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n-ghost

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Everything posted by n-ghost

  1. ASI behaves as it should (and the icon is fixed as well), running BGT, so that ctd issue is probably EE-only. Obscuring Mist should affect PCs as well, otherwise when cast in confined spaces (especially in melee situations) it will basically turn into free 2 AC for the party, which doesn't make much sense imo. Regarding AI, it might be just my imagination, but, at least with all the AI enhancements installed, it seems that hostile creatures are affected with line of sight debuffs as well, so when they don't see the party, they strive to move away from the cloud. Also, currently it affects neutral creatures as well, making them hostile (same debatable thing as with Entangle, I suppose).
  2. Demi, got a bif of a feedback on Obscuring Mist here: - there is a dot missing at the end of description ; - the spell currently isn't party-friendly. I'm more than fine with it btw (would've been very cheesy otherwise), but wording in the description should be changed according to that probably (i.e., not "opponents", but "creatures"); - is there any way to make it white? Yellow looks too scary D:; - thac0 modifiers work fine (charname's melee 17\21 thac0 becomes 19\23, Jaheira's melee 17 thac0 becomes 19, Jaheira's ranged 16 thac0 becomes 22), all in all looks like a nice spell, especially useful within BG1 with all those archers that seem to be growing on every tree of the Sword Coast.
  3. Armor of Faith I've meant, errr: - AoF should be removed from druids spellbook; - Slow Poison should be moved from level 2 to level 1 to fill the slot, replacing AoF for druids; - we now have an empty level 2 druid slot that you can tinker with ASI I've tested it on some random hobgoblins, will keep in mind that combo. Also, another cheese I can think about right away is forcing enemy archers to waste enchanted arrows on rats. Basically, later in game, one 1st level spell can potentially counter up to 5 magical arrows. Yum. Though some druids would probably say now that I'm cruel
  4. So, a bit of feedback on druidic level 1 spells: ASI Save for the minor issue with the spellbook icon (http://gibberlings3.net/forums/index.php?showtopic=26517&p=233654, might have nothing to do with SR, frankly), the spell seems fine. Mainly it's useable as a 'trap' spell that aims to prevent large targets from moving freely, also useful to block narrow passages and getting some pressure off the party. Diseases are nice bonus, but I don't count on it to trigger exactly when I need it too much. As a possible improvement one could consider buffing up rats attack speed factor some. Regenerate Light Wounds As I've said before, it's awesome. For those people who prefer to kite rather go straight melee, anyway. I'm yet to test it on undead, aTweaks should make undead immune both to negative and positive healing spells, but I actually think that regeneration should make an exception of that (i.e., it's not healing\harming by divine, but rather mending flesh with some druidic mojo, can't see why undead should be not affected by that). Goodberry Same as above, plus this is actually THE spell to keep your low-level party on their feet. Especially for people who hoard the potions and dread to use any up to final ToB battle (and maybe even then). Strength of Stone I have some doubts about this one. I mean, imo it actually goes against IR's philosophy of getting rid of all those items that set a fixed value for stats. Is it possible for it to give a flat bonus to stats that won't exceed 18\50? The movement speed penalty is negligible, and with IR's armor revisions almost everything is penalized in one way or another anyway. Knockback immunity is nice for every role (especially when you need to cast something vs dragons asap), but yet remains to be tested. Armor of Faith Nice tanking spell, but does it really fit a druid's spellbook context? Imo it should give a way to Cure Poison (that is much more needed especially at lower levels). Entangle Well this one is classic. Though for me atm it makes neutral NPCs hostile, so it's not that useable in city areas. Anyone can remember if there was some fix for it (or if there was even a discussion in SR forum)? Shillelagh There is a minor inaccuracy in wording of a description here. Imo "victim" would be a much more accurate word here rather than "defender". The spell per se is surprisingly nice, if a bit specific in usage (i.e., possibly killing Clay Golems, striking somecaster from invisibility etc). Faerie Fire AoE is very small so it's very easy to waste this spell. I suggest making area affected a bit larger. Otherwise, good debuff, useful vs anyone. Sunscorch Our favourite no-brainer. Nuff said, this thing kills everything in BG1. And we like it that way. Magical Stone Make a conjuring speed faster and it's fine. Attack range could be buffed a bit, but then again, if not, it's fine as it is (and 3 attacks per round are especially nice). That concludes it for now.
  5. Meanwhile ASI in spellbook somehow has an icon of ASIV for me. The icon is fine in the quickcast menu though. Could anyone doublecheck this please?
  6. Woah. Were there any attempts to fix it? Though again, it's probably out of SR scope. Checking now what other guys have written about Charname Imprisonment fixes, seeing a fine print that says "Unless you're going solo" makes me heartbroken. There is probably some condition hardcoded in the game somewhere, stating that it's a gameover when player doesn't have any characters assigned to him anymore. Tbh I fail to see why would anyone code something like this, unless there was a desire to bug the hell out of the game and (especially) solo runs.
  7. Got a (relatively) minor bug with Shadow Door: maze-like effect forces a game-over if it manages to capture all members of the party at once (i.e., it's an instagib if charname is the only person in party). It behaves fine if there is anyone else in the party still not mazed. Anyone cares to try and reproduce this? To test this simply start a new game with SR and SCS and go slap Firebead Elvenhair inside Candlekeep Inn, he should cast Shadow Door right away. It might be not a SR's fault (and probably it isn't), since I have a ton of mods installed. Will test this on a clean install tomorrow if needed.
