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Angel

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Everything posted by Angel

  1. I checked the lore on this. As stats go, BG2 planetars are fairly close to their P&P incarnations except in hit dice (14 for P&P, 25 for BG2) and thac0 (7 for P&P, 5 for BG2). And yes, P&P planetars do indeed have high rate of regeneration at 4 HP per round, so lore-wise at least the devs got that exactly right.
  2. I'm working on it, future versions should install faster. If you are feeling brave you can try to install from my masters, but I wouldn't recommend it for anything other than a test run.
  3. It's not like I can't. I just dread every single time I have to do it. ^^
  4. Yep, I have ran into it multiple times. That's how I discovered Faerie Fire and Dancing Lights even exist in SoD. ^^ Just as a note, both EET and MiH: F&R contain code to automatically remove unused or duplicated entries from spell.ids. Doing so has the advantage of freeing up several slots for new spells without hitting the 50+ spells per level bug.
  5. Taerom's dialog is a mess with non-trivial weighting even in an unmodded game. There is a very good reason why I chose to have my own smith in MiH Item Pack. It has caused quite a few headaches for The Calling too. I should know, I was the fool who volunteered to fix it. ^^
  6. I do think we should strive for some sort of consistency at the very least in what does and what doesn't work against certain monsters. Monsters should not suddenly work differently between BGEE and BG2EE for no good reason. Yes they are two separate games, but still set in the same world, so I think that world should at the very least be internally consistent. P&P compliance is a whole different beast and IMHO not the subject for a fix pack. So I support GENERAL=PLANT, RACE=SHAMBLING_MOUND, CLASS=NONE, GENDER=NEITHER/SUMMONED, SEX=NEITHER. If this doesn't make it into EEFP I probably will toss it into MiH F&R. ^^
  7. Any voice at all would be an improvement. He's completely silent in English. But yeah, I mainly meant voiced dialog.
  8. No, I'm not. I speak English fairly well but it's not my native language, that would be Dutch. That said, so far I haven't come across any glaring errors. I wish he was voiced though. ^^
  9. Not a bug per se, but I am a little disappointed that Volo in Saradush has nothing to say about my favorite dwarf warrior.
  10. Well, I'm a little biased here as this is my fix. (Although admittedly I nabbed the idea from the Oversights mod.) Anyway, my reasoning for labeling it a fix instead of a tweak was the same as Cam's, while it's not a technical inconsistency it's definitely an inconsistency in the plot. Also, why did the devs make it a door if it can never be opened at all? They could have made it a simple info point, but they went through all the trouble to make it a door, hinting that it was meant to be opened at some point. While I am actually not against the idea of raising the strength of appropriate creatures, I can see how this would lead to some backlash. Perhaps an alternative would be to give them bows appropriate for their strength and then give them a small dex boost to compensate? ...Mm, I might take that route in my own fixes, something to think about. By the way, the reason I did this for gnolls and not the others (yet) is because I am considering an Improved Gnolls component for EQ so I was examining their current abilities. That's also when I stumbled across their alignment inconsistencies and the flindbar issue.
  11. I found a ruling on katanas, it says it should be 1d12. I'll put that and the two-handed spear correction in the next version. It's trickier with scimitars, wakizashi and ninja-to because they all share the same proficiency in BG rules so I can't easily distinguish them. Scimitars and wakizashi all have 1d8 against both normal and large, but ninja-to are 1d8 versus normal and 1d6 versus large (exactly the opposite of a short sword). But given that the number of ninja-to is very small, I can do those as single item exceptions. Seems bastard swords also have an issue similar to spears in BG. The base damage they use in BG is 2d4/2d8, but that's for two-handed wielding, one-handed they are the same as long swords 1d8/1d12. But I think Tweak Anthology already addresses that one with its two-handed bastard swords component.
  12. I checked, the weapon list in the PHB and DMG are different. (Or maybe I have different prints, I do not know if 2e was ever revised.) The DMG mentioned two-handed spears, the PHB does not. But if I go by that, then the base damage of spears is also wrong. For two-handed spears it should be 1d6+1, not 1d6. Something to toss in my Fixes & Restorations, I guess. ^^
  13. For katana, item type is 0x14 (large sword) and proficiency 0x5e (katana), for scimitar its 0x14 and 0x5f (scimitar/wakishasi/ninja-to) respectively. Come to think of it, you should probably install this tweak before any of Tweak Anthology's proficiency system changes.
  14. Yes, I have the P&P description in the Wizard's Spell Compendium. I wish I knew what the BG2 devs intended to have it do in-game though. But unfortunately, the strings related to it in dialog.tlk are incomplete and give no clue. The options I have been pondering so far are: 100% MR and immunity to having it lowered, essentially making the caster immune to any spell that is affected by MR. Protection similar to a Scroll of Protection from Magic. (Current version.) Protection similar to a Globe of Invulnerability, but for higher-level spells.
