Jump to content

zenblack

Members
  • Posts

    93
  • Joined

  • Last visited

Everything posted by zenblack

  1. Beamdog is done doing anything for the EE editions and has been for a while.
  2. Steam specifically states that it doesn't infringe "you promise Valve that your game will not include illegal or infringing content, and that your game will be consistent with your marketing materials." You don't get to decide what is and isn't infringing, you abide by what infringement means. That's what you don't seem to be getting. An artist has an agreement with the company in regards to what is an isn't infringing and their rights before AI existed and do not have specifications regarding AI which are then left to interpretation. But as the SAG strike demonstrated, that definition has to be clearly stated and agreed to by the artist. Just because you want Darth Vader's iconic voice to be AI generated because you like Star Wars doesn't mean that Disney could have done it without the express consent of James Earl Jones (which he gave). Deciding for anyone what their mod includes that could be entangled in something they don't want, like copyright, isn't your decision, nor are do you have the right to have your mod hosted on a site that adheres to an ethical agreement based on it's owners desires.
  3. Glad to here there was some progress while you were taking a break and I hope (selfishly) that you get that enthusiasm back sooner than later and your other projects go well. Thanks for the update!
  4. With the extremely successful release of BG3 and SCS being updated and going through it's hotfixing phase I was wondering what the status of this project is? I'd love to get in another run of BG2, but I can only play on EE's at this point and was really hoping this project was coming along over the last 2 years as I hate some of the engine bugs for the EE's (the movement stacking bug in particular). Not pressuring or expecting here, just would like an idea of how this is coming along.
  5. I hope you get what you need. These introduced graphical glitches in the EE are frustrating and anyone willing to take the time and have the knowledge you have to actually fix them is a huge contribution to BG2:EE staying alive. If someone is already critical about dated graphics, this can be annoying. I think with how big BG3 is becoming that there will be fans who will go back and check out the epic backstory.
  6. Just think of it as the imperial "we", we are not amused and we demand loot!
  7. I just wanted to say I appreciate you putting in the effort here. Having and accurate consistant base to apply the spell, items and powers too would be appreciated as a default. From looking at it, someone seemed schizophrenic trying to get it done, not get it done right and probably having to worry about the spell/item team not being consistant in how it coded things. Carry on good sir!
  8. Here's hoping for an update on some of the reported bugs and installation issues. I am looking forward to the next version is mostly stable and usable without a ton of fuss with the most universal mods with BG:EE and BG2:EE.
  9. The readme doesn't state what is compatible with the newest version. Is this compatible with the current version of BG2EE?
  10. So I was surprised to see on Steam that the 2.6 patch finally released. Now it's just a matter when SCS is updated before I start a run! Help me Obi-Wan-Davidobi, you are our only hope.
  11. I just wanted clarification on something that I can't quite discern from the readme. If SR is not installed will spell abilities that are a part of magic items be reverted to whatever the base vanilla (or SCS) spell is used or will the ability always use the SR variant?
  12. +1 Enthusiasm for Spirit Troll reinstatement. They were a core part of the difficulty of De'Arnise keep and them not being there definitely is a net negative. I am pretty sure you even fixed their invisibility by changing it to just permanent improved invisibility. If you feel that their spells are not thematic or don't fit with the attack on the keep I'm pretty sure you could add some Priest/Druid levels and turn them into a more dynamic combatant. Also just looking in the AD&D rules regarding spirit trolls, you could implement their lifesteal attack, this would also increase the difficulty and be thematic. http://www.lomion.de/cmm/troll.php
  13. This is what happens when you put something through Google Translate, then put the results through Google Translate a few more times for good measure.
  14. I don't understand how this would be an introduction to SCS. A player would have had it through BG1 and SoD and know what to expect. Especially since the SoD content ramps up the difficulty pretty well. This is why it's such a dramatic drop going into BG2.
  15. 1 for Paladin/Rangers, 2 for everyone else if you are going from TotSC cap to SoD cap on single class characters. http://baldursgate.wikia.com/wiki/Experience_Tables I haven't heard anything about Beamdog doing anything about this. Even if they did, it wouldn't happen for years and to be quite frank it probably would be handled poorly.
  16. Changes like this I feel would address the problem in CI, though I'd probably leave out invisible stalkers. For CC/Slave boat I think there are a goodly # of enemies they just need their level/spell selection adjusted to reflect the new cap. SoD experience cap is 500k. So I would use that as the assumed starting level for this particular component.
  17. David, I was wondering if you would consider adding in a "SoD" start component (on top of the improved start tactical component)? This component would adjust CI and initial Slum/CC encounters to reflect the massive jump in power that importing a party from SoD gives. This power evens out roughly after the first major quest line you complete but until then the encounters are trivial simply because they reflect the XP cap from BG1 or initial creation XP of BG2. If you feel that is outside the scope of the mod and/or not worth the time for the effort I can understand but it is one thing that both EE's and EET run into where the difficulty (even with max v31 components) curve is way off.
  18. Start the game as some sort of Evil alignment and start the cleric quest path. EEKeeper yourself to CN again after you speak to the priests of Talos. * I don't know if you can simply be EEKeeper yourself Evil before entering the Temple district then back after the quest line starts since I'm not sure when it does it's alignment check.
  19. It took a long time but it looks like it addresses most of the bugs that have plagued it since the merger.
  20. Enabling SCS to play smart is a good idea to include regardless of personal views.
  21. SR has been abandoned by Demi for years. If anyone thinks KR is ever going to come out without someone else doing everything then they are completely off their nut. There is no reason not to fix Kit abilities.
  22. There is also the issue where the Assassin poison weapons SPL has been changed. It needs to be updated in SCS in order to be used properly by the AI again.
  23. Hello, I was just wanting to make sure that this is fully compatible with the newest 2.5 patch for IWD. Thanks in advance.
×
×
  • Create New...