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Lianos

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Everything posted by Lianos

  1. Your solution is technically superior, but I think IR(R) should stand on his own legs without the need of bugfixes via other mods. Indeed, but it doesn't protect from Fear caused by Horror and Spook (at least).
  2. The Whistling Swrd + 2 is still not on the hobgoblins. (used the current github master) Typo on Wand of Frost: Saving throws differ (text: -2 to statistics: -4)
  3. This. Items and spells should be comprehensible at first go. Detect Illusion ability is either OP (vanilla, SRR) or completey useless (SR). Given the state of thiefs compared to mages and warriors, Imho it's ok to have the former.
  4. Regarding usefulness of potions: I was also very stingy with limited ressources until recently, when I started a solo run with a Barbarian. I was able to solo BG1+SoD on SCS/Hardcore (with XP cap) thanks to potions. There is also enough money when playing solo to just buy every potion in the game. Too bad the shops did not replenish. The Potion of Dispelling was replaced by the Potion of Energy Protection, also a very helpful tool. Potion of Dispelling would come in handy when Ray of Enfeeblement, Doom and other debuffs hit. The change of IR to Potion of Sight is unmatched in originality (in vanilla, it grants Infravision, most useless thing in the world). I will test your fix and report back.
  5. With IRR it's possbile to combine items, HLAs and potions for immunity to physical attacks. (Even with kresos refined warrior HLAs from SRR it's still possible) Is this to balance the situation vs mages? My experience with the Potion of Sight: The potion will enable the character to see invisible creatures. This works, as the character will auto-attack invisible creatues. However, the targeted creature is not visible to the player - on screen, the players avatar attacks thin air. (this is with BG1EE 2.5) @Bartimaeus Why did you remove the Potion of Dispelling?
  6. Dwarven Shield +2 (SHLD19) has AC bonus of 6, should be 5.
  7. SRR-Feedback for my BG1EE 2.6 run with SCS 33.7 & IRR V1.3.500 & SRR V1.3.500 I don't think I've seen a single scroll of "Dimensional Jump". Suggestion: Add to High Hedge vendor. However, I'm pretty sure it's not SRR-specific and also true for SR.
  8. Sounds like fun (not). I'm here if something needs to be tested. For the time being, the non-support of Patch 2.6 should be noted in the readme.
  9. +1 Btw, how are Swashbucklers excluded atm? Alright, lets test: All tests done with a Sorcerer drinking a Potion if Invisibility and using a Wand of Frost. BG1EE 2.6.6 with SoD + modmerge + IRR (only main component) - invisiblity does not break BG1EE 2.5.17 w/o SoD + IRR (only main component) - invisiblity breaks BG1EE 2.5.17 with SoD - invisiblity breaks BG1EE 2.5.17 with SoD + modmerge - invisiblity breaks BG1EE 2.5.17 with SoD + modmerge + IRR (only main component) - invisiblity breaks BG1EE 2.6.6 w/o SoD - invisiblity breaks BG1EE 2.6.6 w/o SoD + IRR (only main component) - invisiblity does not break My conclusion: IRR does not like Patch 2.6.6.
