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#61 T.G.Maestro

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Posted 03 March 2004 - 12:36 AM

Is Destruction a bit like Finger of Death?

Did you play IWD/IWD2? It is a Harm-like spell. It gives you an "attack-item" and you have 6 seconds to make a successful attack on an opponent - if you manage to hit him/her, and a seving throw is failed, the target is permanently destroyed (with a BEAUTYFUL 3D effect).

Divine Shell, I like this a lot, I think we were making it for the Cleric Remix mod.

Yep, it looks amazing, trust me ;)

Divine Intervention is also interesting - is this a bit like the Wish spells?

A bit more interesting than that one, since you cannot control DI as you do with the Wish spell. There are more than 15-20 random effects by both versions of Divine Intervention (good/evil), including small buffs, true wonders and complete disasters... :rolleyes:
There is a great difference between the good and evil versions, you can read it in their descriptions.
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#62 Littiz

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Posted 03 March 2004 - 02:47 AM

Sorry, posts are not up to date.
Heretic's Bane will be removed, the version made by TGM just doesn't work <_< :P, and I don't think it's worth the time for involuted scripting solutions (if possible at all).

You may have a point about Enlightment.
Let's wait for testers, but it could maybe be "redirected" to lower level spells.

About Divine Intervention(s): if you wondered why the mod isn't released yet, I'd say these two spells alone are a good 35% of the reason...

Ever forward, my darling wind...


#63 T.G.Maestro

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Posted 03 March 2004 - 08:11 AM

Heretic's Bane will be removed, the version made by TGM just doesn't work

ARGH, these critics..! :rolleyes: But true, it doesn't work AS IT SHOULD. It grants bonuses against every other clerics in-game. We will drop it for now. :(

I'm not sure about Enlightenment - You get loads of Level 7 spells, especially with your Holy Symbol equipped.

Might be, we'll see during the beta-testing. If your words prove true, we might change it to grant 1 point bonus to WIS and some other minor bonus instead.

About Divine Intervention(s): if you wondered why the mod isn't released yet, I'd say these two spells alone are a good 35% of the reason...

Still, they are worth the time spent on them! ;)
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#64 Andyr

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Posted 03 March 2004 - 09:52 AM

Perhaps Heretic's Bane could provide a smaller bonus (eg +1 thac0 and damage) against all divine casters, then?

Since a divine caster of another deity is a heretic, and although it is unlikely that you'll attack a follower of the same deity if you do I guess you'll probably consider them heretics. :)
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#65 T.G.Maestro

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Posted 03 March 2004 - 03:04 PM

A considerable change, though it would only mean to decrease the bonuses of the ability - Littiz has problems with the fact that the damage/THAC0 bonuses apply on the followers of the same deity as well... :mellow:
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#66 Andyr

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Posted 03 March 2004 - 04:54 PM

Yes, but there are not many instances where you attack a follower of the same deity as yourself. :)
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#67 Caedwyr

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Posted 03 March 2004 - 05:40 PM

For now, but with the further development of other mods it could become a problem. Also, ideally the ability should only affect the worshipers/priests of a deity that is an enemy of the PC's deity.
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#68 T.G.Maestro

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Posted 04 March 2004 - 11:47 AM

Update: Adamantite Form for Transmuters added.
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#69 T.G.Maestro

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Posted 05 March 2004 - 06:32 AM

Update: Casting at Will for Sorcerers added.
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#70 khay

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Posted 05 March 2004 - 09:57 AM

Err what does that do? :blink:

#71 T.G.Maestro

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Posted 05 March 2004 - 10:13 AM

Err what does that do?

The first post of this thread is a long list containing 90% of our HLAs. Take a look at them, you can find there everything that interests you. ;)
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#72 Tydirium

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Posted 05 March 2004 - 01:50 PM

Are these HLAs going to be able to work with Avenger's Rogue Rebalancing or the Oversight Mod's Monk HLAs? Or will they overwrite them, or just be incompatible?

#73 Caedwyr

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Posted 05 March 2004 - 01:56 PM

They will be compatible with the Rogue Rebalancing HLA changes (install Rogue Rebalancing first) and are recommended to be installed with said mod since you will get the full benefit for the rebalancing of the rogue classes only with aVENGER's components. Unfortunately since Kish's Monk HLAs use one table and the Refinements Monk HLAs use another table these two components will be incompatible and whichever version is installed last will be used (only the monk component though.)
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#74 T.G.Maestro

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Posted 05 March 2004 - 02:34 PM

I don't want sound too conceited, but I'd be most surprised if one would install any of the said mods over our HLA table... trust me people, we've got true quality here.

