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Valandil

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Everything posted by Valandil

  1. Hi everyone, it's been a while since I have played BG, being a father is a full-time job . Anyway I've updated my mods and I've decided to take Revised SCS this time but I was surprised to see that with BWF : I thought that BWF (GitHub version of course) already included Revised SCS fixes, am I wrong? I had the same message with UB but it's ok since I have UBv26 instead of UBv26.2. I taped Y coz I've seen a lot of fixes proposal with that mod on this topic but was it the good choice? Should I have skip that message? Thanks for your return.
  2. Does that mean that it works fine for non EE? (GoG in my case). Edit : Thought it were problems to fix but it's to do list, maybe for v14.
  3. Monks are supposed to get 5 apr at level 18 but it's not the case. At the beginning of ToB with revised xp tables, the character begins at level 16 and he already has 5 attacks. EDIT : tested again and it's good.
  4. By clicking on Barbarian the game ends immediatley. I've just added KR. See below my weidu.
  5. how stupid I am. Totally forgot for paladins. Fair enough for Monk Demi.
  6. After discussing with Demi, I was thinking about one point with revised tables. For those who haven’t installed KR, like me, the paladins and monk won’t benefit with their saving throw bonus : lvl 1 for paladins and lvl14 for monk in KR. That way monk is capped at 6/6/6/6/6 and paladins have fighter/ranger’s table : 4/8/4/6/8 (maximized) instead of 2/6/2/4/6 which will undeniably lower paladins. In KR the monk’s magical resistance has been replaced by +2 ST bonus in order to have the highest ST 4/4/4/4/4. But should it be maintained at 6/6/6/6/6, without KR, as the vanilla’s class has an high magical resistance or should it be modified at 4/4/4/4/4? Revised tables have been implemented in a clever way. Each class has 2 good (4), 1 normal (6), and 2 bad (8) ST, which means no class is overpowered as each one has their own weaknesses and strengths. Fully and completely agree with it. In monk’s case, if its ST were untouched that’d mean that it has no weaknesses but not even strengths compared to other class. What’s your opinion with it? As for the paladins it should be modified imo, otherwise it will not distinguish that much with fighters and rangers. A “savepal.2da” should be implemented. Of course all these remarks concern only persons who don’t have KR in their configuration.
  7. I've completely missed this revised mod. Gonna have to re install everything coz it seems essential to me. I'll wait for SRv4b14 then. BTW Kreso you've specified that it should work fine with BWP. I don't use it, just the Big World Fixpack, so that should I launch this one without your mod and then unzip it after ? Besides is it compatible with atweaks as it modifies a lot ennemies AI.
  8. Fully agree with you but I didn't know that they had been implemented in SR. The day KR would have an official release, IR/SR/KR will rule . That makes sense and I prefer those ones, so everything's fine . BTW thank you for the Iceland fix. There won't be a problem as I've installed Generalized Biffing?
  9. Hi everyone, I've figured out in my new party this morning that my characters have KR Saving Throw. I've only made two updates in my game configuration which are IRv4b9 and SRv4b13. Well I didn't notice that point in the readme files but am I correct or is it an error? just for the record I don't mind coz I like that way but I just wanted to report that point and confirm if it's normal. Besides I'm not sure that this point comes from these mods.
  10. All right you chose that every class has the same xp progression which corresponds btw to the paladin's one. Why not that makes sense since you've decided that each class progress equally with their ST but the progression will be slow imo.
  11. As discussed on the other topic, KR's monk have no weak saves (and allofthem go from average to excellent at lvl 1 if it wasn't for the bug). Having a mere 3% mr instead of +2 to all saves lowers the high lvl performance of the monk right now, sorry. No problem as you mentionned, I'll just to have to fix the clab file.
