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Grammarsalad

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Everything posted by Grammarsalad

  1. Hey demi, can I have access to both item revisions and spell revisions? I'm working on a mod and would like to make it compatible with the revisions mods asap! Also, I just can't wait anymore as well!
  2. I think you can remove slots with effect #62.
  3. So...any chance these will be backported to bgee... =)
  4. I'm not actually thinking of psychic damage so much. (Well, it could be interesting... say, Slow for a number of seconds equal to spell level every time you make a saving throw... but such a broad-ranging change is for another conversation.) Rather, I'm just looking at the original mechanics of the spell: if you have 60hp you die, if you have 61 you survive. As the magic assaults your body, that 61st hp, that one little hp, saves your life. I know the spell says it only affects those with <60hp, but the general mechanics of the game are, when one hp saves your life it's because you lost all the other hps. So you could read the spell to implicitly work that way. Or at least you could mod the spell to work that way, and decide it's better than the vanilla one (if indeed you think it is better). What about: 60hp or less = die, no save; over 60 hp = take 60 damage, save for only 30? That would at least prevent it from being inferior to Finger of Death. It is after all a 9th level spell, I really hate the idea of 9th level magic just fizzling. I kinda like this idea. Can it just fizzle? I really, really hope not.
  5. It stops looking for usable spells after that entry (on that level). So let me see if I understand. Let's say I enter "spwi105" and give it a value of "1" under IS_FINAL. If I then create a 1st level wizard, he can only select spells "spwi101 to "spwi104" for his spellbook?
  6. I would love it if you got rid of "save or die" spells. I agree with the imp regarding damage from petrify spells/abilities whether you save or not...and/or slow whether you save or not. does anybody cast that if they have disintegrate available?
  7. You just apply some general relativity and there you go. As in, you don't have to become the thing itself to know & sympathize with it(to a point).This from a devil that doesn't believe into chaos. Of course one could find a better ways to express the same though, say; "When this spell is cast, the caster gains the ability to see all things without the normal burdens of illusions... it's a little known fact that Kant pwned Einstein! (and Bohr)! Only Kant avoided trancendental realism! Even your amendment won't quirk. an illusion is pierced by judgement, reason, not mere perception. This spell is impossible, I tell you! Impossible! ... Oh yeah (make believe!)
  8. (Can't edit with my phone.) Ha! Or from a philosophy student. How do we see something 'as it really is' when the way it 'really' is as a thing in itself, is beyond all possible perception/representation.
  9. I can't help you much with description, really not my forte, but do drop this line from the description. Take it from a Transactional Analysis Psychology student ....
  10. Would it be appropriate to put in a request? A class-specific (or better--kit-specific) hidespl would be very helpful for creating custom spell lists for arcane casters. Something like hpclass to refer to different 2da's would be excellent. Perhaps the default could be to refer to a single 2da for all classes but allowing modders to create alternate ones for specific kits or classes. I make this request having no idea how difficult this would be. Edited for clarity (hopefully)
  11. I'm really glad to read this Demi! Here's hoping we get the 3.1 armor revisions as well (i.e. a muted and sane damage reduction approximation)
  12. The paladin gets Cause Critical Wounds as a 4th level spell
  13. Charm Animal/Animal Empathy Perhaps you've thought of this but why not let this have a chance--with a bonus to save, say--to affect monstrous animal-like creatures like Ankhegs and Carrion Crawlers.
  14. If casting speed is penalized by 2 (def.stance) poison will interrupt casting. Even if casting speed is 1, it can be interrupted, for example vanilla Berserker Rage. Only casting speed 0 ensures no interruption. Ah, thought it was something like that. Still at work so I can'T check the spl's but I wonder (aloud) about the cast spell opcode: if you activate it but get hit before/while selecting your spell, if said spell will be interrupted regardless of cast time
  15. Haven't installed 15 yet (still at work) but I noticed something last night I want to bring up. Not sure if this can be considered a bug or of it's intended but the kensais ki pool got interrupted (poison). I think I'd prefer it wasn't if possible. he was in. defensive stance if thats relevant (seem to recall ds slows casting--ki pool seemed slow)
  16. Oh... Going to have to fix that to see if it improves his offensive power
  17. Thanks for the advice Kreso. I was thinking to test compatibility but just thinking about the uninstall-reinstall time for a new update has convinced me to install KR last and worry about compatibility later.
  18. Kensai gained offensive stance after using defensive stance. I do not seem to have any revised saves. If I'm not mistaken, they are vanilla. also xp tables sr. to be unchanged. I'll check the 2das later. I have a number of mods installed though none that mess with saves or level progression (do any?) Revised thac0 seems to be good so far
  19. You da man! I'm going to start a heavily tweaked game...in fact, still installing the mods in my free time...if there is a conflict I should find it. Oh...no npc mods though... Anyway, I should be able to give more feedback. KR is pulling me away from other free time projects!
  20. Cool! Can I make a request? In the next build, could you include the revised Thac0, save tables, and experience tables (say, as optional components)? This should help give a better feel, not just for the classes revised so far, but for how all of them play.
  21. In light of this: Re-posted here: Quick report: I started a single player in BGT (only g3 fix, ascension and KR v 13) with a paladin protagonist. I haven't noticed any oddities with him but I have noticed some oddities with offensive and defensive stance (at least for Khalid and Jaheria) If you go into defensive stance first, you still have your offensive stance in your special ability. If you select it, nothing seems to happen but it appears that you lose your offensive stance permanently (rested and it hasn't reappeared). If you go into offensive stance first, you can select and go into defensive stance as well. Both abilities reappear, however. (side note: I really regret not installing SR and IR, Going to do that for my next run. .)
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