  15. Giving them weapons other than short swords doesn't work quite right, they don't have the animations for anything else. @CamDawg already explored that avenue for one of his mods, and I found it out myself when I tried to give Nexlit the flail +1 that was rusting in the nearby cave. (Which is why I opted for +1 short sword instead.) Doable? Yes. But it's going to be tricky to keep it from getting out of hand when there are many of them on screen. I have considered a similar approach for my hairy spiders.
  16. Yes, that's SCS, although I think it in turn borrowed it from Dark Side of the Sword Coast. Heh, I don't want to make it too crazy since you'll typically do this battle at level 1-3. Currently I make the xvarts around the village 2 HD (xvart2.cre is no stronger than xvart.cre, but is worth 35 xp instead of 15, almost a bug fix this), make Nixlit a 4th level fighter with a magical short sword, and add a bunch more xvarts around the village. I did hunt down a 2e source on xvarts (Fiend Folio) and it says that they favor horde tactics, sometimes use nets to hinder foes, and some of them are shamans or adepts with 1st and 2nd level spells, so I suppose I could do something with that.
  17. Well, no promises, but I'll see what I can do. I share the opinion that raising party members feels a little too trivial at times, and adding a bit of a cost could add some spice to the game.
  18. If there is one, I don't know of it. It's also not trivial to do, since the magic system of BG does not have any provision whatsoever for spells that require components. Other than removing these spells entirely and replacing it with some sort of dialog (which would require revising a lot of spells and items, both vanilla and mod-added), I don't see any way of achieving this. EDIT: I thought about it a bit more on my evening walk, and checked the 2e rules on raising the dead. There are a couple of things that can be done: Increase the cost for raising dead party members at temples. (Trivial) Restrict which temples even offer resurrection services. (Easy) Implement the permanent constitution loss on death under P&P rules. (Easy) Implement a resurrection survival chance. (Easy for a flat percentage, near impossible for actually con-based.) Take away the free Rod of Resurrection in Merkath's Lair. (Trivial) Reduce the number of charges available to Rods of Resurrection. (Easy) Implement a cost in diamonds, gold or some other item for player-cast spells. (Difficult) So when you say you wish you wish to make raising the dead more difficult and costly, just how difficult and costly were you thinking exactly?
  19. You're right, the timing mode was incorrect. Fixed in master.
  20. It's by design. A ghoul lord's bite inflicts a rotting disease that lasts until cured, it doesn't go away with rest. I'm actually glad to read this as it means my dual wielding hack for claw/claw/bite routines works. Anyway, a Cure Disease, Neutralize Poison or an Elixir of Health should all do the trick. I actually toned it down a bit from P&P (Ravenloft MM Compendium I) where it is even worse and results in steady con- and cha loss and more damage. Can't speak for aTweak's "Cure Affliction", I think that only cures disease at a certain level? Anything that uses opcode #79 Cure: Disease should do the trick just fine. Guess I'll have to look into that icon issue though.
  21. It looks like we do the same thing but in different ways when it comes to demi-liches, so likely they will conflict in some way. I too restore the demi-lich curse but with different effects (a heavy penalty to thac0, AC and saves), and I alter their damage resistances to make them 90% resistant to all types of damage. I also add a save penalty to the demi-lich howl. The mechanic of their soul trapping is currently unchanged by me. I also don't change their battle script, the curse is controlled by a new script and only fires once at the start of battle. I currently do not make demi-liches vulnerable to any spells, although that is on my to-do list. Note that the two demi-liches in Black Pits 2 *are* vulnerable to certain spells, I will likely extend that same vulnerability to all demi-liches but I haven't gotten around to doing that yet.
  22. You're brave, that's my master. I haven't even tested the improved tome of golems yet, no idea if it works. ^^
  23. This is by design. I basically give zombies their 3.5e bludgeoning resistance, at least as close as a 2e engine can approach it. Again, I haven't playtested this part yet, it may change in the future if I think it's a little too much. But vanilla BG zombies are a joke. Not at the moment. And while I am trying to get a v7 release done, I do not give ETAs. If you're feeling brave you are welcome to try and install my master, but keep in mind that this contains untested and unfinished code. The honest answer is that I do not know. I do not test with IR. At all. Nor do I strive for any sort of compatibility. I do things similar to IR, but in a different way. Those who combine the two do so completely at their own risk. If someone asks nicely I may attempt to fix any compatibility issues that arise, but it won't be high priority for me. If you really want to know, find someone who has done this and see what their results were. My recommendation remains to not do it.
  24. Thank you. Ries is the result of my recent introduction of lore-friendly changes and I haven't tested him at all yet. I'm still amazed at the bravery of people installing the poorly tested code from my main tree. ^^
  25. Oh my, I never expected this little thing about skeletons and zombies to attract so much attention. To be honest I haven't even tested this part very well yet. If it's too much I will certainly tone it down of course.
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