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Blackthorne

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  1. Well, he was immune to the wand due to magic immunity. Did only try a couple of times until I gave up, so I don't know if he is completely immune against it. He might just be, because his creature file seems to carry an item that gives him something like free action. Might cover Paralyzation. And yes, I suspected that the chain of events leading to this went something like this: Beamdog changed the flag system used in the original on which Sword Coast Stratagems builds the distinction and then Item Revisions comes along and removes everything that could have been left damaging him. However: Why was Kaishas (herself a Greater Werewolf as well) not affected. She was damagable by Werebane, the Sword of Balduran and Magic. Just as intended. It is however strange that the Gnolls could finish him off. Do you also have that thing with your summons where YOUR summoned creature have botched up names (sentences taken randomly out of the dialog file) and the ENEMY summons have proper names (eg "Gnoll Elite", "Ogre Berserker" etc)? Probably no connection though. I summoned Gibberlings, Oozes and Hobgoblins in my fight (Summon Creature I, II and III) but I don't think that they could damage him - though probably they never hit him in his wolf form. Anyway, I just yed him. First time I had to do that to end a fight this walkthrough and I don't think that is a big deal. Overall it runs really well given the hodgepodge of different versions of the game and the amount of mods. Sure, that is what we came to expect, but it really is quite astounding thinking about it.
  2. Sorry to revive this old threat, but I thought why open a new one, if one already exists. The final fight against Selaad and Baresh might be slightly bugged in the most up to date version of Sword Coast Stratagems. At least it shows some weird behavior. According to the description: "Selaad and Baresh are now both greater werewolves, as well as being respectable opponents in human form - Baresh is a twelfth-level fighter, Selaad is a tenth-level mage. Only once reduced to below 25% hit points will they take on their wolfman forms." The fighter and mage part is working. Baresh hits hard and Selaad does his mage thing and summons Ogres. Here is where it gets weird: Baresh just dies at one point, pretty much around the 25% hit points mark. He explodes but does NOT turn into a greater werewolf. He is just gone. No EXP are awarded, nothing. Just gone. Selaad on the other hand turns correctly in this respect. Thing is: Once turned werewolf he is completely immune to any weapon (or shall we say any weapon I got available). The Sword of Balduran and Werebane (the dagger) both do no damage, Selaad is immune to their damage. Regular (magic) weapons do not damage him either. Only option is to ctrl+y the fight I guess (which works fortunately). The fight with Karoug worked as it should though. As I reinstalled between the Karoug and the Selaad fight (reinstalled windows on a new ssd and the old install was trashed due to steam downloading something), I went back to a safe before the last talk/fight with Kaishas and fought her. Everything there worked correctly though. Kaishas is immune to all weapons but Werebane and The Sword of Balduran. I did not yet obtain the Shapeshifter-Bastard-Sword (or Ajantis has it, who I did not bring along), so I did not test that one. Maybe something someone should look into. No game breaking bug, as you can just ctrl+y, but nevertheless broken.
  3. In my game Dynaheir just got access to her level 3 spells. I was stunned to realize that Lightning Bolt does 1d6 damage per level to a single target (up to 10d6) [which differs from the 1d8 outlined in the - probably dated - spell description pinned in the forum] while Fireball does 1d6 multi-target (up to 10d6). Casting time and casting range are identical. The only difference is that saves for half damage are made at -4, while in the case of Fireball they are done with merely -2. Does this work as intended? Why was the 1d8 damage reversed? I feel like Lighting Bolt is really underpowered now, as I do not think that the danger of hitting allies really compensates for the overall lower damage output. As you can see this irked me enough to actually log in and post, which I do not do often. [still great and absolutely vital mod for this amazing game 17 years down the line].
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