subtledoctor
-
Posts
9,010 -
Joined
-
Last visited
Content Type
Forums
Events
Downloads
Gallery
Mods
News
Store
Posts posted by subtledoctor
-
-
Yes. Within each main category (1-hand sharp, 1-hand blunt, and 2-hand weapons), just giving the low-damage weapons an 'ease-of-use' to-hit bonus to compensate. So non-warriors and low-level characters can choose to use simple, light weapons, while experienced characters with an already low thac0 can chose to wield bigger, more complicated weapons. Also, this creates a good reason to dual-wield light weapons.
-
Update to v1.4:
https://github.com/subtledoctor/Might_and_Guile/releases/tag/1.4
Changes for this version:
- Fixed item usability for Marksmen and Barbarian Rangers.
- Barbarians' and Berserkers' revised Rage abilities are no longer the same. Barbs get bonuses to STR and CON, while Zerks get +.5 APR. Both protect only from Charm, Sleep, Hold, and Stun.
- In the Item & Weapon Overhaul, light weapons now have a +1 thac0 bonus. They include short swords, daggers, war hammers, maces, clubs, spears, and quarterstaves.
- Fixed the Revised Shadowdancer component, it now installs in IWDEE.
- All divine casters (rangers and multiclass cleric kits) are compatible with the Faiths & Powers sphere system.
- New in the Revised Stat Bonuses component: INT now gives bonus spells to bards and mages, and higher chance to score critical hits in combat. CHA now gives saving throw bonuses and, at 18+, Luck bonuses. -
...And, another quick update, to v1.3.1. Adds a bit to the readme, makes a couple very small fixes, and gives the MnG ranger kits compatibility with the upcoming 'Faiths & Powers' divine spell sphere system.
https://github.com/subtledoctor/Might_and_Guile/releases/tag/1.3.1
-
Quick update to v1.2, with a few fixes relating to Coran, Montaron, Ajantis, Viconia, and Xan.
-
Update to v1.3
This fixes installation of the Corsair and Marksman, fixes Elven Archer proficiencies, and adds a new component for EE games: Revised Shadowdancer. This component removes the Shadowdancer's "Hide in Plain Sight" ability, and transforms the "Shadowstep" ability into "Shadow Pool," which allows the Shadowdancer to cast any one of the following spells:
- Sanctuary
- Blur
- Blindness
- Shadow Door
- Shadowstep
-
I pretty much agree with Toxin here. Magic Resistance should really be something very special and really rare
Redoing creature MR is a bit outside of SR's scope, no? Maybe save that for a different *R that will affect the relevant spells if installed.
Ya it's best to leave that kind of thing for a different mod altogether. Which, as I said, I have already made.
http://gibberlings3.net/forums/index.php?showtopic=27573
IRv4 and SRv4 compatibility is already baked in. It's a blunt tool right now (no MR for anyone, replaced by save bonuses and various resistances and immunities), but anyone around here is welcome to fiddle with it.
-
I find MR so grievously annoying that I wouldn't mind that change in power.
It's a big rule change, but you might want to try the 4th component of my mod, the "MRO." Just say goodbye to MR.
-
Yeah it seems like the AI would be fine, and would benefit, from an AoE LR.
Current situation:
- Player: walks into a fight with multiple characters protected by MR
- round 1: AI blasts player1 with LR
- round 2: AI blasts player2 with LR
- round 3: etc.
- round ~7: AI casts ADHW. Oh wait AI is already dead.
New situation:
- round 1: AI blasts player1 with LR on round 1, whole party loses MR
- round 2: AI detects no MR, so casts ADHW.
Sure this would benefit the PC a lot more in solo games, but there are all sorts of crazy benefits for solo play, the game isn't really designed for it, so I don't think that should be the target gameplay for SR.
-
Sorry, but how can
It's *magic* !
-
My 2¢: Sunray (and to a lesser extent False Dawn) should have this effect on drow. Since sunlight is supposed to cancel their resistances.
And I think it's balanced fine they're not spammable spells. I would have False Dawn lower resistance (to underdark creatures only) by about 25%, and Sunray lower it by ~40-50%.
-
No, only one would cancel the other. So you would see the enemy instantly raise Stoneskin + Acid Sheath, or Stoneskin + Fire Shield. Given everything else going on in SCS fights, I would happily see that happen, in order to gain a reduction in stackable, non-dispellable "spam 'n' cheese."
