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Angel

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Everything posted by Angel

  1. I always try my best to keep my masters install-able, at least on EE. But no guarantees there. If you are brave enough to install them, feel free. More testers is always good. IP, SP and Tweaks all have had releases recently. I'm still working on EQ, and FR hasn't been released yet. (I'm mostly waiting for G3 EE Fixpack here, so I won't be doing double work.) I do not support combining my mods with SR or IR, so I honestly don't know. I don't actually do anything at all with Improved Haste or any existing spells in that component. Most likely this is from Detectable Spells (needed for SSL scripting) and it's harmless, but I cannot really be certain.
  2. You probably mean D0Tweaks, I have nothing to do with D0Quest. I am not aware of any issues with D0Tweaks and EET, if there are any they haven't been reported to me. However, I also do not have any reports of anyone successfully running it on EET and I do not use it myself. Considering the nature of the mod I do not expect any specific issues with EET, but it would be nice if some people could actually test it.
  3. I said "look at", not "nerf". Encounters & Quests is aimed at parties that are a higher level than usual, that won't change. Mainly I'm considering making it respond to the difficulty slider, which it currently doesn't. The only difference between 6 and 6.1 is an ad-hoc fix for a CtD if "Expanded Temple Services" is installed without MiH Restorations. There are no other differences. Shooting Stars was admittedly a last-minute addition and received only minimal testing. And I have a tendency of forgetting to add icons since my artistic abilities are slim to non-existent. EDIT: Also, Viconia shouldn't get Holly Dart, it's a druid-only spell.
  4. I admittedly haven't tested that one very well yet. If there is an issue, I will fix it for the next release. Sorry, but I do not give ETAs. This is a hobby, not work. That said, the main issues on my to-do list are reconsidering the Revised Spiders component, as I received several complains of it giving too much XP for BG1, and taking a look at the Candlekeep Catacombs as some people found it too hard. If I can wrap those two up, I guess it couldn't hurt to make a release of what I have so far. But no guarantees. If you feel really brave and don't mind potential bugs you can try installing from my master. ^^
  5. Yes, it was to bring it inline with 3e versions of Cat's Grace and Bear's Endurance being introduced. Not updating the scroll is a bug though, I should fix that. (And already have locally.) Before anyone asks, yes I am considering upgrading Armor to 3e's Mage Armor (+4 to AC), but then I'll have to change the restored Protection Circle (which currently gives +3 AC).
  6. It likely gets git by a general fix from the SFO library I borrowed from SCS. Many BG1 creatures have their secondary level set to 30 for no discernible reason, which throws off HP recalculations, this silently gets fixed. I currently do not do anything specific to kobolds. Although I might in the future because their thac0 is way too good for a 1 HD creature. No wonder they are so dangerous. ^^
  7. Ah, you mean the lore changes. Fairly minimal at the moment, but this is still a work in progress: Thalantyr, being a conjurer specialist in canon, actually carries conjuration spells in his scroll selection. Thalantyr's appearance is brought more in line with his canon description by giving him a Staff of Power. (It's not possible to steal or loot this.) Thalantyr's flesh golems are replaced by invisible stalkers, as by canon and how inappropriate creating flesh golems is for a neutral good character. The Nashkell Inn is renamed "The Northern Light" as by canon. The owner of said inn is a wizard named Ries Kensiddar, as by canon. A few low-level scrolls are added to his inventory. The Nashkell Store is renamed "Cloud Peaks Outfitters", as by canon. The owner of said store is a halfling cleric named Salla Pitontoes, as by canon. Berrun Ghastkill is changed to a human fighter, as by canon. A few spells are given their correct creator's names: Storm's Spell Thrust, Alustriel's (Improved) Mantle, Symbul's Spell Sequencer/Trigger, Sylune's Absolute Immunity. (I'm considering making this part optional.) There are no BG2-specific changes at this time.
  8. Sorry, item- and spell restorations have been moved to a different mod, MiH F&R (not yet released, but current master should work). I should update the readme on that fact I guess.
  9. Alright, that should be an easy fix then. I'll upload a minor release tomorrow. EDIT: And done, release 6.1 fixes this specific issue.
  10. Mm, most likely it gets confused about whether or not CLERIC_CURE_BLIND_DEAF is available and tries to use it while it's not there. This component actually didn't change at all, but the restored spells component did, it was moved to MiH F&R (currently unreleased). As a test, could you edit override/spell.ids and remove the line for CLERIC_CURE_BLIND_DEAF from it before installing this component? If I am correct, this should resolve the crash. Or if you are adventurous, you could try installing F&R (at least the Restored Spells component) before this component, that should resolve it too.
  11. Yeah, I have to agree there is something fishy about this. Although since there are no links or anything, I'm not sure what was intended. I did a bit of digging around. It seems to be a site for archiving game mods for Android games. There wasn't anything openly malicious about it that I could find and it's not on any blacklists, although the way they wrote their "DMCA Disclaimer" hints they may not be very concerned about copyright. And there is no Baldur's Gate content there at all.
  12. My personal opinion (and what I use for MiH F&R) is to go with the source material unless doing so is impossible in the engine or creates serious game play issues.
  13. Sorry, I do not issue ETAs. That's too much like work. ^^ I do not know, I have never played or even seen the game on a phone. Hopefully someone else can help you. If anyone has a description of how this is done I'll be happy to update the readme.
