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Loz

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  1. True, although if you have a thief with detect illusions, the former can be removed without using any spells at all. So it isn't completely clear cut.
  2. I think you're right. TBH I ought to go over that code in general, I haven't looked at it systematically since about v15. That's great. I suppose this would be good time to make a small suggestion, make of it what you will. One of the most common complaints I see about scs mages is that they all seem a bit too similar. I think splitting down into different specialisms helped quite a lot but I think the prebuff routines are probably the other main reason people say this. Probably there is a little bit too much II+SI:D and they (option 3 mages in particular) seem to pretty well always appear only with the "white wiffle ball" spell immunity type protections. In terms of combat ability alone, I think the breach change means II+SI:D is easily matched by, say, spell turning+spell shield or even just spell turning alone. And if running out of spell slots with just chain contingency, there could always be a trigger or sequencer reserved for defences for an option 3. There are also a few spells beyond spell immunity/spell turning which have quite a strong visual identity. Off hand I can think of the fireshields, globe of invulnerability and mirror image. The good thing about these spells is that they are useful, but not having them isn't devastating to a mage's defences. Furthermore, they could be associated with different specialisms. Fireshield: blue is maybe a bit necromancery and fireshield: red more an invoker type buff. Wouldn't it be cool if you saw a blue fireshield and thought "oh damn here come fingers of death and wiltings"? Perhaps mirror image fits an enchanter. Maybe pink (both at once) is used by epic level mages. The exact assignment doesn't matter, but the point is they could be used carefully to give the feeling of more variety among mages, without sacrificing too much combat potential. Sort of the way a mage20b in the original game feels quite different from a mage20a, just because IIRC it has a fireshield and summons a pit fiend. One other unrelated note regarding the Sarevok comments above is that the last time I played BG1, Angelo did not use his arrows of detonation, which was one of most lethal and challenging elements of the original final fight. This may have been fixed but I didn't see it in the changelog so thought I'd mention it.
  3. I think there might be a bug in prepblocks\chaincont.ssl, though it depends on developer intent. I notice the option 1 blocks at the top are identical to the option 3 ones further down, whereas it looks like the option 3 ones might have been intended to load with WithoutSI||True rather than WithSI.
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