  8. Iirc, some really high-level guys (Balthazar, Amelissan, Slayer form of Irenicus) were immune to TS as well, so MAYBE such thing could be made in some sort of class-specific (Timeless Body, duh) HLA. It could be an interesting feature, with just a hint of bleu or maybe camembert.
  9. - to make Aerial Servants more PnPish (they don't just melee their targets, they try to constrict and strangle if grapple is successful. Undead and constructs probably should be immune to that, and Servant should be held too for the duration of the effect. All in all, imo it should be something like a bear grapple that was proposed here some time ago, but the creature affected probably should be just rooted, not held or unconscious); - to turn them into more of a "controller"-type summon instead of a powerhouses they are now. As for an animation (I presume you're talking about the effect on creature), Web might just fit for that.
  10. Demi, I'm grabbing the new build right now, and will throw a random suggestion right away. How about redesigning those cheesy Aerial Servants completely? Quoting PnP here: Maybe add a mental battle akin to vanilla elementals or Protection vs Something check on party as in the case with fiends? So one actually must maintain proper wards if he wishes to summon an army of these. Though probably that would mess with AI clerics Also: Could it normal melee be remade in a way that it would do no damage anymore, but instead will have a chance to apply a 1 round hold entangle + 8d4 damage in that round?
  11. This. I simply dread using ANY charm-related spells on ANY creatures out there, because the next second I might have karma police knocking at my door. Although afair BG1 had a share of easter eggs related precisely to charms.
  12. *remembers how Minsc and Sarevok were punching a magic golem in face* *realizes that BG is just a spin-off to Double Dragon series* Well, I'll go and cry in the corner now, I guess.
  13. Oh, and other thing. Goodberries are actually good D: I mean, even healing 1hp\gulp, it's a nice alternative for those squishies you don't want to spend a real healing spell on (or for those who have, say, 14\15 hp, since on lower levels every single hp can mean a difference between a wound and a gib). #goodberriesforlife #jaheiraforduke
  14. Yep, and it's as useful as regular heals, albeit requires different approach. On insane difficulty EVERYTHING has a chance to one-shot any character up to level 5 or so (even with armor revisions phys.res.). The only hope for melee-oriented character to do something useful is either: a) to close on archers; b) try to get aggro and maybe hit a monster that melees slower than said character, then run away. Regen-type spells fit perfectly for both cases: abysmal (to none) overhealing; no need for healer to catch up on wounded character (he'll get better eventually or will die anyway); they're more reliable versus projectiles and dots (they actually neutralize Melf's acid arrow in terms of damage and also you can get lucky and regenerate a hitpoint, say, inbetween multiple magic missiles inbound; higher levels of regeneration probably will allow characters to walk unhindered through things like acid fog (!)). Overall they actually seem vastly superior if not from flat hp value standpoint, but from tactical point of view for sure.
  15. Btw those regen spells are awesome and very distinct.
  16. Same with regenerate-type druid heals. Now I actually think there was a discussion about this somewhere D:
  17. Uh, I think there might be a small inaccuracy in wording of Know Opponent. It says: "When this spell is cast, the priest's eyes glow with magical energy etc". Are druids supposed to get it too? Because in my current build Jaheira has it. Druids can be viewed as some kind of forest priest ofc, but still, more vague word instead of "priest" would fit here better imo.
  18. Nope, I'm kinda ashamed to say, but the only message I have from you dates all way back to 2011 ( D: ), and that was the time of IR 3.1.
  19. Thanks, this sounds very cool. Can I get latest SR and IR betas too please? Or there will be a new release soon?
  20. Also, can you dodge spells or projectiles with DD? What happens if mage DDs away when spell is: 1) being cast at him? 2) the cast was finished and mage uses DD the moment spell is about to hit him? This can open a very interesting new layer of mechanics.
  21. Woah. Isn't that too cheesy? Will SCS mages actually use it Davaeorn-style? Wai ):? I've probably missed a discussion somewhere. Keep up the good work Demi.
  22. Perhaps, but that's where Prot. from Petrification comes up: it would offer more in terms of longevity while being more unreliable in terms of dispel resistance. That'd turn the 'I win' potion into 'oh shi-' potion, meant to be drank simply as means of expeditious retreat.
  23. NPC items are fine btw, I always feel awkward when offering Sir Keldorn to change his breastplate as soon as he joins the party.
  24. Also, could the Mirrored Eyes potion effect be limited to a single gaze attack? Because, frankly, the only fight where you need to use them as mandatory is Aec'Letec, and he uses his gaze only every so often.
  25. How about remaking Arrows of Dispel into Warding-Whippish (well, BG-flavor warden-whippish)? I.e., on hit affected character makes a save each turn, for, say, 3 turns total, and if it fails, he loses one of the beneficial spell effects on him? Also, it could slay summons on save vs death. I don't remember any enchantments on them (actually, they were treated as non-magical in vanilla BG afair), so buffing them up to +2 is fine too (if it isn't the case already).
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