-
You can do it with a (taa-daam) secondary type on old engine. Ofc, it would screw up AI since they use them in sequencers etc.Alternative, perhaps simpler solution: don't let FS and AS stack. You can only have one elemental Sheath up a a time. Have to most recently cast one replace the older one.
(Though... can you do that on the old engine? Would it require opcode 321? Is that opcode in TobEx btw?)
I highly doubt they would put both in a sequencer very often. With AS being 5th level, that could only happen in Spell Triggers, and I have to believe there are better 5th and 6th-level spells the AI could load into sequencers, than Fire Shield. And frankly even if it did happen every once in a while, and a wizard only cast a Trigger with 2 protection spells, I suspect you would barely even notice what happened...
-
A high level mage loading up on Fireshields and Acid Sheaths would deal 2d8 + 4d4 + 4, an average of 20 HP per attack! (which many times would be wasted on stone skins)
Alternative, perhaps simpler solution: don't let FS and AS stack. You can only have one elemental Sheath up a a time. Have to most recently cast one replace the older one.
(Though... can you do that on the old engine? Would it require opcode 321? Is that opcode in TobEx btw?)
-
Update to v1.1!
Just various bug-fixes some of them major (the Elven Archer and Halfling Slinger were probably unplayable in 1.0, they are fixed now)
Enjoy.
-
So what? So nothing - no one says a mod maker has to target any given version of the game. Now, from a player's perspective, I selfishly think it would be best if modders who make great mods that I love would make their mods accessible to the game I play. E.g. I really enjoy playing with SR and IR on my iPad. Another example: Tome & Blood is freaking fantastic, so I've been advocating that Aquadrizzt make it compatible with BGT.So what ? Well, the only thing that's going to do is to suspend the mod from use in the new EE games, just like it does with the betas now, if it does. Are you saying that a mod maker CAN'T make a non-EE BG2 updates to mods now ? Besides, if it has taken 3 years from the last official release... how much tinkering is it going to take before the next is going to get online ? At this pace, it's unlikely to get online before it's too late anyways. No matter what the hell you do. By the by, the ADD_SPELL thing has been there for years already... and they counted it out from v4 at a stage last year...
But putting aside the players' desires, if SR is made compatible with the EEs to great fanfare, and then 2 weeks later it ends up incompatible, with no new update on the horizon for another 5 years, that would just be embarrassing. If you published a mod, would you really want to invite that risk? (Maybe you don't see this angle, because for all you talk about modding you never actually publish anything. )
And finally there is the simple question of best practice. Weidu has been updated a lot by theBigg and Wisp and CamDawg and a bunch of other people, and is much more capable than it was when SR was first created. You can use tools like ADD_SPELL and CLONE/ALTER_EFFECT and RES_NUM_OF_SPELL_NAME to install this kind of mod in a way that is far more flexible, robust, and generally superior than by just using COPY.
At the very least, since the vanilla games use SPXX### spells starting at 01 and going up, and also some numbers from 99 and going down, it would make much more sense for a mod like SR to use values somewhere in the middle, instead of starting at the very next number after the vanilla spells. Maybe start in the 50s of 60s - make Suncorch SPPR161 instead of 116. It's not nearly as robust, but at least it would give the mod some breathing room.
-
@Jarno, you are right. Both IR and SR betas at this point would be fine if released (they already we almost a year ago imo),
I was recently in Jarno's camp, but after reading this info, I'd actually prefer that the v4 release wait until some more under-the-hood work improvements are made, to use ADD_SPELL instead of just copying new spells in...
http://gibberlings3.net/forums/index.php?showtopic=27578&do=findComment&comment=238523
E.g. what if v4 is released, which, for instance, adds SPPR116.spl for Sunscorch, and then a few weeks later the 1.4 EE patches drop, adding new spells to the base lists up to SPPR117? And SPPR115 is vanilla Sunscorch and SPPR116 is Stone Strength? (This is what happens with IWDEE right now, and Beamdog is using IWDEE as the basis of the 1.4 patches, supposedly "unifying" the code base for all three EE games. Of course it's possible someone on the SR team has some inside knowledge about Beamdog's plans... )
The process of switching SR's methods will be a bit labor-intensive, but it's sort of straightforward - I'm doing something similar right now in my mod, so I think I understand what needs to be done. If I have any free time in the next few months (a very, very big if... I might drop off the radar soon), I might be able to help out.
