Jump to content

subtledoctor

Modders
  • Content Count

    2,848
  • Joined

  • Last visited

About subtledoctor

Profile Information

  • Gender
    Male
  • Mods Worked On
    Scales of Balance
    Might & Guile
    Faiths & Powers
    NPC_EE
    APR on Spec
    Hardcore Dual
    Mac Weidu Launcher
  1. subtledoctor

    SR Revised V1.0.9 (2019 January 16th)

    IIRC SR doesn't touch Inquisitor True Sight, so it's a different issue...
  2. subtledoctor

    SR Revised V1.0.9 (2019 January 16th)

    @Lord_Tansheron You either have a problem with your install or you're just not realizing how invisibility works in SR. I described most of it here: In short, just cast "Detect Invisible" at 2nd level or True Sight, and that caster will be able to target the improved invisible enemy. It won't dispel invisibility; each caster who wants to target the invisible enemy with spells will have to give themselves the ability to see through invisibility. Warriors will have to wait until the enemy reveals himself, and then attack with a -4 penalty. Importantly, Nondetection/SI:Div cannot protect against the above. Oracle and True Sight and priests' Invisibility Purge can outright dispel invisibility... but the invisible person can protect himself against this via Nondetection/SI:Div.
  3. subtledoctor

    EE/EET Mod Setup Tool

    Two things Roxanne does when posting under a false identity: - say "I'm not Roxanne" - say something complimentary about herself
  4. subtledoctor

    SR V4 final

    Globe of Blades/Blade Barrier are awful IMHO. - They don't break invisibility? - Even if visible, enemies cannot avoid the blades - They cannot be Breached or Pierced to get rid of them? - You can't even buff you Dodge Breath save to better your odds of avoiding damage? If they allowed a save, or if they could be removed, or if they only affected 1 enemy per round, etc. etc... if there were some reasonable limits on them, I would find them interesting. But what is the concept here, that makes them think not these incredible "sit around on my butt while enemies commit suicide" spells?
  5. subtledoctor

    how to specify no kit in scripts

    Yeah on reflection, this is the best course.
  6. subtledoctor

    SR V4 final

    That's a good idea. Reminds me of the idea of giving Imprisonment a save, and figuring there's a separate, stronger, ritualized version that e.g. Galvarey was planning to use. (Else why wpuldn't he just cast vanilla Imprison as his opening salvo in that fight??)
  7. subtledoctor

    SR V4 final

    Yeah this happened to me once and it was super annoying.
  8. subtledoctor

    IRv4 Final

    I'd vote for having Oil of Speed dispel Slow. Only affects the drinker, so less effective than casting Haste, but at least it's something a non-wizard could do to counter the OP Slow effect...
  9. subtledoctor

    SR Revised V1.0.9 (2019 January 16th)

    Pretty sure Mike, Mad Mate and I have akready included all the fixes from this thread in 4b16.
  10. subtledoctor

    SR V4 final

    at the idea that SR snd IR are "betas that get updated every couple days." These mods get new "beta" updates more rarely than most mods get proper updates. This is a fine idea. But why remove the movemebt speed penalty? Why not instant damage plus 3-round slowed movement? Plenty of spells work that way. What's so bad about casting speed penalties? As long as it's done carefully and doesn't stack it seems fine. I mean look at Slow: - big movement soeed penalty - big AC penalty - big APR penalty - MASSIVE casting speed penalty ... and it's a 3rd-level spell, and has a huge penalty to the saving throw to avoid it. It's outrageously powerful. This is what higher-level AoE spells should be balanced against.
  11. subtledoctor

    SR V4 final

    I'm not suggesting a stat penalty that stacks. I'm not suggesting anything that stacks. The spell replaces Chaos, and Chaos doesn't stack. The way to do stat reductions right is to set the stat to some low value. You can't control what STRMOD.2da looks like but you can set STR to a value which will not give any bonuses. As far as Malison already doing -luck: well, fatigue just imposes -luck so my suggestion is to make the luck penalty less central to what the spell does. I mean I get the appeal of using the fatigue opcode - it's unique and very interesting. But literally everything I've read in favor of its current formulation is "it's great in triple sequencers." Maybe something like, an initial +6 fatigue that does not stack (subspell with 206) followed by +3 fatigue that does stack. Or whatever numbers work to make the initial casting meaningful, and subsequent castings less extreme in multiplying the effects. Or actually do waves: +8 from round 1, no save; bump it +2 in round 2 if you fail a save; and bump it another +2 on round 3 if you fail another save. The first +8 doesn't stack but the rest do, so in a sequencer, you could end up with anywhere from +8 to +20, depending on six different saving throws. (Again, adjust the numbers as needed, I forget where the penalties start kicking in. But you can see what I'm getting at: a triple sequencer makes the result more drastic and forces you to make more saving throws to avoid extra-bad effects; but a single casting of the spell can hold its own against other debuffs.)
  12. subtledoctor

    SR V4 final

    This is the right call I think. Re: Waves of Fatigue: honestly I think you should forget about actually causing fatigue and just simulate the effects in a more controlled way: - x-point penalty to Luck (-2?) - set STR and CON to y (7?) - maybe even add Slow on top of that (This should be noticeably better than Slow, right? something like Slow+. Something like: Waves of Fatigue is to Slow as Improved Haste is to Haste.)
  13. subtledoctor

    SR V4 final

    Greater Heroism: meh. Pretty typical buff. How about Spell Evasion - like the IWD thief ability? Allow a mage to grant it to anybody. Would be pretty handy for a warrior or mage to have that. Something like "Enhanced Cat's Grace" - set DEX to 20 - bonus to Breath saves (?) - spell evasion Would be EE-only, but given this is pure bonus, who cares?
  14. subtledoctor

    how to specify no kit in scripts

    Sounds safest to append 0 to the table then. Easy enough. Honestly not even sure if this is the problem with Imoen - don't have access to check the .CRE file at the moment - but a lot of creatures do have their kit set to 0 so it's good to know anyway.
  15. subtledoctor

    how to specify no kit in scripts

    I have a few scripted things that trigger different dialogues depending on the speaker's kit. For the default, I use Class(LastSummonerOf(Myself),THIEF) Kit(LastSummonerOf(Myself),TRUECLASS) But it looks like some "trueclass" .CRE files actually have their kit set to 0, rather than 0x4000. In that case the above check returns false, even though the character is a trueclass thief. (I think that is why Imoen2.cre doesn't work with my feats mod.) Can I specify that in a script? Something like Class(LastSummonerOf(Myself),THIEF) Kit(LastSummonerOf(Myself),NONE) ?
×