But to answer to your question, our HLA tables include aVENGER's work - we corrected all of his mistakes and refined his ideas, plus realized some of his desires. Just as Caedwyr pointed out recently, to get the best results one should install Refinements over other mods like R.Rebalancing and Oversight, and I'd heavily suggest to use the new HLA System as whole - or not use at all ;)
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#75 Caedwyr

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Posted 05 March 2004 - 03:56 PM

And in the next version, the swelled head option (just for the modders) :P.

It would be nice to know how well the compatibility works for this mod and third party kit mods. For example the Fighter-Archer in Tactics or one of the other mods. Will the added in kits keep the old HLA table or will this mod do something funny to them?
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#76 T.G.Maestro

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Posted 05 March 2004 - 11:50 PM

As long as Refinements is installed on top of them, there should be no real troubles - I guess :lol: .
Littiz?
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#77 Littiz

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Posted 06 March 2004 - 01:40 AM

I don't want sound too conceited, but I'd be most surprised if one would install any of the said mods over our HLA table... trust me people, we've got true quality here.


He, that's not very polite :P
Not all will like our tables. E.G., our monks are "less poweful" than Kish's ones, in some aspects.
BTW, about aVENGER's stuff: don't forget to mention that the "revised" versions of Refinements are also enhanced by new icons and portrait icons :)

compatibility

sigh...
people, give me a break, I know about this problem.
Things will have to be tried case by case.

First, a new Kit (playable or "invisible") may come with a NEW HLA table, or not.
If it comes with a new table, that one will have its own name, and will reference existing spells or new ones... not ours, for sure.
(UNLESS the naming of the table itself is very unfortunate and clashes with ours: in that case mess could happen, depending on the order of installation).
This is the case of the (magnificent :D ) Sword Angel kit itself. It has its own table, and no one messes with that.

If the new kit comes without a table, it would probably point to one of the default names, ex LUPA0, for paladins. Since we REPLACE this one, it would get our default Paladin table. In that sense it'd be compatible again, since it'd use our system. Suboptimal compatibility though, since OUR system would imply specific tables for each kit, not the reutilization of the default ones.

For optimal compatibility we should coordinate with mod authors.

For the tables of in-game kits I've followed the numeration of the CLAB files, for consistency and ordering reasons (I really needed some order when writing that damn tp2).

Off! That's the theory.
Please @Caedwyr, reword the compatibility section at your will :(

Ever forward, my darling wind...


#78 Caedwyr

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Posted 06 March 2004 - 01:43 AM

Ok, I'll redo that section with the new info later today.
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#79 Caedwyr

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Posted 06 March 2004 - 12:57 PM

Compatibility section rewritten and sent. Hope it is clearer now.
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#80 Jinnai

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Posted 08 March 2004 - 03:09 AM

I still think a posion ability for monks and permant resistance to damage for monk (not as much as barbarian) are better than some of the others and more historically based.

However i do have an idea for spellcasters, although its not a spell.

Diviner:

Permenant True Sight:

As per the spell. This can be temporarily subdued and dispelled by effects that can do so to an actual spell version. A successful dispel lasts for 3 hours.

Transmuter:
Permant Golem Body:

This turns on body into a fusion of both humanoid and golem make. This ability is permanant and cannot be undone. It gives high damage reduction (40%), but lowers speed by 2 and lowers charisma by 1. The caster is now considered a magical creature. There is now a 10% chance of failure and any spell cast to increase the characters damage resistance/AC will always fail.

Illusion:

Shadow Self:

Level: 10
Range: 0
Duration: 6 hours
Casting Time: 9
Area of Effect: Self
Saving Throw: None

This spell replaces the caster with a phantasmic self (and saves the characters position). This phantasm is capable of casting all spells non-HLA spells and has the stats of the character 5 levels lower than he is. This phantasm cannot be dispelled but can be destoryed. When it is, the true destroyed, the real person comes back. The real caster cannot be harmed, but cannot do anything either as he essentially doesn't exist for the duration of the spell.
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