Jump to content

Marvin

Members
  • Posts

    44
  • Joined

  • Last visited

Posts posted by Marvin

  1. Hi guys,

    First of all, I want to pay a tribute to the work of Wisp, for this mod is very important according to me, especially as I went through the game dozens of times. It helps renew the experience.

    Good job ! 👍

     

    As this topic is about suggestions, please allow me to give mine.

    According to me, the main issue I meet with this mod is the randomisation sometimes (ofter...) give items to monster or NPC which cannot use them.

    Example : I lately played BG1 here are the disappointing randomisations ;

    - Archmage robe on the Gnoll in Tazok's tent.

    - Ring of Holiness on a mage

    - Gauntlet of ogre strength were in Ramizath's inventory ; a mage

    - Full plate mail +1 on a mage

    - Ring of arcade on Drazik (fighter)

    - The best swordsman of the sword coast (forgot his name) fought with a flail +1...

     

    This is just a sample of the weird repartition of the items I noticed.

     

    My suggestion is that there should be a list of items reserved for fighters, mages, priests etc... and randomise them among the creature / NPC who actually can use them.

    I don't know how much work it represent, but for me this this is the main limitation I see in this mod.

     

     

  2. On 5/9/2020 at 7:12 AM, subtledoctor said:

    Not sure what you mean by "how."  The sphere system applies to DR kits just like it applies to FnP kits, giving each one access to spells and, if you choose, modified weapon use.

    What I mean is that the spheres FnP uses are not the same used by DR. Example : The Holy Strategist of DR has Major access to charm, combat, divination, guardian, healing, law, protection and war spheres. Among those, Combat, Divination, Guardian, Healing and law are not there in FnP sphere system (according to the first post of this same discussion). How do you deal that issue?

  3. On 4/27/2020 at 6:24 PM, subtledoctor said:

    That's the SR spell Battering Ram (or whatever it's called).  I think it's level 2 by default, your priest may get it earlier as a special kit perk, having "focus access" to that spell.  Or maybe we made it level 1 to balance the spheres?  I forget.  The spell might seem great now but it doesn't scale - it become pretty useless by later on, eclipesd by Magic Missile as early as 5th level.

    As you said, this spell (battering ram) is powerful in small levels, then loses its interest.

     

    On 4/27/2020 at 6:24 PM, subtledoctor said:

    Pretty sure you are describing the innate abilities for the priest of Tyr, which are the same as in the unmodded game.  Talk to the devs...

    My bad... ;)

     

    On 4/27/2020 at 6:24 PM, subtledoctor said:

    We don't change any SR spells, except to occasionally move one to a different spell level.  The sphere system incorporates SR spells though, since I think SR spells are pretty great.  It also incorporates the spells from IWD

    🤙

  4. On 4/27/2020 at 6:13 PM, subtledoctor said:

    Will look into it.  Only humans and half-elves can be druids in the base game, so this is nothing new... I don't recall whether and to what extent we planned to liberalize this.  Sounds like the answer is, "not much, yet."

    Strangely enough, in a fresh install with only FnP, I can select Druid with any race...

    On 4/27/2020 at 6:13 PM, subtledoctor said:

    We made a couple of Occultist kits, but lately we are re-thinking the classifications of these sub-classes.  As for weapons, each is different.  Mystics are based on the druid class, Mystic Warriors are based on the fighter/druid class.  Beastmaster is a ranger, while Beast Lord is a type of druid (formerly an Occultist, but the difference is in name only).  Each has its own weapon usage.

    Sounds good to me. One advise if I may, is to specify in the kit description what are the weapons and armors usage for each... ;)

     

    On 4/27/2020 at 6:13 PM, subtledoctor said:

    The Shadow Druid is there, but you cannot choose it in the normal fashion... you have to become one in-game.  It's sort of like a paladin falling, though of course not as punitive in a mechanical sense.  I hope we added it at an appropriately dramatic place, and it is enjoyable... I don't want to say any more than that for fear of spoiling things.  Bit I'll say in spoiler tags,

    Sounds good as well... In my game, I met Faldorn, she is a base druid. Not planning to make her a shadow druid?

     

    On 4/27/2020 at 6:13 PM, subtledoctor said:

    Yes, there are two different kits for priests of Tempus.

    What I mean is that I get 1 kit of "Cleric of Tempus" and 2 of "Priest of Tempus"...

     

    On 4/27/2020 at 6:13 PM, subtledoctor said:

    100% compatible.

    Great! This was the only drawback I found in DR, as it was not fully compatible with SpellRev... Therfore I had to skip DR...

     

    On 4/27/2020 at 6:24 PM, subtledoctor said:

    Druids get a single chance each day to summon a spirit animal, same as what the Totemic Druid can do multiple times per day.  These spirit animals are unchanged from the vanilla game - the level 1 spirit animal is the same as what a vanilla Totemic Druid can summon at level 1.

    As you said, it is not that powerful per se, but along with the several small improvements you guys made in the druid class, like the access to longbow, early shapeshifting, access to many mage spells etc... I'm just afraid that it might lead to less balance in game comparing with other classes.

