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Posts posted by bob_veng
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edit:
removed deprecated info.
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i've sent a post to this guy to see if he's around https://forums.beamdog.com/discussion/35094/more-isometric-landscape-areas-for-infinity-engine
i think his area graphics are nice: https://us.v-cdn.net/5019558/uploads/FileUpload/8e/9e0fc1ffb27aaf9937734506928e77.jpg
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thanks a lot, that's great
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good idea
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campfire looks cool, hope it's an alternative resting system
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since SoD has pretty robust AI and encounter design (irrespective of it's style which is more h&s), SCS doesn't touch it i think. more creatures spawn on insane difficulty obviously.
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well to extent that it's less and not more it doesn't feel that way, which is certainly a good thing.
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On 10/6/2019 at 10:16 PM, Luke said:
Please, enlighten me....
I mean, if you cannot damage the tank with your weapons, why should you stop from pelting the mage? Because in so doing the Mordekainen's Sword and similar would be useless? Mmmh...
It's not psychologically realistic: "i will focus on a distant threat, and totally ignore one that's next to me while it cuts at my flesh and breaks my bones". Altho, the player can do this, but the AI isn't and shouldn't be designed as if there was another puller-of-strings on the other side. Eventually you would start feeling the presence of this human directed meta-opponent which would hurt immersion.
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to my understanding, the original creatures are purged from the world after a certain point (bg2 transition or sooner) so you wouldn't find two yeslicks - regardless of whether you install the yeslick mod
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that's the typical time travel scenario - problem is people should remember you in the starting timeline, and they don't
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he isn't. k4thos has access to the same resources as everyone else, be they from the games directly or resulting from earlier mod projects.
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i think that if enemies get a +10 to saving throws in HoF, let it play out fairly. it's weird that HoF weapons should automatically negate that by having an additional -10 penalty. it's probably due to last minute balancing by the original team, but from today's perspective it makes no sense. my proposed solution is that all weapons HoF or not, simply get their penalties capped at -4 or -5 (and particularly -2 and 0 where appropriate which are the most common EE values), and the player can lower enemies' saves with spells.
apparently, vanilla iwd2 is plagued with elements from the false difficulty scaling model present in more modern games - enemies become tougher, but you get arbitrarily more powerful to catch up with them (or vice versa). this doesn't exist in EE and in IWD1, and it's conceptually incompatible with the oldschool RPG approach.
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yeah, gorion and firkraag (then also simply called firkraag in his human form) are buddies solving IWD, and in the final battle firkraag resumes his dragon form, revealing his intentions - to usurp belhifets scheme and open the gate for his devil-dragon brethren whom he has a pact with (maybe he wants to rule the world with his fiendish dragon girlfriend). he tries to kill belhifet, but belhifet simply throws his hands up in the air and beams out, thus staying alive for you to kill him in SoD, and the player - as gorion - actually has to fight firkraag at the end of IWD instead. you wound him, the tower starts collapsing in belhifet's absence, and he flies away.
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what about IWD1 as a prequel to BG1 ... you play as young gorion!
jk
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yeah, just referring to the amount. i thought it would be impossible that it's the correctly stated amount, but i get it now
btw, it's only the caseedit: btw it's not only the case with HoF items, for example
Pustule's Flail
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QuoteSTATISTICS:
Equipped abilities:
– Charisma: -5
– May only be removed with a Remove Curse spellCombat abilities:
– Hit target suffers 2 poison damage per second for 1 round (Save vs. Poison at -17 negates)
– 15% chance hit target is infected by Contagion disease (slowed, -2 penalty to Strength, Dexterity, and Charisma; Save vs. Death at -2 negates) indefinitelyTHAC0: +3
Damage: 1d6+4 (crushing)
Speed Factor: 7
Proficiency Type: Flail/Morning Star
Type: One-handed
Requires:
13 StrengthWeight: 15
this base difficulty item has save -17 for one thing and save -2 for another at the same time
not saying anything should be changed at the automatic conversion level, but eventually, some manual tweaking could "normalize" those massive st penalties
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congrats on this, it's really cool
i've checked around 1/4 of the descriptions starting from top, and everything looks alright, except for one issue
Save vs. x at -14 negates (replaces the original "x save to resist")
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this is an example of a paraphrase of the jondalar dialogue without 4th wall breakage, while preserving some of the tutorial function.
"Hey there... /no changes/"
"Now, hold your staff, and try hitting me. If you know any offensive spells, you may also use those. I took some special precautions in order to give you a taste of real combat, so be sure to put in your best effort, and don't worry about injuring me... but remember: in any real situation, when you just want to knock someone out, you should put your weapon down and rely on your fists instead."
"During our fight I’m going to spring a little surprise on you. Are you ready now? Good!"
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12 hours ago, DavidW said:
I have some time for the consistency concern but (a) you can handwave it via imagining a small AoE and (b) ultimately verisimilitude has to be weighed against game balance, and the current system seems to work pretty well.
I *could* handwave it as such, were breach not conceptually the least AoE-feeling thing ever. it's name suggests that it's a precise anti-spell instrument that penetrates defenses (themselves conceptualized as "shields", "shells"/"globes" etc. - something worth puncturing), it's like an anti-spell arrow, or a beam, certainly not a hand grenade...
but yeah, it's not a big deal
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you'll probably get a better result asking that here*, because that mod is still not very well known
*https://forums.beamdog.com/discussion/66842/mod-dnd-3-5-rules-in-bg-ee-and-bg2-ee-v-2-0#latest
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I guess it would be cool if enemy casters could decide whether to shut you up with power word silence, for example, based on what school you are casting from... so illusion - no (rather, dispel the illusion afterwards and do something more damaging to the player right away), but necromancy or alteration - yes
or: untargetable enemy mage, you start casting a divination spell - he immediately casts SI:divination (especially if he has a casting speed bonus); but if you cast a necromancy spell, he doesn't waste time and casts something offensive, because he likely won't be targetable by your spell
it's a little bit "combinatorial", but not really. it would only go to the effect of speeding up reactions a little bit I guess
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keyword is shadowdancer
cha 15 is indeed required for shadowdancer dual-classing. vanilla feature.
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there isn't, as far as I know.
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On 6/8/2019 at 6:22 AM, CoM_Solaufein said:
Perhaps I'll check out the Divine games out to see how Larian is. Since my $ is limited I generally just stick with X game companies or X game series and haven't really branched out. I see one of my favorite VOs Alix Wilton Regan did voice work in both games.
Do any of the original developers of the BG games work for Larian?
try the first game first, divine divinity. after that, i'd recommend d:os2 (newest game). after that i'd rate the rest lower on the need-to-play scale.
Need a BGEE mod compiler
in General Mod Discussion
Posted
i don't completely understand your post, but i that this is what you're asking for: https://forums.beamdog.com/discussion/59766/mod-dlc-builder-for-enhanced-edition-v2-x-games/p1
however, it doesn't work with the current game version.