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n-ghost

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Everything posted by n-ghost

  1. Happened to me too a while ago (SCS wasn't in it's twenties back then probably), and actually I think it has something to do with how game behaves on different OS (similar to that vanilla BG2 bug that made half of the npcs 'busy' if you tried to play on WinXP).
  2. Well, you can't use HW against fire\earth\air elementals and undead, afaik. Or Demi intended to implement that a year ago or so, anyway >,> The only feature that Horrid Wilting has in PnP is using d8 to damage plants and water elementals, and somehow those were kinda ignoring all that Bhaalspawn stuff back in the days.
  3. Eh, not to start a flame war or anything, but they carry off (if they do) any wounded people just as fine, poisoned or not .__. And you don't have a direct way to identify any poison right after arrow hits it's target (especially on medieval battlefield). Imo poisoned arrows fit more into hired killer (i.e.: assassin) concept. They'd want to make sure that their victim died no matter what. Also, poisoned darts look like a nice idea too (somehow I forgot if BG has them already).
  4. Uh, people irl had no reason to poison their arrows, because arrow would kill a target anyway >,> If anything, they could just stick it in mud for a bit so wound would become infested. And flame arrows were used mostly in torching (wooden) buildings and marking regiment targets. And they were heavier and thus flew not that far compared to regular ones. Sorry for bringing up irl stuff <.< I suggest making arrows to disease enemies for a change, and make fire arrow act like Spook instead of just flat fire damage. Fire is scary, duh.
  5. 1) Shorten the duration; it should be an "oh shi-" button or means to get a free cast while melee decides what to do\other caster tries to remove it. Does it keep it's PnP "7 attacks, each effect can trigger only once" feature? 2) attacking creature should be able to trigger it's effects only once per round; 3) damage and duration of other effects (maze etc) probably should be reduced by half. It's still multiplied for player by x2 when maximum difficulty is selected (which is always not only for me, I presume).
  6. It sounds strange, but I definitely remember Charm acting as you describe here it should: making affected creature have "blue circle" and becoming not hostile for a time being, but not controllable either. And it was like that years ago, probably even before BGEE was out. Sadly, I can't provide any logs for that particular game, but still, just heads up that it's possible (especially since I don't use anything that changes gameplay drastically save for SCS, SR and IR, so probably that was some spell fix from a mod like aTweaks or Oversight or whatsoever).
  7. I'd vote for: 1) expanding the threshold up to 100 hp; 2) making the spell search for another viable target nearby if the first target makes it's save or the spell had no effect for any reason. Is it possible to implement? Maybe some tricks with Chain Lightning code?
  8. By the way, I just had a wild thought that we can (probably non very PnPish, but logical otherwise) use Stone to Flesh spell to damage stone golems.
  9. It would mess with other DR effects probably imo. Maybe Flesh to Stone could be remade in image of Bigby spells, i.e., make it go through few phases, and allow target to make saves in each phase to cancel it out? For example, we cast FtS at some random target: 0) First, it should remove all 'freedom'-like effects from target and make target immune to them (save for actual Freedom spell maybe) for the duration. 1) Next, target makes a save vs spell. If save is being made, target is slowed for N turns (maybe not even slowed, but snared, so Haste and the like wouldn't cancel it out). If save is failed, target is slowed for N turns plus\minus X (I vote for minus so the next phase would actually come faster rather than in the case of save being made). 2) Afterwards, target makes a save vs polymorph. If save is being made, target becomes fatigued for N turns\rounds and spell ends. If save is failed, target is rooted to the ground and can't move for N turns. 3) At the end of these turns, target makes a save vs death. If save is successful, target briefly falls to ground, stands up, gets fatigue for N turns and the spell ends. If save is failed, target stays rooted and starts to panic for one round, unless immune to fear. 4) After that one round, target makes another save vs polymorph. If save is successful, same as previous + N crushing hit point damage. If save is failed, target stays rooted and is silenced, blind and deaf for one round (unless somehow immune). 5) Target makes a save vs death. If save is successful, it's stunned for N turns and the spell ends. If save failed, target turns into a stone statue that's immune to normal weapons, acid and electricity and stays like that infinitely. Of course, if statue breaks, any loot that creature had should drop on the ground. If dispel successfully hits the character before the final phase, he or she reverts to normal without any side effects, otherwise he or she could be revived only by Stone to Flesh, Freedom or similar. Creatures that have no actual flesh (shades etc) are immune to the spell, as well as all golems except flesh ones. Tldr target must feel that it actually turns into stone D: The only problem I see it sounds like some obscure version of B's hand, save for possibly different visuals :|
  10. I'm not sure if this is the case right now or if it even should be handled by SR at all, but anyway: there's that little level one (or level two? Hell it's been long) spell called 'Protection from Petrification' that turns all the basilisks in BG into total joke expfeast. Greater basilisks are meant to be horrifying beasts that would send any party running all the way up to Icewind Dale and farther simply by waving tail a bit through fog of war. In BG, though, what's the only thought that player has seeing it? Right, 'free 7k exp for me, yey!' So, it makes me wonder if it's possible to make PfP grant not complete petrification immunity, but, say, make petrification stun people instead of turning them into stone? Or maybe it's worth at least to move it few tiers up, maybe even to level 4 or 5\wiz (you don't get much of those spell levels in BG part of the game, nor would you actually care about basilisk grinding when you already have them) and nerf it's duration so you couldn't clear a whole map full of them with just one hasted fighter? This spell could also act as a ward vs disintegration, making it a semi-viable beholder counter.
  11. Speaking of imprisonment, I remember myself avoiding it at all because of lost lewts and stuff... Is it possible to add a save to it, so if creature fails it, it goes imprisoned as usual, and if it succeeds, it's only mazed for some rounds? Or maybeh stripped of buffs or somesuch.
  12. Btw. 'Full plate and packing steel' mod does this already and stacks with IR wonderfully (if some installation order is maintained), though I've tested it only on BG1 part of trilogy. I'd advice to look into it if you hadn't yet.
  13. Any feedback to my suggestion on aerial servants ? Haven't played for a while, but as far as I remember from vanilla, original aerial servants were unstoppable juggernauts that could beat whole game in team of five D:
  14. Btw. So, eh. Maybe change it to random area throwdown/slow/hold effects instead of simple attack?
  15. It's just IR usually is one of the last in the install order, and it goes like this: scs -> scs' fine weapons -> ... -> ir (that revises everything, fine weapons included) -> ir's masterwork weapons which I usually choose to skip -> no fine weapons in game at all. Although I suppose that'd be more of work on Demi's part :x
  16. Eh, just as same as it detects similarities with SR: skip if installed. Both SCS' and IR's 'fine weapons' do almost equal revisions after all, no?
  17. Btw, I was wondering, is it possible to make SCS fine weapons detect similar IR component (and maybe vice versa)?
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