  14. MiH Tweaks sees its v2 release. This release fixes an install issue on Windows and adds a French translation by @deratiseur It also features two new components: Dismissable Spells and Bonus HP for Monsters. Dismissable Spells lets casters dismiss their own ongoing spells. Currently this works for summons (each summoned monster now has a Dismiss special ability) and spells that create a magical weapon (the ability is added to the weapon). This component is still a beta. Bonus HP for Monsters gives certain monsters additional hit points per HD, the exact rate can be configured in the ini file.
  15. Mm, this one has been over a year in the making, I kinda lost track of all the stuff I added and when. But let me see... For the arcane spells, the latest addition was Shooting Stars, the item for that is mh#shstr.itm For divine spells, the druidic Holly Dart was the latest addition, mh#hdart.itm Most of the work in this release was actually to get the epic spells functional. But yes, those are the newest arcane- and divine spells added.
  16. No offense taken. As I wrote in my introduction of the mods, I wrote these for my own enjoyment and I am keenly aware that what works well for me may not work so great for others. This is especially true for E&Q I suppose. That said, I may indeed have overdone ch6 Candlekeep a little. ^^ I checked the creature definition and the code for Corporal Undead. There is no match, Najim should not be touched by it unless some other mod did very strange things with his race and class. I currently do not change genies at all in any component. SCS on the other hand does though.
  17. Item Pack updates to v7, and Spell Pack updates to v6. Among other things, these should reduce the install times.
  18. Two of them actually, Tower of Doom and Shadow over Mystara. There is a PS3 adaption if I recall right, and you can play the original arcades on MAME.
  19. If I remember my lore correctly, a summoned creature is sent back where it came from along with all gear it had when it was summoned when it is killed or dismissed. Any ongoing spells it has cast will also end when this happens. A gated creature when slain is not sent back and leaves a normal corpse, and ongoing spells it had cast run their normal duration. However, powerful outsiders like angels and fiends cannot be permanently killed outside their home plane and will resurrect in their home plane eventually. This canonically takes a few decades though, I think it was 60 years or so. That would also explain Belhifet appearing in SoD. ^^
  20. Mm, I'm starting to get a few ideas. Frankly, I actually really like the idea of a (fallen) planetar forming a pact for divine assistance with the Bhaalspawn. Not saying that I am going to to this, but I would suggest the following: Change the various demon summoning spells to spells that summon creatures corresponding to the caster's alignment. Make an innate Summon (Dark) Planetar for the protagonist, granted upon first reaching the pocket plane. Maybe gain one or two additional uses as challenges are completed. Change the Summon (Dark) Planetar wizard HLA to something more appropriate, like a noble djinni/efreeti. Keep the cleric and paladin Summon (Fallen) Deva, as there are some cannon spells that call upon devas. Maybe tone down the deva a bit. While at it, change "Summon" to "Call" as I agree, devas and planetars are called, not summoned.
  21. Summoning planetars at will is definitely not canon. There is no epic spell I know of that comes remotely close to that. There is some canon for summoning devas, but in 2e at least such spells are very rare and hard to come by (e.g. the elven high magic spell Celestial Army). Then again, BG takes *a lot* of liberty with spells that are rare or unique in canon. Fixing all that would be nearly impossible and would take away many things that players love, like the various spell triggers (which are in canon unique to The Symbul). Note also that ToB makes devas and planetars substantially more powerful than in P&P, the planetar's HD is almost doubled and the deva's is more than tripled. As for revising them, mm that would be a tall order. While I agree that summon spells in BG1 were overpowered, I have never been a big fan of how much they were nerved in BG2. I like summoning spells. I have an ongoing revision in my Spell Pack mod, but it's still a piece of work. Off of the top of my head I would say tone down devas and planetars a bit and let them answer a Gate spell for good characters. I never understood why a good mage would want to open a gate to Baator or The Abyss instead of Mount Celestia or Elysium. Then replace the Summon Deva and Summon Planetar spells with more appropriate and still powerful beings like a noble efreet (for evil) or djinn (for good). But frankly, I'd really have to think on this one.
  22. First of all, respect for all this hard work! I hope you don't mind me grabbing the unfinished business stuff for my own restorations mod as well. ^^ By the way, I know for a fact that BG1UB already restores wilton.dlg.
  23. Mm, that also explains why BG has Cloak of Fear but not its reverse, Cloak of Bravery. Resist Fear basically already does that. I'm tempted to change that for my spell pack. ^^
  24. I checked around a bit more. All planetars summoned by spells (or in Dorn's quest in EE, divine intervention) regenerate at 4 HP per second. However, planet01, which is as far as I can tell unused, does not, she has a more reasonable 1 HP/second (6/round, same as trolls). This is 50% more than P&P, but planetars in BG2 also have 11 more hit die than P&P ones, so I think that can be forgiven. So my suggestion is to tone down the others to the same amount. EDIT: While adding this to F&R, I noticed EE is actually even more all over the place than I thought. Of the six planetars added compared to oBG2 (all having to do with Dorn and the Scroll of Retribution), two regenerate at 4 HP/sec, the other four at 1 HP/sec.
  25. Agreed, that does indeed seem a bit excessive. I had missed the per second bit. Mm, I would say 2 HP every 3 seconds would be closest to P&P values. On the other hand, regeneration effects are overall stronger in BG2 than they are in P&P; trolls for example regenerate 6 HP per round (should be 3) and the Ring of Regeneration regenerates 1 HP per round (should be 1 per turn).
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