Jump to content

czacki

Members
  • Posts

    97
  • Joined

  • Last visited

Everything posted by czacki

  1. What about Siege of Dragonspear in general? I played through SoD with insane difficulty slider and all I've seen (except the regular prebuffing mages) was 1 million creatures each encounter. Sometimes it was pretty ridiculous. Spamming fireballs and wands of fire 24/7 was the general response to everything. I'm pretty certain this isn't the intended standard of SCS. Fighting 30 Spiders (Phase, Sword, Wraith and Giant variants) at once... okay. I just cast fireball with three characters and they all die. Too bad that's pretty much all I do... Playing a nonmagical party would be such a pain. Worst I've seen was 3 green dragon wyrmlings and two (IIRC) Wyverns spawning randomly in the green dragon cave. Each of the wyrmlings packs a breath weapon that will do 80-100 poison damage in large AoE which is instant death if you're not prepared (ie. not scouting for them, not packing a scroll of poison protection for a warrior type who can beat them). Seems too much of a hassle. I've used Enhanced Edition Trilogy to bridge games together.
  2. Since I'm playing through BG2 part now - none of the "big fights" are as crazy as Sarevok finale. SCS is more fair in BG2, not giving the enemies crazy bonuses like in this case.
  3. Yeah, I guess you're right on the BG1 part where Inquisitor is basically godlike: being immune to hold & charm (two most common effects spammed against you), being able to move in webs without ring of free action (so you can spam web the moment your mage learns it), and instant dispel that gets rid of everything at once. I guess if it followed a curve (x1 for levels 1-7 (BG), x1.5 for levels 8-11 (SOD) and 2x for 12+), it would be fine tuned without breaking it. I don't think there are enemy inqusitors and even if they were, they'd be fighters you'd laugh at anyway (SP:A). Sarevok fight got my blood pumping, it's really fun. I only dislike this cheesy invisibility that bypasses 1 cast per round rule and is reapplied "offscreen" (on saveload). I don't think it goes well with what SCS intends to be (fair) and is annoying as hell.
  4. Hey there. I'm replaying BG games after a few years (wow, time flew by...) and I'm glad to see SCS is still around. The fight with Sarevok with everything set to "Insane" was... well, quite insane. Had to restart a few times to get it right and use some abuse to trigger those guys without engaging Sarevok himself (using an invisible charctrer). Check it below. I'm not sure if you're supposed to have so many summons (I have the summon cap removed - playing on Enhanced Edition Trilogy Mod) but in the end it wouldn't matter that much I guess, those are meat shields anyway. Would need to dedicate 1 guy to using wand of monster summoning each turn if I played with the cap My main dude was dualling to a Mage at the point of the fight and his berserker levels were locked so he was pretty useless. Excuse me for my weird attempts to dispel a Scroll of Magic immunity, I thought it's the level 4 spell that stops level 1-3 spells from working Going through SoD and BG2 made me consider a few things though: 1. was such a drastic nerf to Insect Plague necessary? I mean it's literally hammered by nerf after nerf after nerf. Doesn't work against undead. Doesn't bypass normal weapons immunity. Now allows a save for the spell failure each round (not that it matters for Demons, Dragons and alike since they ignore spell failure IIRC on Insane?) . Disabled by fireshields which everyone and their momma precasts on Insane difficulty. I'd risk saying it's one nerf too many, effectively killing the spell or transforming it into something that's only good for a very limited time against human mages that happen _not_ to spam fireshield, which is maybe throughout SoD to early BG2 at best. I know you can disable the nerfs in *.ini but I believe the spell is a bit TOO good... just doesn't need four or five nerfs at the same time. One would fully suffice i.e. allowing a save OR being stopped by fireshield. 2. the very same thing strikes me about Inquisitor's dispel nerf, which is fortunately an option (whcih I don't pick) unlike the nerf above. here's the thing: everyone and everything spams spell protection: Abjuration in SCS. Dispel magic from Inquisitors, in all its might, is basically worthless most of the time against the targets that you'd want to affect Dispel Magic with. I'd say the SP:A spam makes Dispel Magic on the weak side, because by the time you're done with spell protections, you may as well cast breach rather than DM. At least it won't ruin your own dudes. If you consider that, adding an EXTRA nerf to Inquisitor's DM makes particularly little sense...? 3. Dispel magic used against YOU however is pretty annoying. I recall being showered by DM by some random dudes in Planar Sphere or by every Sahaugin mage I met. Obviously, being forced to rest&recast is annoying, so I literally ended up releasing my Berserker/Mage alone and spamming SP:Abjuration myself to prevent the constant dispelling at the very sight of someone trying to cast a spell. Perhaps "regular mobs" shouldn't be Dispel-Magic Trigger happy at all? Even with ease-of-use script, reapplying buffs is just a chore. 4. On the Sarevok fight: was the Mislead effect on Angelo/Semaj necessary? It doesn't say Mislead so it's probably something different BUT they turn invisible if you dispel invisibility from them (from offscreen - says Invisibility removed), save and load. They are invis again. They will also turn invisible at the end of some rounds bypassing the 1 spell/item per round rule sometimes. This is pretty frustrating in the end and it did force me to cheese it up with Potions of Firebreath (which bypasses all protections excluding fire resistance) and ninja wands of paralyzation (which ironically works on Sarevok, as seen below ). While the main goal of SCS is playing fair, I'd say this "extra invis" stuff should go. The fight is pretty challenging as it is, without unncessary "additions". I absolutely love SCS and would not play the game without it. Some things (like the ones I mentioned above) could be tweaked a bit I think ? Cheers.
