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My Grueling Challenge


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#26
DMWW

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Urdjur wrote...
Well that's certainly a step in the right direction, but I fear it will only make me more powerful. You see, even AoE spells need "targeting" of sorts, at least by standard enemy mage AI. This makes AI more problematic when soloing, because normally there will be at least one party member who will succumb to the initial scripted "True Sight upon invisibility", meaning AoEs then have a "point in space of interest" to converge at - the II/SI wizard will then usually get hit by the splash as well. When you're going solo, they can't just select a random point on the ground in your vicinity


Want to bet on that? :)

#27
Urdjur

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DMWW wrote...
Want to bet on that? :)


Certainly not after installing SCS-II :) My experiences detailed above related to the vanilla game - I'm sure the updated tactics will be a force to be reckoned with. Any input on spell choice perhaps? (see previous post, the last on page 1)

#28
Urdjur

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Time for a small update. I've managed to install all mods on tried out Irenicus' dungeon to give Spell Revisions and SCS-II a run for their money. I really like the updates. A few things...

*I had cast Invisibility on my rabbit familiar who, detecting traps, was scouting out the dungeon. Hilarity ensued as it met with Ataqh (spelling?), who solemnly greated it "Rabbit". The invisible rodent then dismissed the genie quickly, explaining it had more important things to attend to.

*The hobgoblin archers from MS-1 (SR version) are very useful. Those guys and my invisible rabbit (consider: Wizard Eye with 8h duration that detects traps) clear out most of the dungeon for me. I just show up and shoot some MMMs and MMs at imps/mephits, or support with web/grease against large groups. Illyich's whole party was handled with only those archers, a web and a grease spell - even with SCS-II and insane difficulty. Only problem is them running out of arrows before the duration expires!

*I still haven't found a good way to handle traps when Solo. Before SR, I used to use PS: Mustard Jelly to safely trigger traps. Ideally, I'd like for summons to trigger traps, but they presently don't (I've suggested the possibility to Demivrgvs). There are (somewhat dated) mods that accomplishes this too. Or I could just block out the SR version of PS, but meh - I prefer the SR version on all other accounts.

I still have a few things to sort out with SR before testing some more in ToB. No luck on the BG1+TotSC for Mac yet - I may have to abandon the trilogy no reloaders idea and only go for SoA+ToB. Pity. Or just eat a slice of humble pie and go the Boot Camp route (oh the shame).

#29
Demivrgvs

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I'll try to catch up with as much things as possible, but suttree kindly gave many correct infos making my "job" easier. :)

Urdjur wrote...

Spell changing mods: Obviously, some spells are broken, which is why a SIPS build is possible at all. I looked at Spell Revisions, but SR doesn't seem to actually nerf any of the problem spells. All clone type spells are still broken (Mislead, PI, Sim), infinite spells are still available, and invisibility/spell immunity cheese still works like a charm. I won't bother with a spell mod unless it actually balances the game and makes it more challenging, rather than simply a bit different. Any suggestions?

Clone type spells are not broken anymore within SR (no singing Mislead clone, no infinite scrolls, etc.), and infinite spells are not available anymore (PI makes the caster invisible - but I noticed you've discovered it now). Contingencies cannot be cast during game pause.

SR's main goals are balance and variety, thus if there's still any spell that is broken, in need of a serious nerf, or utterly useless, just let me know. I think we've already reached a quite great level of quality since V3, but I'm always open to discuss everything if it can help further improving the mod.

SR is made to be fully compatible with SCS. I never do something within SR without taking SCS into account.

Regarding SR/SCS spell tweaks:  you shouldn't install any SCS spell tweak over SR (I think SCS automatically skips most of them when SR is installed) because we handle them in the very same way. The only exception is Breach, because SR uses Pierce Shield as anti lich/rakshasa breach-like spell, whereas SCS makes Breach affect them despite their supposed immunity. Just install the relevant SCS component over SR.

Various things on spells:
* Teleport Field will probably be improved for the next version because many players consider it too much nerfed
* Animate Dead will be granted back to mages in V4 without removing Summon Shadows
* Polymorph Self forms doesn't allow spellcasting, but Shapechange's Mind Flayer form now does
* Dimension Door can potentially broke your game if you use it unwisely. I know it (there's a reason developers removed it from the game) and that's why I thought about restricting it to Line of Sight, but most SR players are veteran players who know how to not break their game, and asked to keep it as per PnP.

Cheers
 Demi

Modifié par Demivrgvs, 19 janvier 2011 - 03:45 .


#30
Urdjur

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Demivrgvs wrote...

I think we've already reached a quite great level of quality since V3, but I'm always open to discuss everything if it can help further improving the mod.

SR is made to be fully compatible with SCS. I never do something within SR without taking SCS into account.

Regarding SR/SCS spell tweaks:  you shouldn't install any SCS spell tweak over SR (I think SCS automatically skips most of them when SR is installed) because we handle them in the very same way. The only exception is Breach, because SR uses Pierce Shield as anti lich/rakshasa breach-like spell, whereas SCS makes Breach affect them despite their supposed immunity. Just install the relevant SCS component over SR.

Various things on spells:
* Teleport Field will probably be improved for the next version because many players consider it too much nerfed
* Animate Dead will be granted back to mages in V4 without removing Summon Shadows
* Polymorph Self forms doesn't allow spellcasting, but Shapechange's Mind Flayer form now does
* Dimension Door can potentially broke your game if you use it unwisely. I know it (there's a reason developers removed it from the game) and that's why I thought about restricting it to Line of Sight, but most SR players are veteran players who know how to not break their game, and asked to keep it as per PnP.


Agreed on V3 balance - though there's always room for improvement, SR v3 is a lot more balanced than vanilla BG2.

I'd like to see an even greater degree of harmonization between SCS and SR in v. 4, for example including the "more consistent breach spell" component of SCS in SR too. Pierce Shield could remain as per SR v3, or be changed into something else, as the lich/rakshasa niche would no longer need to be filled. I like your thoughts on RRoR - perhaps the entire suite of spell protection removals could be diversified so that each of them has one or more secondary uses in addition to basic spr.

Teleport Field: IMO, save no, MR yes would be balanced and along the lines of developer intent.

Animate Dead: I think you've fixed this already by letting the progression be more gradual. It's a lot more balanced for mages to get this at 5th, than it is for clerics to get it at 3rd.

Dimension Door: This "breaks" PnP games too, though I actually think the effect is less in the BG2 environment. Enemies are always at the ready to attack you even if you dim door rather than walk through the main entrance - all dim door does in BG2 is provide you with an escape route and an optional approach with divination/teleportation instead of the tired and ubiquitous knock-in-the-doors style. I haven't been able to try out SR Dim Door yet, but I reckon you still can't click on an unexplored part of the map/screen? Nor could you click between different areas (using different maps), which still forces you to use doors etc. to a much greater extent than in PnP.

Btw, I've been meaning to ask you - does the Strength spell cast on an opponent still bypass magic resistance with SR? Has the divine spell Magic Resistance been fixed so that it doesn't actually lower high MR enemies more effectively than Lower Resistance?