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About Kalindor
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- Birthday 07/02/1984
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I have encountered a couple issues with the revised bard kits. I have a lot of mods installed, however, so they might originate from elsewhere. 1. The Jinxer's bad luck emanation also affects himself. 2. The rats conjured by the Meistersinger's innate ability are all called "Rabbit". 3. Tooltip names for the abilities don't seem to be present in many cases, for example the Meistersinger's druid spells listed under the Cast Spell button.
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[Kit Pack] Deities of Faerûn (BGEE, BG2EE, IWDEE and EET)
Kalindor replied to Raduziel's topic in Miscellaneous Released Mods
Thanks for the speedy reply. It sounds like a relatively minor conflict based on your description. I'll try them both simultaneously. -
[Kit Pack] Deities of Faerûn (BGEE, BG2EE, IWDEE and EET)
Kalindor replied to Raduziel's topic in Miscellaneous Released Mods
Hey, I'd really like to try out this mod for my upcoming EET playthrough. However, I saw that Spell Revisions is listed as incompatible. If I had to choose, I'd go with SR. How major is this incompatibility? Thanks! -
Same applies to you. I've never spammed "What about now?". I'm not Noober.... Please ignore the imp. He is an expert provocateur. Often there are some informative bits in his posts if you can wade through them, however. I was originally assisting Demi in testing KR, and there has been little work done on this project for quite some time. However, Demi has not confirmed that he intends to leave the project in its current state forever. It's possible that future updates will be made, but don't assume that they will be forthcoming. Like the imp said, the currently implemented features work very well as-is. We did discuss on several occasions how cool it would be to assign kits to some enemies and have them use the abilities in KR. I agree with your position on that for sure. However, there were concerns with maintaining compatibility with DavidW's Sword Coast Strategems AI mod. IIRC, it was decided to complete revisions for all of the classes before considering whether to try to add behavior to enemy units, but the work on the classes stalled a couple of years ago.
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I just wanted to pop in to say that I am excited with this modification and the possibilities it represents. Thanks for your work on tweaking the AI in this manner. It would be a large undertaking, but I share kreso's enthusiasm for the possibility of having an AI that utilizes the KR abilities as well.
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SR V4 Open Beta (last update 25 October 2018)
Kalindor replied to Demivrgvs's topic in Spell Revisions
I will PM the link to you, Zaxth. -
This request popped up quite a few times. On one hand I'm tempted to offer some solution, on the other hand I don't think there's any similar PnP spell. It would be easier if there was a non-PnP BG spell which could fit such role (half of BG spell protections and removals never existed) but I don't see any. IIRC, we tossed around the idea of using Mass Lower Resistance as an HLA for one of the mage kits in Kit Revisions.
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SR V4 Open Beta (last update 25 October 2018)
Kalindor replied to Demivrgvs's topic in Spell Revisions
I am sympathetic to these arguments. IIRC, I argued for a faster rate of regeneration when this feature was first being discussed. I feel as though it would not be unbalancing to increase the rate of regen a bit. I think a good way of looking at the regen spells would be in terms of how many rounds it would take to achieve the same amount of healing you get from the cure wounds spell of the same level. As long as it takes at least 3-4 rounds to equal the output of a cure wounds spell of the same level, I am fine with it. In such a case, they would still be vastly inferior as an emergency measure for low-HP characters, preserving that distinction between the cleric and druid play styles. As much as I understand the functional advantages of making these spells immune to Dispel Magic, I just cannot bring myself to agree. They just reek of being magical enhancements that should be subject to dispelling in my eyes. I also don't think that an arbitrary list of spells that are not affected by Dispel Magic is a good way to balance dispelling, either. I don't want to have to try to recall which spells are and are not affected whenever I cast Dispel Magic. If it was a simple guideline like "all alterations are immune to dispelling" like Demi alluded to, I would be more inclined to support it. -
SR V4 Open Beta (last update 25 October 2018)
Kalindor replied to Demivrgvs's topic in Spell Revisions
They might have different projectiles because IIRC Wish can haste you, your party, or all of the enemies. -
SR V4 Open Beta (last update 25 October 2018)
Kalindor replied to Demivrgvs's topic in Spell Revisions
Nice find, kreso. LOL at the note in the script. -
SR V4 Open Beta (last update 25 October 2018)
Kalindor replied to Demivrgvs's topic in Spell Revisions
They changed something with how trolls die in the most recent EE2 patch. It is somewhere in their big patch notes document. -
SR V4 Open Beta (last update 25 October 2018)
Kalindor replied to Demivrgvs's topic in Spell Revisions
Dakk, if Demi is unresponsive, I can send you the link. Send me a PM if you want it. -
Exciting. Let me know if you want any help testing anything.
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SR v4 (detailed list of changes - ongoing update)
Kalindor replied to Demivrgvs's topic in Spell Revisions
Barkskin/Fire Trap & Glyph of Warding Fine. No thanks. These are appealing to me. I would not reduce the casting time that low, though. Maybe something like 5-8-1round. -
SR v4 (detailed list of changes - ongoing update)
Kalindor replied to Demivrgvs's topic in Spell Revisions
The radius does seem extreme, but it is twice the spell level of Fireball. I don't think that large of a blast radius is unreasonable. I do think that druids should have offensive power that is comparable to a mage's power of the same spell level. I don't think they should be able to out-damage level 9/HLA wizard spells. In exchange for reduced spell power, they gain some armor, better HP and THAC0, shapeshifting (LOL), and very powerful summons that don't spontaneously turn against you. I want to try them out with the new version of KR before super-buffing their damage output.