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janoha

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Everything posted by janoha

  1. Icewind dale spells Link doesn't work but I assume it is the "New Divine Spells" thread? I thought a lot of the planned spells had to be cancelled since you couldn't get Pacek to make the icons and bams? Like AS 1-7 for instance..
  2. Icewind dale spells Oh yeah Demi.. Is there any possibility of porting some of the unique druid spells from IWD:EE to SR? I think some of the spells like Bear Claws, Thorn Spray etc. would go very well with the SR druid.
  3. I can confirm that your fix works Kreso. Not installing the component "Fix dispel magic" makes the trolls work as intended.
  4. Unkillable trolls I tried killing them normally with melee and I tried with spells. They won't die from ctrl+y either. The problem is that they do not enter the death animation. I just tried reinstalling again. As before only using SR with the latest beta. The troll gets down to near death and can no longer be damaged by my weapon. It does not drop down and continues attacking. I can't kill it with flame arrow, melf's acid arrow or ctrl+y. The problem is not present without SR. I am sorry I cannot present some more useful analysis but the modding of BG is really not my forte
  5. Hey Demi.. Have you been able to confirm the problems I reported with trolls being unkillable? It seems Hicuty also experinced the issue. It's quite the gamebreaker so I would like to know if someone here has any idea what might have caused it? As I said, I had only the newest beta version of SR installed on a freshly patched BG2:EE.
  6. Un-killable Trolls Trolls go down as supposed and can then be killed on vanilla BG2:EE install with latest patch. After installing SR, however, the troll no longer drops down to be finished off. Even using ctrl-Y doesn't do the trick. I have had the same problem on an old save file and a completely new safe file. My Weidu log is:
  7. I have located a problem with trolls not being killable in the new version of BG2:EE and it seems to be down to a problem with SR. V.4 Beta. I had made a full install with all my mods, and first thought the problem would be with KR, but after testing I have narrowed it down to SR. With only the SR beta installed I can no longer kill trolls in the new version of BG2:EE. Any idea what might cause it?
  8. I have played a bit with the mod, and I think it would be a good idea to include options in the installer for installing each class group separately (fighters, paladins, rangers and so on). Eventually it might even be a good idea to let the player choose for each kit separately, but for now on a class basis would be an improvement in my mind. Other than some things being buggy (I had some problems with the free pips a true fighter gets on level 5 when it came to dual classing), and some things not feeling all that polished, this mod shows great potential and have many great ideas. I think my overall recommendation would be not to try too much at a time. I'd rather have more simple classes with a better feel and more tight concept. The main point is to make them viable and distinct. So keep up the good work. I am very excited to see new bards and druids
  9. Those links are still valid, but a new build of both IR and SR will be available before 2015. I do hope you mean that Demi
  10. I have an issue to report. Magical stone disappears way too quickly - usually within 20-30 seconds. It should last for five turns according to the description.
  11. That really is too bad. In my opinion it is one of the coolest mage spells, and really shows how strong you are becoming. I would definitely reconsider. Maybe add a saving throw, if you find it too OP, but I don't really think it was.
  12. Oh I am glad to hear it, though I asked in another thread, and demi said, that it only worked on summons now.
  13. While I am almost entirely positive when it comes to the changes made by SR, there is one specific change, that I really don't appreciate. I think the change of Death Spell into Banishment, and with that the loss of the death effect, is a serious reduction of the "coolness" of mages. I always liked getting to level 12, so I could simply snuff the life force out of lesser beings. Immensely satisfying. There are many other spells to make up for it, but I do miss that specific spell.
  14. Banishment What happened to the automatic killing of low level enemies from death spell? Has that effect been removed completely, or just moved to another spell?
  15. What happened with this idea? Are you going to be able to implement it? I think it is an awesome idea!
  16. Demi? Sorry I forgot to answer. Find Familiar is pretty low in terms of priority for me but I'll see what I can do about it. Fair enough. If you can remove the CON penalty with no big trouble, I think that alone would make the spell more interesting.
  17. You just apply some general relativity and there you go. 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!) Sorry for being OT but I have to comment on this. It is just plain ridiculous to claim that Kant pwned Einstein and Bohr. (If you weren't just being tongue-in-cheek ). The real difference between a philosopher and a scientist, is that a scientist makes predictions that can be tested. And both Einstein and Bohr came up with theories that were proved to be true (or at least not falsified yet), and has shown remarkable predictive power and made many things possible, which were impossible before. Kant just talks, and while it might be interesting and of personal use, it has nothing like the real value of physics in explaining the world and improving peoples lifes. On a more relevant topic: Find familiar I know you eventually want to do a more expansive revamp of that whole system, but is it possible to remove then CON penalty from a familar dying, or is it hardcoded? If you can I would actually use my familiar instead of just having a health item in my backpack.
  18. This is a great idea. I support this.
  19. Negative Plane Protection Though I very much like the buff this spell has had, I think it might be too OP and practically removes any problems one might have with vampires. I think a 2 turn capped duration, might be better for balance. Death Ward Same as above.
  20. This makes a lot of sense to me. It is of course a bit more problematic for BG 1, but I still think it would be a good compromise. Would make me use farsight, which is something I don't normally do at all.
  21. I don't remember anymore, but I probably remove that feature because it was kinda overlapping with Farsight and I wanted the latter, more expensive spell to stand out more. But there would still be a pretty huge difference between the two spells. Clairvoyance would only show the terrain, where Farsight would remove the fog of war over a specific area. I don't really see the overlap.
  22. Clairvoyance While I think the buffs to the spells are a great idea, and fine addition to the otherwise rather lackluster Divination spell group, I think you should reconsider disabling the old ability. I always thought it was very cool and practical to be able to see all of the area, and I have missed it during SR 3.1. Why did you remove it in the first place?
  23. Well I think lower THAC0 bonus with increased duration could be a nice alternative. 10 rounds might be a bit much though? How about 5? Edit: On second thought 10 rounds might be better, when taking spells like sleep into account.
  24. I like your suggestions and have also considered how to make that spell more usefull myself. My original thought was to take the original +10 THAC0 concept, but increase duration to two or even three rounds. I think I prefer your solution though, but would decrease duration to two or three rounds to avoid overpowered spell combinations (harm for instance). Just my 2 cents on that spell.
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