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Lord_Tansheron

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Everything posted by Lord_Tansheron

  1. Splendid! Really wasn't fun without LoB random spawns and with pushover trollolols.
  2. Remove Paralysis (cleric) does not seem to remove Hold Person, though it does mention "the Hold spell" as something it removes in its description. Tried multiple times against a character affected by Hold Person, never worked (character did not have a spell immunity). Can someone confirm?
  3. But LoB puts everything on maximum natively? Or are there settings that aren't on max even if the difficulty is set to LoB? Random liches and HLAs on every caster seem like candidates.
  4. Can confirm. No golems at all in the engine room or the clockwork room. EDIT: No Lich in Spellhold either. And so far I can't recall one single time a mage has used Dispel Magic against me. Though their various defensive contingencies do make mage fights reasonably challenging, I feel that many fights just involve a lot of summons and fairly little else. Is that right for the maximum setting? Can't say.
  5. Okay, that isn't exactly clear from the description, though. All it says is "illusionary spells such as Blur and Mirror Image cast by opponents will be effectively neutralized" - but it clearly doesn't affect all illusionary spells, and it clearly affects more than just Blur and Mirror Image. That could really do with some clarification; see for example the spell protection removals, who all come with a list of precisely what they remove. Or just mentioning the level at least would be something. Invisibility Purge also makes no mention of the functionality you describe, instead just saying that "all concealed enemies within sight of the caster will become visible to the caster and their allies". The fact that it doesn't affect Improved Invisibility, for example, is super relevant. These spells definitely should get a bit of an update in their description as to how they work.
  6. Yeah but my point is, Cleric's TS doesn't dispel either. The vanilla one did (True Sight), the SRR one does not (True Seeing). Cleric's Invisibility Purge also only reveals and doesn't dispel. I think the only spell that actually dispels invisibility (aside from Dispel/Remove Magic, of course) is Oracle. And, of course, the Detect Illusion skill. From an RP perspective, that seems a little weird. If anything, it should be Detect Illusions that only reveals, since it's based on the perception of the character that has the skill. Actually removing the invisibility should probably require magic.
  7. To clarify, I AM seeing "True Seeing" in all instances (Wizard, Cleric/Druid, Inquisitor), and while I do have an entry for "True Sight" in the files (SPPR950) it doesn't appear to be a player-usable spell so that's working as intended, I think. The issue is that all instances of this new "True Seeing" do NOT dispel invisibility, they only reveal; whereas the original "True Sight" DID dispel (and the remnant in the files indeed also has that original description). If that was an intended functionality change, okay, fair enough. It does seem Oracle at least still dispels, even though all other similar spells (including the mentioned Invisibility Purge) do not dispel, only reveal.
  8. It has to be either SR or SCS that changed it, can't imagine one of the other mods doing it. And it's definitely working differently now, I've been using Inquisitors for TS for years and years precisely for that purpose and this is the first time it's not worked as I'm used to. Indeed, it's called "True Sight" in the unmodded game, and the description is identical to the Cleric spell; but in my game it's called True Seeing, and the description is slightly different (reveal, not dispel). So it's definitely an intentional change from somewhere. If it's not SR it must be SCS.
  9. I did a quick test, and True Sight definitely does NOT dispel invisibility for me on enemies that don't have ND/SI:D; using TS on an Inquisitor was my previous staple strategy and has failed to work on my current setup. It's not impossible though that I just messed up the install somewhere. I'll do more testing, maybe do a fresh install if I can stomach another wait through SCS's installation process. EDIT: I looked into it more, and it seems my problem is due to the fact that True Sight and True SEEING work differently now. The Priest TSight dispels, Inquisitor TSeeing only reveals. Well, fancy that! New interesting paradigms. Thanks for the info, that definitely answers a lot of questions.
  10. It definitely doesn't for me. In fact, this made me reroll the entire run to get Detect Illusions on board, because not being able to dispel mages proved incredibly frustrating.
  11. Enjoy your holidays first and foremost! If anything the BG community has learned to be patient Much appreciate the answers, and I will definitely do some more in-depth testing. I've only just begun exploring the new SCS (and new SR/IR) and I plan to make good use of the holidays to finally get some game time in again. I'll try and keep track of everything I encounter, and of anything that seems odd to me.
