chimaera
-
Posts
66 -
Joined
-
Last visited
Content Type
Forums
Events
Downloads
Gallery
Mods
News
Store
Posts posted by chimaera
-
-
19 minutes ago, Splicer_777 said:
Btw, is a fighter with a +4 crossbow more effective than in melee with a +2 longsword?
The only effective archer in ToB is imo a ranger w. the archer kit... or Jan Jansen. :D
But you could edit Valygar to an archer using EEKeeper.
-
20 hours ago, Splicer_777 said:
So I am working with: sword and board tank (me)
Keldorn
Korgan
Aerie
Viconia
Valygar (who is totally worthless, all he can do is tame animals yay!)
In my experience Korgan makes a very good anti-mage tank in SCS. There is no critical failure on saving throws, and with his dwarven saving throw bonus, all the immunity & resistance granting items, berserker rage and being generaly sturdy he counters a lot of spellpower by simply being immune. The trick is to send him on his lonesome self, maybe with some summons should the mage just go invisible.
Valygar I'd replace with a summoned npc in ToB, and choose a second arcane spellcaster. Maybe the game will let you summon Edwin? If not, I can recommend Jan Jansen. He can dispel illusions with detect illusion, while keeping himself safe with spell immunities & pfmw.
-
On 6/22/2020 at 12:08 AM, temnix said:
There is no way to become immersed in a fantasy world when it's presented as a real-time strategy, almost, or at any rate a wargame.
Real-time strategy controls would certainly be appreciated considering the sheer amount of combat.
Other than this, I don't care about sprites or bars, but the colored circles are an improvement over that neon-like green in the original. It clashed with both the color palette of the backgrounds and the gui.
-
13 hours ago, DavidW said:
I think you may be forgetting just how dumb enemy mages are in the unmodded game. Never mind working out how to deal with II+SI:Div - most mages can't even deal with II alone.
Or a mustard jelly. Mage fights in unmodded BG2 were a hilarious experience...
-
On 6/5/2020 at 10:59 PM, subtledoctor said:
I didn't think about this. (Who ever joins Bodhi? All these years later, it still seems odd to me that that is even an option in the game. Even if you play evil, it makes more sense to me to be evil and still fight against Bodhi.) Of course this exposes a bigger conceptual problem with joining Bodhi, to wit, why sail to Spellhold at all then? Why not pull that poisoning trick back on the mainland, and then teleport you to Spellhold when you are unconscious?
Having done both, I actually prefer Bodhi's route. I can't stand the shadow thieves ever since running into Arkanis Gath years ago.
As for the poisoning trick, that question remains open regardless of whom you join (Yoshi could've poisoned the party while still on the mainland, or a tavernkeeper could be bribed). Imo, Irenicus patiently waiting in Spellhold for charname doesn't really make sense either. Oops! there goes your Bhaalspawn soulsource, dustified after opening the wrong door in Athkatla.
-
On 3/26/2019 at 5:30 AM, david76321 said:
So Good: Enemies are really fun using all sorts of approaches.
Currently:
-Chant spell: makes the caster reduces their normal walking speed to crawl.
I think the chant spell description states the caster speed is halved, or something like that.
-
10 minutes ago, Guest Erik said:
It's obviously a matter of taste, but their is already a differentiation with "created in sight" getting more buffs on Tactical difficulty.
And if I recall strictly the justification was that SCS assumes that casters created in sight are expecting the party and have buffed before, which seems to apply to Davaeorn as well. Currently, the two examples of "created in sight" that come to my mind in BG1 are Natasha on Cloakwood Mines Level 3 and Kahrk on the Firewine map. For both I think there is considerably less justification for considering them prepared and having more buffs than for Davaeorn.
I don't recall anything in Daveorn's dialogue indicating that he expects to be ambushed right now, though; even his secretary/guard seems surprised whent he party arrives. Kahrk I don't recall, but I agree Natasha shouldn't have short time buffs on core.
-
19 hours ago, Guest Erik said:
Maybe SCS with Improved End of Chapter Boss should always handle Davaeorn as created in sight.
I'd rather not. The buffs being customizable is one of the best parts of the new SCS (if my memory serves, 'hardcore' is where the casters get all the buffs). I've used different settings in various playthroughs, but I prefer that only long duration buffs are considered the default. It just makes more sense to me in a roleplaying game.
-
Hi, I have another crash bug that I can reproduce. This is on a fresh install with just SCS and no other mods (notably, no Ascension). In Sendai's enclave, when trying to enter Diaytha's room, the game freezes and crashes every time. This bug has been reported before in 2017 on beamdog forums, so I suspect it's also in the previous version.
Reinstalling the game and loading the save with no mods installed lets me proceed normally.
-
18 hours ago, Moonboy187 said:
Firstly for the Boneguard, once it summoned and attacks, the text which should show its name (Boneguard) doesnt, it shows instead "Invalid 104196". Not quite sure why that is.
Same for me, boneguards are called an "invalid no.'"
-
1 hour ago, david76321 said:
Found it out that The Pitt Fiends are summoned invisible.
You are right, my LG cleric does indeed summon an invisible pit fiend. I haven't noticed them, because they don't do anything if no enemies are present, even if the caster is not protected by PfE. It's kind of hilarious, because they are the opposite of planetars now, who go crazy and spam chaos and holy word on my party.
