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toxin

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Everything posted by toxin

  1. After playing a while with the recent beta I can clearly say - 5 turn duration is just an annoyance. We already established there are very very few fights that last more than 5 turns (and even those that do are generally already decided at that point). I don't mind the resting that much, it's the casting that gets tedious - CC, DW, Aid, Bless, SS, NPP, PfE, BS, FA, MI, Blur, SD.... doing this every 5 minutes is not fun (what's worse, I can't get the SCS convenience hotkeys to work)
  2. A 7th level summoning spell would be really great - there are practically no useful spells at that level against magic-resistant creatures.
  3. Maybe she was just realized how badass our parties were and figured out she might as well just sit there and wait for the end to come
  4. After staking Lassal, Bodhi appears and becomes hostile. However for some reason she just stands there and does nothing while my party pummels her almost to death (at which point she flees). Perhaps it was due to the fact that my party was buffed against just about any possible negative effect? Weidu log: http://pastebin.com/0NLAbGNN (don't know how to post spoiler tags )
  5. I installed the beta mid-game and now I have: MSII in my lvl4 page (alongside MSIV). Spell Deflection in both lvl5 and lvl6 pages. Wonder which ones I should memorize I also spotted a couple of description issues: "Animate Skeleton Warrior" says "This spell animate the corpse..." where it should say "This spell animates the corpse..." "Pierce Magic" says "Saving Throw: Sepcial" where it should be none (from what I gather from the description) "Flesh to Stone" says "Saving Throw: Petrification Negates" where according to the description it should be special (since the slow effect is there regardless of the save). The "Invisible Stalker", "Conjure Elementals" (lesser and normal), and "Aerial Servant" don't give the stats of the summoned creatures, as most other summoning spells do (I suspect some of these were removed by SR and I only see them since I installed it mid-games, but I'm not sure which). "Animal Summoning VI" says dire bears are summoned, but provides stats for cave bears.
  6. Fair enough, but at the very least it should require a grapple check like in PnP (or some sort of saving throw like Demi suggested if grappling is problematic to implement).
  7. NPP & Long lasting buffs Both your points relate to a compromise that has to be made to satisfy most of the users, and I totally get that. But since we agree both points of view have merit (I think mine has more ), there is another way - if technically feasible, perhaps you could have an optional sub-component that lets you choose whether long-running buffs last 5 turns or 1 turn / level. Everybody's happy! Chaos You are probably right. I always knew in my heart it was OP (no save for a 5 level gap just made it worse), but I was just having too much fun with it I suppose I'll just have to wait patiently for level 7 spells so I can sequence Greater Malison + Confusion + Hopelessness. Now that sounds like fun! CON Drain I totally agree with you, it's annoying and unfair (no way to block). If it were up to me (perhaps it is up to you?) Negative Plane Protection would defend against that, too. I mean it's established that the drain is due to negative energy, is it not?
  8. Thanks for the quick response Demivrgvs! FWIW I don't think the long duration of Negative Plane Protection makes it OP... just less of a hassle. Five turns is more than enough for the vast majority of battles anyway, so this just means you have to rest after each one and cast again - an inconvenience at most. Same goes for the other shortened durations (e.g. mass protection from evil). And I see Chaotic Commands is still 1 turn / level so... Plus with SCS no encounter is really trivial... everyone is so improved you always have something to worry about. Even vampires that can't charm or level drain you (meaning you wasted ~6 5 lvl spells + ~6 4 lvl spells on CC + NPP, which you can only do in high levels) can still drain CONST, summon dread wolves, shapeshift, cast spells (some of them), hit you with a pretty decent THAC0, etc etc. Too bad about Chaos though, I'm really going to miss that spell
  9. Just installed for the first time, super-psyched to see how it plays One thing I noticed though is that Negative Plane Protection description says it will last 5 turns, whereas the SR readme says it should last 1 turn/level (in accordance with the PnP description of the D20 Death Ward spell - and I'm totally for merging them BTW). I also noticed that the elemental conjuration spell descriptions still mention the 15% chance the elemental will turn on the caster, even though the SR readme states it is not the case. BTW just to make sure I didn't screw it up somehow, I installed the mod mid-game, along with some others, in the following order: Spell revisions BG2Tweaks SCS aTweaks Breachier Breach (subtledoctor's fix from the Rakshasas thread)
  10. There's also a pretty handy extension called "Lazarus" that automatically saves field input. Though for some reason it doesn't work in this specific forum Regarding the JS error (it is a lag... if you wait long enough it eventually works), to be fair the true PoS here is Javascript
  11. Thanks InKal, don't know how I missed that thread. I've replied there for further assistance (technical assistance on the breach spell, once that's out of the way I believe I'll manage, even though I still believe the encounter to be too hard for the area / typical party level).
  12. I did not install any other mod other than SCS. The output of the above command is [WeiDU.exe] WeiDU version 23700 Mods affecting DW#SHWE3.ITM:
  13. Another minor bug I noticed is when you right-click the shape-shifting token abilities of Cernd, you get the "Barkskin" spell description (the ability itself works great though).
  14. Setup: BG2EE, no other mods installed other than SCS. Rakshasa are still immune to "breach" even though I installed the "More consistent Breach spell" component (I'm getting "Spell Ineffective"). Specifically I'm referring to Ihtafeer, Saadat, and Jalaal. The console didn't mention any spell protections they cast that could have resulted in such behavior. Also, I believe the above rakshasas grant far too little experience compared to the challenge they present (probably even when they are not immune to Breach) - these guys are immune to all spells lvl7 and below (your mage has to be lvl 16 just to touch them with a single spell), and by the time you've peeled off their combat defenses (assuming breach works and that you have at least 3 of them and can cast them uninterrupted - I've had very limited success with Inquisitor dispel) they have already bombarded your party with lethal AoE spells they are immune to (CloudKill, Fireball, skull trap, etc) - some of them can't even be dispelled (Web, Teleport Field). If we compare the rakshasa encounter to others in the vicinity with similar XP IMHO the balance is severely upset, probably even with breach enabled. For example Bone Golem + 2 X Skeleton Warriors in the Temple Ruins is a complete walk in the park compared to that, and it grants more XP. The most reasonable thing to do here IMO would be to make Saadat and Jalaal some form of melee minions that are likely to aid Ihtafeer (golems?) rather than rakshasas (it would still be consistent with the quest, which only mentions one rakshasa as far as I recall). Another would be to change the room layout to something bigger with just one floor and more free space to maneuver - the way it is now, AoE kills your party and you have no where to run (running outside and waiting it out feels like cheese to me). Also, by the time you get through that narrow passage to the second floor with your warriors (and mage, to cast breach - twice!), the rakshasa above have already wreaked havoc - at the very least, make them spawn in the lower floor (adjacent to Ihtafeer).
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