  5. okay, thank you sounds fantastic. How's progress?
  6. I've learned I'm very bad at estimates when it comes to this, but I am still working on the patches and making progress. The merge itself is effectively complete; I'm testing now. thank you so much I have to ask again though. I did use BWS in the past, and it would automatically select the mods compatible if I picked BG1EE or BG2EE. meaning, I could only mod one at a time. How does it work here? can it recognize that I intend to use EET somehow, or do I have to let BWS mod my BG1EE game first, independently of whatever I'm planning to do with BG2EE? For reference, I'm using the version downloaded directly from Beamdog.
  7. that makes me wanna hug you I love BWS, so happy to see it finally supporting all my favorite mods. But how do you use it? IIRC you have to BWS BG1 first, then BG2... should I mod BG1 via BWS, then install BG2, then mod it via BWS (which includes EET)? I used BWS a lot in the past but never to combine both games
  8. great news. Now I can play a proper, complete EET <drools> if you could now give me some final pointers: 1. when to install Imoen romance (before or after EET)? 2. when to install lvl1 npc (assuming it works) - before or after EET? 3. since I'm lazy and you're very informed - does SCS work normally, or do I still have to patch it and stuff? assuming I don't want to install spell revisions. Starting this friday!
  9. So does EET properly support the updated lvl1npc mod? sorry if it's been answered before, feeling kinda dizzy
  10. vanatos said he'll try to make Imoen Romance compatible with EET, yay :happydance: one more question, about SCS? It's compatible as revised version only, right? Does it mean I _HAVE_ to use spell revisions, which I'd rather not use (I prefer the rules to be as close to vanilla as possible, only the AI to be better and bugs.exploits fixed?)
  11. Vanatos read my pm, but didn't respond, so he's most likely not interested in working on compatibility. K4thos, what do you think about making 1 more compatibility patch?
  12. I wouldn't be surprised, K4thos posted in the SoA subforum which was by then dead (all effort of modders was focused at ToB portion of the forum)
  13. ooh, it actually feels right. Going by the main page of the mod: The Imoen Romance Mod 3.6 (SoA+ToB Release) Written by T. C. Dale and Israel Blargh Coded by Vanatos I was pretty sure I.B. was coding it - my bad, that's mostly because he was the one posting updates on the forum, haha I'll try to get in touch with Vanatos. Also, what about the lvl1 NPC mod? I've seen it finally updated to EE compatibility. I like custom parties, but I prefer to give the intended roles to NPCs rather than using a multiplayer party, since it does make things more lively.
  14. Sounds complicated I tried to contact Isreal Blagh (the last coder of Imoen Romance) on the subject. We'll see if he responds, but I find it unlikely, TBH. Because I'm pretty sure he just feels done with the project - it is released and working, after all. It also sounds like something I defo can't do myself, as I have zero knowledge about proper modding. Shucks. Well, there's still some hope if K4thos decides to help I think he already created a patch for that mod once.
  15. Well, I can always post a small donation for him I'm from a dirt poor country so I can't offer much money as gratitude though. Imoen Romance mod's history is complicated, the mod was tossed back and forth between a couple modders, and it never really gathered a huge fanbase (now it's probably mostly abandoned after getting finally finished after like 10 years of development), but I really like the writing on that one. Most romance mods are poop, but this one has some extraordinary depth for a mod. And the music's great! :3 I'm aware that there's not much people (modders in general) who will ensure EET compatilbility themselves on this one. I guess only K4thos can do it at this point. I will try to contact the Imoen Romance ToB modder, but he'll most likely not be interested in doing any modwork anymore
  16. I'll try asking again on the forums. I think it was in development back then. Since then, the mod has been completed (the ToB portion was released). K4thos, is there a way to patch it manually so it can be incorporated into EET? I'm pretty sure there won't be more versions of Imoen Romance, so perhaps you can be persuaded (as if: begged ) to release a compatibility patch?
  17. Is Imoen Romance supported? Didn't see it on the list. http://www.imoen.blindmonkey.org/
  18. Well, that's fantastic. If I wanted to use this with EET, would it work?
  19. Soo... gotta ask again Slight progress there, dear Barbarian? or nope?
  20. I know it's kinda impolite to bump threads like that, but... ... any reports on progress, even slightest? I'm really pissing my pants to play in a party of NPCs again rather than mutliplayer no-personality 6-man pack...
  21. The existing mod is compatible with BWS/BWP (and has been for some time). What I meant was: BWS EE compatible version without the new NPCs
  22. Miloch, perhaps you could release a form of BWS compatible beta without the new NPCs earlier? I mean, from your post it seems like that beta would be pretty much ready without much work already, and for those people who don't use new NPCs (ie. me), that would be grand!
×
×
  • Create New...