-
On 2/17/2019 at 9:27 PM, DavidW said:
- Impervious Sanctity of Mind is 7th level, but it's inferior in all respects to Chaotic Commands, and I don't think it makes sense to have that level of disconnect in a spell system. (Note that although Chaotic Commands is in IWDEE that's only because it was imported from BG2; it's not in vanilla IWD). So I increase the power of the spell a little (in SCS's spell-system tweaks, not in the core installation of IWD spells.) The new version grants immunity to casting-failure effects like Insect Plague and provides a one-off Spell Shield effect.
The spell description states that there is "no chance of casting failure", but my cleric still fails spells when damaged in combat. Is it just the insect plague that it protects against?
On topic of priests being squishy: I've noticed some drow priestesses using Divine Protection (going by the spell animation) and it seems to be working, so they are a bit less papery now. I think it's a great idea to give it to all priests, my cleric certainly appreciates it.
-
13 hours ago, DavidW said:
What other mods, if any, do you have installed?
Same for me, when my cleric casts gate, nothing appears. The only other mod I have (installed before SCS) is the Trials of the Luremaster for BG2EE.
-
Edit: Turns out I remember things wrong, getting old...
A minor bug in the Planar Sphere, kind of funny. This happens as soon my character enters the basement, so before she even engages the enemies. (Same thing happens with some liches, only the cast suffocate, which is less of a problem, because they're immune to it)
-
12 hours ago, krevett said:
No problem with the question you're right it should not install if set to 1.
Thanks!
-
8 minutes ago, OrlonKronsteen said:
Hi, I've been running RC9 in BG1 via an SOD install. I've been finding random drop scrolls for spells called 'Dancing Lights' and 'Darkness.' I don't have IWD spells installed, and I've never seen these spells in Baldur's Gate before, so I thought I would mention it.
I've had a similar bug with spell revisions. From what I recall, darkness is a drow innate added by SoD. For some readon with SR it became available for sorcerers, though I never found a scroll.
-
15 hours ago, krevett said:
You must configure the stratagems.ini file if you don't want some spell/item modifications but you can't obviously do this in-game as it changes the files themselves.
Edit: you must do it before install of course the parameter in question is no_initial_change_insect_plague
Sorry for the computer illiterate question, but just to be sure: it's set to 0, so if I change the value to 1 it won't install?
I have also one question regarding the HLAs, as I'm not sure if the following is intented or not: I have the 'HLAs are innate abilities' installed. I have dual-classed my mage after she got her fist HLA (improved alacrity) and, even though her mage class is still inactive, that ability gets refreshed upon resting.
-
Regarding sniloc's snowball storm, it seems to be bugged in general. Ihtafeer & co. use it quite often and they get hurt by it, even though they should be immune. It also bypasses magic resistance of the mustard jelly form (though cold resistance works).
There is also something weird going on with Cernd. When met at the druid grove (didn't let him join the party), he continues to cast charm person or mammal on my mage's skeletons. But once he challenges Faldorn to a fight, it's like he's not a druid at all: doesn't cast any spells, doesn't shapeshift, just attacks her with the quarterstaff.
-
On 2/17/2019 at 6:31 PM, DavidW said:
7) On EE, does the integration of the difficulty widget into the UI work okay?
Question regarding the widget: I'd like to fine tune the spell changes, but I couldn't find any option to do so? Specifically, I'd like to remove the "fireshield stops insect plague" element. Before I just didn't install it, but I don't recall this option being available during installation in v.32.
-
On 2/17/2019 at 6:31 PM, DavidW said:
7) On EE, does the integration of the difficulty widget into the UI work okay?
The widget works great in-game. But I've tried to use it before starting a new adventure (I usually set all the options before, so when I saw the new button I just clicked it) and then it just freezes the game. I'm not sure it's meant to be clickable at that point?
-
I've got a bug I can reproduce. During the fight with Ihtafeer in the druid grove, the message window gets flooded with multiple "minor spell turning cast previously" messages, the game slows down and at some point freezes & crashes. If I turn off the prebuffing for mages, the battle proceeds without issues.
-
Hi, so I've got another bug (?), but I'm not sure if it's caused by scs or the game. My main character got hit with chaos and she made the saving throw, no chaos-icon appeared on portrait, but she still acted as if affected by the spell.
edit: I couldn't reproduce it, so it must have been a weird glitch.
-
Hi,
I've just tried a new installation of SCS v32. RC8 and couldn't get two elements to install: the improved spellhold battle and minor encounters, both with the same error: out of memory. I've attached both the weidu log (basically the only other mod installed is level1npcs) and the debug log (had to cut it down to just the error due to size).
I also have one minor bug in EET-BG1 to report: Duke Liia still doesn't do anything during the ducal palace battle. She's a mage, but she doesn't even get any prebuffs and just stands there, which makes the fight very one-sided. C
-
Oh, sorry, wrong big.
Ignore me!
Nope. (you make great fixes, just not for this bug ;-) )
Why doesn't SCS weaken mages?
in Sword Coast Stratagems
Posted
Transmutation is a perfectly valid school of magic, and don't let anyone tell you otherwise!