-
For that matter, why doesn't Free Action counter Imprisonment? Why doesn't it counter Teleport Field?
This is yet another example of when it might be appropriate for a protective spell to work against the higher-level attack, but be obliterated by it.
Or alternatively, have Free Action block ~9 levels of spells that we'll give the SecType of "mobility debuffers." So FA can block three consecutive Slow spells, or resist Teleport Field for three rounds, or block a single Imprisonment. Then it disappears.
-
I agree about rest spamming. I bet it's even moddable! It would be really interesting if areas or scripts or whatever were edited to disallow *any* resting except in inns or certain houses.
This:
- CC, DW, Aid, Bless, SS, NPP, PfE, BS, FA, MI, Blur, SD.... doing this every 5 minutes
... is not typical, and certainly not necessary.
Tbh I think Stoneskin should be reduced to 5 turns as well!
-
Stalker backstab
Stalkers backstab multiplier starts at x3, not x2. Tested on BG:EE, only kit revisions installed.
Probably because EE handles stalker backstabs differently. The TOB engine just applies SPCL332.spl at certain levels in the CLAB file; the EE engine removes them and uses a line in backstab.2da. If KR puts an "increase backstab modifier" effect in the stalker's CLAB then it will double up with the existing modifier.
You need to edit backstabbing differently on each engine: APPEND or REPLACE the CLAB entries in the old engine, and SET_2DA_ENTRY in backstab.2da in the new engine.
-
One thought I had as I've been working on a sphere system is to maybe set up Aerial Servant as a summons for good clerics, and Gate for evil clerics.
The conundrum is, Aerial Servant is not strong enough for 7th level, and Gate is too strong for 6th level. Maybe just replace Gate with one of the lesser demon summoning spells? Maybe this is how Cacofiend could find a home within SR.
--> 6th level: Aerial Servant for good, Cacofiend for evil
--> Quest spell: Summon Deva for good, Gate for evil
(I say for the umpteenth time that the whole "evil deva" thing is just absurd.)
-
Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!
EDIT - this post has been wildly out-of-date. For now, please refer to the Readme linked above for a complete run-down on what the mod contains. The short version is:
- A system for giving feats to fighters and thieves (and rangers and, in some circumstances, bards)
- A revised system for Archers' "called shots," plus versions of the Archer kit for the fighter, thief, and fighter/thief classes
- A complete revisions of the Bard class, moving bard kits into the fighter/mage and thief/mage classes (and, a bit, the cleric/thief and thief classes) and changing the way bard songs work so that you can sing and fight simultaneously
- A selection of kits for multiclass characters
- New features for rangers
- Revised versions of Berserker and Barbarian rage
- A revised mechanism for the way barbarian and monk movement bonuses work (making it toggleable)
- A revised mechanism for the way monk fists work as weapons (making the enchantment bonus toggleable)
- A revised version of the Shadowdancer kit (with Hide in Plain Sight removed, but some other features added)
- A few kits for the fighter, thief, and traditional bard classes
-
Well, I think all on-hit effects like level drain, stat drain, etc., should offer a save vs. breath to avoid. Just apply penalty if you want it to happen a lot, but it shouldn't be automatic.
-
I think CON drain is not a result of negative energy, but simple anemia after the vamp drains your blood.
I used to *replace* level drain with CON drain across the whole game, and simply eliminated NPP from the game. It actually worked quite well, and gave those CON-boosting potions a reason to exist.
-
Quick update to v1.1: this now adds options to re-kit or re-class a bunch of BG2 NPCs as well:
- Imoen
- Minsc
- Jaheira
- Viconia
- Yoshimo
- Valygar
- Nalia
- Haer'Dalis
- Mazzy
- Aerie
- Keldorn
- CerndWorks on TOB, Tutu, BGT, BGEE, and BG2EE. Enjoy!
Kit Revisions (Rangers)
in Kit Revisions
Posted
http://gibberlings3.net/forums/index.php?showtopic=27573&do=findComment&comment=239490
(It's part of my "revised rangers" component.)