     

    On 4/27/2020 at 6:24 PM, subtledoctor said:

    I can take a look at the balance of the animal shapeshifts.  They start fairly weak (simple wolf) and grow in power as the druid reaches higher levels (dire wolf, lion, bear).  I didn't find them to be that powerful - when I used Jaheira in shapeshifted form, I found that her AC was pretty bad and she tended to take a lot of damage.

    Khalid.jpg.1e3bcab149cd0ef012b20e69379b1298.jpg

    See Khalid (Fighter in plate, with ring of protection and +1 AC from helmet) and Jaheira (Druid into wolf form). They both have 3400 xp ; They have same AC, almost same Damage range, almost same amount of HP, and Jaheira has a better Thac0...

    Of course, later on, as the levels increase, the Fighters will become better in combat, but in these levels (I would say 3rd to 5th), druid rocks!

    jaheira.jpg.85e5433f0c6e74a44e53548956468808.jpg

  5. On 4/8/2020 at 6:03 PM, Guest Marvin said:

    Hi Guys,

    I discovered by chance this mod, and it seems really good to renew the experience for and old player like me. I used to play DR, but I'd give a shot to FnP in my next game.

    I haven't tried yet, but I have already come across few bugs/issues/little things which could be corrected.

    Before that : My install is GOG version with Modmerge only, FnP, FnP multi and nothing else. I'm using Faiths_and_Powers-79sd9.2

    Here's the list :

    -1) Except Humans and Half-elves, other races cannot select any kit for druid or mystic warrior etc.... Is it intentional?

    -2) Without using LeUI, the list of kits is too long to be properly displayed. Especially for Clerics.

    -3) The Druid section propose 3 types of "druids" presented as "Druid", "Mystic" and "Occultist" . So long I haven't seen any "Occultist" kit in any race section. Maybe it is for later? Besides, it could be interested to specify the particularity of each in term of armor/weapon, spells or whatever. Example : I noticed that a Mystic warrior has access to all weapons, but a Fire Mystic warrior has heavy restrictions. Best Master has again another list of usable weapons...

    -4) Shadow druid and lost druid are presented is the github website, but don't appear in my install.

    -5) In the Cleric kit section, I noticed that there are Clerics and Priests. For some divinity, a priest and a cleric versions are available. It could be interesting to specify what are the general features of those two groups.

    -6) In my game, the Priest of Tempus appears twice in the kit selection.

    -7) The Barbarian/Shaman multiclass has 9HP per level, when it should be 10HP. (12+8)/2

    So far that's all.

    I also have some questions about the compatibility with Spell Revision, how does it work?

    Thanks for your work.

    Hi Guys,

    I guess me previous message remained unattended, therefore I post it once again. Hope it might help.

    Moreover, I have a few more reviews to give after playing little bit :

    I played with Charname as a Figther/Priest of Tyr, and Jaheira as a single classe druid. To note as well that I play with SpellRev ans SCS which might alter my experience.

    -8- Druids have access from level 1 to a summon which seems to me to be seriously overpowered ; it could kill a couple of watchers in Candelkeep without been hurt...
    In addition, they have access from level 3 to metamorphoses into animals; in the case of the basic druid (forest), it is the ferret and the wolf. The ferret is super cool, because it moves super fast, and is invisible to enemies for a round, making it an outstanding scout (especially if the druid casts detection of traps beforehand).
    The wolf is also very interesting, with an AC of 0, a thaco of 16 (at level 3, 14 at level 4 ...), 5-11dmg and 3/2 attacks per round. So a druid with 3000xp (level 3) strikes as hard as a warrior of the same xp with 18/51 of strenght, with a bastard sword and in full plate ...
    If we add to that that the metamorphoses are unlimited, it's still a bit OP in my opinion.
    Finally, the Druids can now use the Long Bows, which adds if necessary, an additional advantage.
    Jaheira in my group (Charname, Minsc Imoen Khalid and Dynaheir) got 25% of the kills so long ; Only Minsc (barbarian) gets more.

    NB : One small bug I noticed : The shield bonus still applies in Animal form.

     

    -9- I think it is a misuse of both FnP and SpellRev, but Charname, as a priest of Tyr, have access from level one to an improved unlocking spell, since it opens the locked lockers (star sapphire for free at the Candelkeep inn ...), but can also be used on the enemies to deal 2d6 damages to them plus a round of unconsciousness (save to cancel) ... A little too much I guess
    Other than that, I have the equivalent from level one to a spell of Fetch into divine power, and one that removes fear, confusion etc ... and this, in innate faculty ... I guess it needs some balance here as well.

     

    All together, I think this mod is great, and at the same time, it slightly improved the classes especially druids. Of course less than most of the kits mods, for they almost are grosbill kits.

     

     

    -10- Last but not least question : How does the compatibility with SpellRev. Does the Sphere system of FnP just patches the spells modified by SpellRev or overwrite them? What about the Divine spells added by other mods? Are they going to be part of the sphere system?

    Thanks

  6. Hi guys,

    As many of us, I have been fully in love with Dynaheir from the first time I played her romance onwards. And after seeing how,  in SOD, they massacred the job done by the fan community which created the BG1 NPC Project, I felt very bad.

    Therefore, if anybody has time, skill and vocation to make a SOD NPC Project, and in my case especially a continuation of Dynaheir Romance, I will make my day, even my year.

×
×
  • Create New...