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Grammarsalad

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Posts posted by Grammarsalad

  1. Yes, features are being backported between the games but it's not as high a priority as, say, bug fixing. Each bit of code added triggers a new round of regression testing so priority goes to code that's needed to address something. E.g. the expanded 232 options from IWDEE are coming in the BGIIEE 1.3 patch so that we can have the scriptless troll death/revive sequence.In short, yes, we'd like to get everything onto the same level, but I have no idea about a time frame. Remember a lot of us are modders, too. :)

    Thanks for making my day!

  2.  

    This would introduce the concept of "phychic damage" into BG, something I suggested back then for Feeblemind too but most players seemed to not like. I'd need more opinions on this matter.

     

    Balance-wise I would have to think about it. I know it's a 9th lvl spell, but instant casting time, long range, no save 60 dmg is kinda a big deal imo. Are we sure it wouldn't be too good? Mmm...

     

    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.

  3.  

    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.

    You just apply some general relativity and there you go. :p 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!)

     

    :)

  4. Isn't this more a "being-annoyed" issue, more than a balance one? Having to launch three times the same spell because it goes off is not much about "balance", more about, "damn, I have to constantly check, etc"

    I have to agree.

  5. 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. :p

     

    Edited for clarity (hopefully)

  6. 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)

    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

  7. 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)

  8. 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.

  9. 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

  10. 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! :)

  11. Re-uploaded the beta.

     

    - hopefully fixed Offensive Stance & Defensive Stance overlapping issues

    - Monk's Empty Body fixed to require no casting time, added a portrait icon

    - minor description changes

     

    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.

  12. In light of this:

     

    ...Thanks. And thanks again for keeping this topic focused only on beta issues/bugs. ;)

     

    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. :D .)

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