  10. Wand of Fire (WAND05), Frost (WAND06), Magic Missiles (WAND03), Paralyzation (WAND04) Invisibilty spell, potion and stealth was tested, always the same behavoir. Casting a Fireball from scroll breaks invisibility like expected. I don't even know if it's an IRR specific thing. It's not there in my installation. Exactly. The description is also in German (the language I play in) - so perhaps the installation went wrong. Or SCS made some ninja moves again. BG1EE Patch is 2.6.6 with SoD via GoG WeiDU.log
  11. IRR-Feedback for my BG1EE 2.6 run with SCS 33.7 & IRR V1.3.500 & SRR V1.3.500 There is no Ankheg Plate in the hidden stash of Nashkel. The gem is still there, and an empty item-slot left of it. Is this intended? Ring of Sorcery (doubles level 1-spellslots): There are two of them, one in the hidden stash outside the friendly arm inn (BGRING08). The other one is dropped by Sunin, a wizard in the city (RING08). My suggestion: Make RING08 a Ring of Wizardry with +1 spellslot for level 1-4 (like in vanilla IR). Leave BGRING08 as it is, it's a very satisfying item for the super-early stages of BG1. For Baals sake, please change the icons for Perdues short sword, Kylees dagger and Nestors dagger into something non-standard. Nothing flashy, just a subtile coloring indicating they are items of interest. Dagger Heart of the Golem: There are two of them: One in the south-eastern region, one on Marek in BG. Don't know if it's a problem in the case tbh. I could not find the Short Sword +2. In vanilla IR, it is dropped by one of the Hobgolbins west of Beregost. Please add a Spear +1 and a Two-Handed Sword +1 to the smith in Beregost (after the mine is cleared). Short Sword of Backstabbing should give his +1 mutiplier also to Stalkers. Using Wands does not break invisibilty. This is hugely exploitable.
  12. Location is better, but accessibility is bad. I assume the majority of players will never see the shop. I asked the paladin chief for his wares once and he refused - I never came back because I did not know about the reputation check.
  13. I'm playing on BG1EE main_component.tra of SRR has "ACTION_IF revised_saves && (ENGINE_IS ~tob~) BEGIN" in it. This is exluding BG1, isn't it? Normal SR has no such line of code.
  14. Are Revised Saves still part of SRR? They are not installed in my case, despite the parameter beiing set to 1 in the ini.
  15. IR modifies all types of ammunition. The ini-switch works. Next time I will RTFM consult the well-written documentation before posting.
  16. SCS 33.7 (on BG1EE 2.5 and 2.6) is creating its own version of elemental arrows (at least Arrow of Fire, Arrow of Ice). It's overwriting other changes (e.g. made by Item Revisions - which is bad, because I want to use Item Revisions). The component that changes the arrows is 5900 "Initial AI". What is the reason for these changes? Would it break the SCS installation if deactivated? I am pretty sure that the arrows were not changed in the last version of SCS that I used (33.2 or 33.3). /edit I just realised there is an ini to deactivate this. I will test and come back...
  17. My understanding of the current implementation: The spell Imprisonment starts a timer. When the timer reaches a threshold, the affected character dies. The spell Freedom should stop this timer (in addition to freeing the victim from the maze).
  18. This fight is optional, come back later when your group is stronger. The rest of the quest does not get easier though.
  19. Will the players party spells be refreshed when the second part of the fight begins? Like when they have rested? Then the player would have guaranteed the possibility of rebuffing.
  20. I can confirm this for my installation of SCS + SR* + IR*, the IR Potion of Haste does not cancel a slow effect. On a weird way, both effects apply simultaneously. The Haste spell cancels out slow effects like it should. * not the Revised versions!
  21. Imprisonment & Freedom Intended way of Imprisonment in SR how I understand it: Victim is send to a maze. After a cpuple of rounds, he returns and dies. My assumption: Freedom is the counter to Imprisonment. Actual behavoir ingame: If Freedom is cast, the still-in maze-victim of Imprisonment is freeed from the maze. However, he will still die after a couple of rounds. This is not intended, isn't it?
  22. I don't find Karkh exceptionally difficult to bring down. Bring his defenses down, spam him with summonlings, cast insects, shoot him from afar... I don't want to say it is easy, but quite doable. And for the comparison with Sarevok - Sarevok is not that special on his own, as is the Baalspawn PC. It is the combination with the companions that makes a strong force. Karkh is on his own. A single foe will never be as powerful as a party.
  23. Feedback to some of subtledoctors patches: Silver weapons vs Loup garou etc - check for Flame Tounge and Werebane Mareks antidote works as intended - check Daystar does not do damage anymore when equipped - check Bracers of Speed - still an anmiation when triggered, and no fatigue effect anmyore - I think this was not intended?
  24. Druid Stronghold: For winning the duel and becoming the Great Druid, the player is awarded with a Ring of Protection +2 and the Clerics Staff + 3, which cannot be used by druids.
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