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Mr. Magniloquent

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  1. I agree with what Ardanis wrote (years ago) in the other thread about Dimension Door being changed to a L5 spell which gives the user many innate DD or infinite DD for a duration. The Daeveron battle is very iconic, and it would be cool to do battle in the same way. Kind of like an inverse Teleportation Field with some tangential mobility uses. I'm still not sold of Dispelling Screen. Originally, the formulae in BG2 was something like this: Spells which removed protections against damage (Breach, Pierce, etc.) Spells which removed protections against spells themselves (Khelbens, Spell Thrust, etc.) Spell which removed everything. Dispel removed everything good and bad from friend and foe. Remove Magic removed only against foes at a chance for failure. That was a good dynamic, with the exception of Remove Magic. It should have been a much higher level spell. Dispel Magic was a double edged sword that could still fail in its own right. Spell Shield is desirable because it works against a broad selection of spells with a narrow, if important, purpose. Dispelling Screen does the same thing, but against one spell. Not worthy. Much better to roll it into Spell Shield as it is already very situational and has opportunity costs of its own. I did see how a few of the protections that Spell Immunity afforded have been rolled much more sensibly into other spells. There are plenty of gaps though. Most notably Necromancy. It would be really nice to have a 2E adaptation of Shadow Shield. Regarding Hakeshars, they are a slightly better version of the Nishruu. Between the two of them, it was the only one worth casting IMO. If one has to go, it should be Nishruu. Not a major grievance either way though. Finally, without Spell Trap being...a trap for spells, it's kind of pointless. It's just the ULTRA version of Greater Spell Deflection. That's not very interesting. If SCS AI won't cast against someone with Spell Trap active, that's more a fault with the AI than the spell. Not every spellcaster is a genius arcanist. Innate casters, divine casters, monsters with spell-like abilities, and even most arcane casters without access to Level 8 or 9 spells shouldn't even recognize it--at least not initially. With Project Image and Simulacra (item abuse) being fixed, anyone who can still find a way to abuse Spell Trap is going to break BG2 anyway. If you're going to fundamentally change the spell, just make it like an end-all-be-all Globe of Invulnerability for all spell levels--even HLA. Otherwise I'd leave it alone. It's part of what made the game good.
  2. Greetings, Long time player. Huge fan of this mod. I haven't played in about 5-6 years though, and I just overlooked some of the changes. I'm not sure if that linked version is the most current. Overall, very positive, but I do have a few comments. Dimensional Jump seems very powerful for a Level 1 spell. It seems like it would be more appropriate to implement it as Misty Step (a Level 2 spell). Reflected Image seems a bit powerful. Seems like a L1 Displacement. Not sure how to balance this spell out. Dispelling Screen seems a bit excessive. It seems like it would be more sensible to all Spell Shield so that if anything should remove a protection, Spell Shield would be removed instead--including from Dispel. I'm not sure I like Spell Immunity being eliminated. Spell Deflections would be better if they functioned like a Spell Mantle--protecting the user from area effects too. No more Hakeshar? Spell Trap absorbing 99 levels? Yikes! I'm also not a fan of it no longer recovering spell slots. I understand the motivations, but the abuses with it were mostly from problems with other spells (simulacra & images using items). I'd restore the spell replenishment aspect, but maybe limit the trap to 2 spell levels per caster level. Thank you for continuing The Great Work! SR is easily one of the best mods ever released and dramatically improves the BG experience.
  3. EET RC2 and RC3 (update if you have RC1) checks for "movies/sodcin05.wbm" within BG:EE directory in order to confirm that the game has SoD installed. If you don't have such file there than maybe you forgot to use modmerge first? (only needed for SoD bought on Steam and GoG, no problems with Beamdog store version). More information in the readme. I don't have SoD installed. I meant to mention that in my earlier comment. I don't wish to use SoD. Is that going to be a conflict?
  4. I am experiencing the problem where it cannot detect my BG:EE installation directory. Windows 7 with clean installations of both BG:EE and BG2:EE, GoG (versions 2.3.67.3). Here is my log:
  5. From the first post... You download the whole punch and then you extract the mod and then copy over the changed files to the mod files BEFORE you install the mod. Of course you should wait for the EET official release to use them... They do not really do a thing without it. As most are just patches to update of this to that: GAME_IS ~tob bgt bg2ee~ => GAME_IS ~tob bgt bg2ee eet~ Thank you for the prompt response. I originally attempted to do that, but every time I selected a file it just displayed the actual file contents (the code). Every time I would attempt to save the target, it would only save as an HTML file. That's primarily where my confusion stemmed from. In any case, I shall wait for the formal release of EET. Furthermore, welcome back Gibberlings 3. The Baldur's Gate series has always been my favorite, but after discovering mods around 2007, I just don't see how I ever played this game without them. Thank you!
  6. Forgive me for my ignorance, but how to I apply the patches to these mods? Do I need some form of compiler to apply the code displayed when I follow these links?
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