I've changed my mind about this and decided to make [whatever] work pretty much exactly as per 2E AD&D, rather than borrowing elements from D&D 3.5.
Music to my ears!
Posted 12 January 2010 - 12:49 PM
I've changed my mind about this and decided to make [whatever] work pretty much exactly as per 2E AD&D, rather than borrowing elements from D&D 3.5.
Posted 13 January 2010 - 11:16 AM
Posted 16 January 2010 - 03:16 PM
Hmmm... How feasible might it be to make a character wearing the Boots of Etherealness be able to interact with an ethereal fiend?Secondly, while ethereal, a Fiend cannot be harmed by physical nor magical attacks unless the assailant is ethereal as well.
Posted 16 January 2010 - 08:40 PM
Hmmm... How feasible might it be to make a character wearing the Boots of Etherealness be able to interact with an ethereal fiend?
Edited by aVENGER, 16 January 2010 - 09:07 PM.
Posted 17 January 2010 - 01:52 AM
Edited by Galactygon, 17 January 2010 - 01:53 AM.
Posted 17 January 2010 - 03:13 AM
What you could do is (technically feasable) allow ethereal characters to see and attack other ethereal characters, but not cast spells (technically impossible).
IIRC GENERAL.ids is used in certain spells and turn undead, so you could get away with disabling spellcasting and turn undead in the ethereal plane.
This way fiends can continue the blood war in the ethereal plane.
This is really good stuff, I will be trying it.
Are you thinking of doing celestials?
I imagined the Summon Planetar spells as being repetitive, and should be merged with the Gate spell, so good characters summon them instead of fiends.
Posted 17 January 2010 - 03:20 AM
Posted 17 January 2010 - 03:28 AM
Wouldn't it be better to use SPECIFIC.IDS then?
Conceptually, such a change does make sense. However, in practice, it would adversely affect AI mods which rely on summoned Planetars and I'm not too keen on that.
Edited by Galactygon, 17 January 2010 - 03:51 AM.
Posted 20 January 2010 - 09:30 AM
Posted 20 January 2010 - 11:00 AM
aVENGER, may I ask few things concerning the new Curse spell?
- which opcode do you use? Bless one?
If yes, being it non-cumulative, what happens when applied over a character affected by Bless?
which Portrait Icon are you using? Doom's one?
which is the file name of this spell?
P.S shouldn't Curse be named Bane? Or Bane is only the 3rd edition name?
Posted 20 January 2010 - 01:06 PM
Interesting...though it means that Chant doesn't stack with Curse, but stack with Bless, and that a character can be blessed and "cursed" at the same time.Effect #137 is non-cumulative by nature and it affects blessed characers as it does anyone else (i.e. it reduces to hit and damage rolls by the designated amount).
I would have suggested Doom mainly because it's more "distinctive" with a quick glance (I used it for the negative effects of Chant within SR), while "bad luck" can be confused for "luck" (as its the very same icon).Icon #33 (Bad Luck).which Portrait Icon are you using? Doom's one?
Ok, I feel "Curse" is slightly misleading because it sounds like something removable via "Remove Curse" while it's not really a "curse" at all... but I'll probably use the same name for consistency.Curse is the proper 2E counterpart to Bless. Bane's a 3E thing.
Posted 20 January 2010 - 07:43 PM
aVENGER, may I ask few things concerning the new Curse spell?
- which opcode do you use? Bless one?
Posted 21 January 2010 - 10:34 AM
It's pretty funny if you do use negative Bless for Curse, almost everything you cast it on goes into immediate morale failure
Posted 21 January 2010 - 10:34 PM
Posted 21 January 2010 - 11:35 PM
devSin may have many choice profanities for you, should he find out how you've just mistaken us
Posted 30 January 2010 - 06:55 PM
There's always Nythrun. Or perhaps some hitherto unknown lurker who knows it all. Why can't these people use their real fake names? Are they afraid of getting banned for carnal knowledge of the engine or something?Heh, sorry about that, but he's pretty much the only active IE guru with that kind of knowledge, so he was the first person who came to my mind.
SimDing0 would have been my next guess though.
Edited by Miloch, 30 January 2010 - 07:04 PM.
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Posted 30 January 2010 - 09:50 PM
Anyway, I noticed you have Aec'Letec down as a nabassu in your latest version. I'm almost certain he's supposed to be a balor? Particularly since the BG1 balor animation was pretty much invented for him. Maybe you've come to a different conclusion though.
Now I don't know what a Velithuu is supposed to be unless it *is* a gelugon, perhaps a named one (googling it gets nothing conclusive except related to BG2).
Now if someone's gone and added a plot-critical item (unlikely but possible) to gordem2.cre
There are 2 of these in fact in ar3004 but I think you replace both.
Posted 03 February 2010 - 09:04 PM
Posted 03 February 2010 - 10:53 PM
If I install SCSII's improved fiends, and then PnP fiends, what is the resulting behavior?
Will summoned fiends behave as scripted in SCSII (i.e. not take advantage of etherealness, Mage's summoned fiends won't be alignment dependent, etc) and only the non-summoned fiends will use your new scripting / .CREs?
What about fiends summoned by the player?
DavidW's Marilith's use stoneskin, a lot of spells, etc. Would a player encounter some Mariliths as you have designed them, and some as he has?
What about the opposite case: PnP fiends followed by SCSII- will SCSII over take all your components?
Lastly, what is the time limit on etherealness? I read 1 hour / level earlier, but couldn't that cause problems with certain encounters finishing (I'm thinking of the 'seals' protecting demogorgon, 1st level of guarded compound).
Does AoE damage still inflict 50% to ethereal fiends?
Posted 04 February 2010 - 07:34 AM
Cool, thanks for the detailed reply. If I don't install SCSII's improved fiends, but did install its improved mage AI, is there a way for mages to summon your fiends?Will summoned fiends behave as scripted in SCSII (i.e. not take advantage of etherealness, Mage's summoned fiends won't be alignment dependent, etc) and only the non-summoned fiends will use your new scripting / .CREs?
Correct, if SCSII's is installed, any Fiends summoned by enemies won't use aTweaks' stats and scripts. This was done in order to prevent AI clashes. However, if SCSII isn't installed, enemies will be subject to the same Fiend summoning rules as the players.