love to see sling, spear, scimitar upgrades built in (well, the first would be useless, but perhaps the latter two. Or you could make a sling upgrade that does crushing damage) - Firkraag's companions seem weird. Why not replace the grandlords with some souped up fire elementals? - should probably document the Deck of Many Things changes - also regarding documentation, include the save penalty to Death of a Thousand Cuts and the Protection from Critical Hits for Ioun stones - Cernd gets Fists of Nature after you've passed by every Rakshasa (I think) in the game, save for the final battle. This seems silly. - if you have 5 summons and cast Recast Vital Energy and get the Grandlord, there's a message saying "you can only control 5 summons" and it doesn't appear - the "silence" spells make mage characters switch to their secondary weapon. Really odd (unintentional?) side effect - Negative Plane Protection doesn't seem to require Touch, but I think it should - amusing that Hardwood Golems are weak to crushing. Would have thought slashing (axes, obviously) - should put Swanmay's resist-lowering into documentation or describe more explicitly in-game As I'm mostly interested in the fun items, I'm curious what people think the best ones are. In many ways, I think this would be Phosphorus - it's available pre-spellhold, and my Fighter/Mage was still using it in the last battle of the game. 24 STR gives an awesome boost to Thac0, which is helpful here, and of course it's a crushing weapon which is the best class in this game by far. Judgment Day did indeed live up to my expectations though, in seeing it in the docs. Hardest battle: probably the Kobold crystal in Spellhold. The resist-lowering chain lightning, and then the Amber Golems on top of that, were a nightmare that I was not prepared for. Maybe a bit easier with potions of absorption (and lots of running around), but I had a real hard time with this. Most fun battle: the one after you forge Judgment Day and return to Watcher's Keep. It's probably average in difficulty throughout this mod, but it makes you feel like you earned the sword, and it's perhaps your first time seeing it in action.
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