  12. First of all, thank you for keeping SR updated, very much appreciated. I've taken this new version for a spin, and while most of it seems to be working just fine, I did notice one major gripe. It appears that SR changed the way invisibility is handled. Spells like Detect Invisibility, Invisibility Purge, or True Sight apparently do not DISPEL invisibility anymore, but rather just make the affected creatures visible. The consequence of that is that they remain untargetable for spells, and there is virtually no way to get rid of their invisibility save for Dispel Magic and the Detect Illusions thieving skill (which does still dispel invisibility). This is particularly relevant for SCS mages, since virtually all of them use invisibility of some kind, as well as spell/dispel protections. Since you can't dispel their spell protections or their combat protections without first getting rid of the invisibility, this leads to some very awkward gameplay, relying either on Dispel Magic (which makes other dispels moot anyway if it hits, but is hard to get to hit particularly on LoB mode) or a thief/monk with Detect Illusions. It GREATLY devalues spell protection dispels if you don't have Detect Illusions, almost to the point of uselessness. I seem to recall older SR versions made spell protections work as a small area effect for that very reason, but I think simply changing at least some of the detection spells to actually dispel invisibility rather than merely reveal would be just fine. That's how it used to be. EDIT: Before I forget, the mods I'm using are Ascension, Spell Revisions (revised), Item Revisions (revised), SCS, as well as CD Tweaks (in that order).
  13. First of all, let me thank you for the best BG mod in existence, and the only reason I'm still playing this game. I'm still in the middle of exploring the new SCS, but a few things I noticed that seem odd and (possibly) unintended behavior. - there seems to be no options for difficulty settings on trolls, and the old Tactics-style spell-casting spirit trolls appear to be gone. This makes both the Druid Grove and de'Arnise Keep considerably less difficult than before - there appears to be something wrong with at least some level-based spawns, as a number of them seem to have been absent completely. I put the setting on "always max level spawns" in the difficulty adjustment skill, and the following spawns were not there: Yuan-Ti mages in Mekrath's lair; beholder ambush in the sewers; pack of Yuan-Ti in the derelict temple area just east of the entrance; pack of beholders/shadows just past the bridge trial in the derelict temple area; lich in the undead town. Possibly more that I'm just forgetting. If trigger zones were present (such as with the beholder ambush or the lich) I did make sure to cross them, and I reloaded multiple times to try and get them to show. - despite setting everything to maximum in the installer and the difficulty adjustment skill and playing on Insane + LoB, mages seem to have much weaker scripts than they did in previous SCS versions. In particular, nobody seems to be using Dispel Magic anymore, and the few instances of Time Stop I've encountered have resulted in very unimpressive actions (summons, Symbol of Stunning for Tolgerias, for example). I double-checked that every setting was put to maximum, including full HLAs etc. - the overall feeling is one of a generally reduced difficulty compared to previous SCS versions. Maybe I am merely doing something wrong with configuring it? Should I even go to manual when setting the difficulty slider to Insane + LoB? Does that automatically put everything on maximum, or are there some settings (like HLAs) that will remain one less than maximum for their default? I've put all SCS settings to maximum difficulty in every category there is. I am using Ascension, Spell Revisions (revised), Item Revisions (revised), SCS, as well as CD Tweaks (in that order). WeiDU.log is attached. WeiDU.log
  14. Oh well, fair enough. It's not surprising some things can't be done the way you want.
  15. Not sure if this has been brought up, but there's a pretty severe bug with everything that adds arcane casting speed penalty - in the case of any mage/cleric hybrid (dual, multi, or triple) that penalty will in fact ALSO AFFECT DIVINE SPELLS. That's a massive blow to any cleric hybrid, and given that those items all specifically state they affect ARCANE casting speed (and clerics are indeed meant to use armor/shields all the time), I cannot believe this is intentional. It does not affect single-class clerics, or clerics in class combos other than mage. Ignore if it's already fixed, I can't find all the up-to-date documentation.
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