  12. Revised Saving Throws The 6/6/6/6/6 instead of 4/6/4/8/6 is intended. Priests have bad reflex saves average mental saves and good "constitution" saves while monks have average saves against everything. The bug of the current build is quite simple (the clab file still list vanilla's spcl819 with 3% magic resist instead of dvcl819 with +2 to all saves). I fixed it ages ago but never uploaded a new build, I'll try to do it asap, maybe this week end. Priests having average saves vs polymorph effects is not intended, I'll fix it too. You're right, I should open a topic on that matter. This week end would be great . I had noticed that the last update was in december 2013, and I was reluctant to take it but your work with IR&SR is a must-have so I did not hesitate that long . No need to hurry for that forum, I'll discover by myself.
  13. Monk has the best overall saves with KR. It's intended. Yes of course and I like that point but that's not what it should be . Am I the only one that report that bug? Just for the record I've made a small configuration with BG2 GoG with ToBEx, BG2 Fixpack, IR, SR and KR.
  14. About saves, I mentionned in the monk's forum that I found a mistake. If the monk had the priest ST he should have 4/6/4/8/6 with +2 bonus at level 14 so 2/4/2/6/4 but I had 6/6/6/6/6. Made another test with shapeshifter and they didn't suit to those I've seen. Another point with saves, aTweaks implements revised ST bonus with dwarves, halflings and gnomes. Does KR compatible with it? Even if there's some errors with ST that I can fix if necessary, I really want to make a new party with KR coz I really do like the concepts of revised ST, thaco and grandmastery. BTW I found out that there were also a revised xp progression, excellent but I haven't seen a dedicated forum to this. I didn't look for it deeply but I'd appreciate if you had a link ^^.
  15. I have tested it yesterday and here is my first feedback. As someone reported, the monk has 3% in magical resistance. Btw it felt strange to see him walk like others without boots of speed as I am used to seeing him run after his opponents ^^. The ki pool abilities are interesting and the fact that you can choose several times the abilitie that you want to use more often in a specific situation like more wholeness of body to heal yourself after a difficult battle or ki arrows against wizards is very helpful but I'm not a huge fan to click twice, one to access to abilities and another to choose the one you want. The incantation is doubled but I know it's necessary to implement that way. When I read the description I thought that we would be able to choose multiple times the abilitie slow time but it's not the case and it's better to do it just once. About ki step which copy the dimension door animation, I would have preferred without it just like faster than the eye of refinements. Another point is about saves, normally the monk should have the betters. By reading the revised table STT forum, the monk has the priests or the fighters? 4/6/4/8/6 or 4/8/4/6/8? well there's not a gap like vanilla's, really like it but my monk had at high level 6/6/6/6/6. I tried with another class, the shapeshifter and same error he should have 4/8/4/6/8 and he had 4/8/6/6/8 or something like that.
  16. All right thanks for your return Demi. Good to know about the monk, my current and favourite class and I like the way you've built it. Now I just have to test it and give you my feedback as I'm an expert with this class ^^. Edit : I was wondering, during the installation, can we choose which components we'd like to install like kits and revised settings? Haven't installed yet, tonight with a new configuration . Besides if I chose kits components or revised settings (thaco, saves, grandmastery), will it affect all creatures in BG including joignable characters?
  17. Hi guys, I'm going to make a new party on BGT with the new IRv4 and SRv4. For a long time I was still playing with old versions but I saw all the modifications that have been made and I think that even if the final release are not ready, these beta versions should work fine. Anyway I'd like to add KR because the idea is great but the task is tough ^^ and I wonder, all the indicated modifcations are implemented within the mod or does it concern only few classes?
  18. Hi Demi, I've just seen your message and I thank you very much. Already enjoy testing it coz it's obviously the must have mod for BGT. Anyway thanks for the links and your work.
  19. Hi everyone, I'm also interested in having this version for beta test. I'm a huge fan of this mod, SR and also looking forward to using KR. Besides I'd appreciate giving my help if any detail occurs. So should I ask directly to Demivrgvs?
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