I'm getting antsy and itchy like Lilarcor waiting for the 2.5 patch! I'm like:
"Boring. Boring. BorIIING!" "Can we go kill something now, huh?" "Can we go whack something now?" "C'mon, what about now? Let's KILL!" "C'mon c'mon, let's go whack something evil. "Come on let's kill something NOW!" "Come on, what about now? No? C'mon, c'mon! I'm getting itchy, let's GO!"
The patch needs a bit of additional testing. Read in the voice of Kevin Michael Richardson: "It SHALL come!"
Quayle I kind of can understand as Hoodwinkers get access to Illusion spells (today any modder can make a Cleric with access to Illusion spells but IDK how things were back when BG1 was released).
Baervan gives access to thief skills, so Aerie should be a Cleric/Thief and Glint a Fastpaw instead of a Hoodwinker.
I mean, what's the point of complaining about companions breaking rules like these, when the Flaming Fist are sword-wielding clerics, that band of brigands attacking Renfeld include a short-sword wielding cleric who's as likely to cast DUHM on a friend as he is on himself, Yaga-Shura employs Orcish Archers, and probably a truckload of other violations I haven't noticed. Rules are for Gorion's Ward, that much is pretty clear.
@Raduziel: The Archer kit is restricted to humans, elves, and half-elves due to being a ranger kit. But Orc Archers aren't actually coded as having the Archer kit; it's just a name.
@Raduziel: The Archer kit is restricted to humans, elves, and half-elves due to being a ranger kit. But Orc Archers aren't actually coded as having the Archer kit; it's just a name.
Really? I definitely remember them using Called Shot.
Take a look at Chapter Nine of the Dungeon Master's Guide, page 58. As you'll see in those rules, when you wish to make a Called Shot, you announce this before initiative is rolled, and you receive a +1 penalty to your initiative. Then, when your turn comes up in combat, you suffer a –4 penalty to your attack roll. Naturally, you can take Called Shots with melee, thrown, and missile weapons, and even with weapon-like spells such as magic missile.
Called Shots can be used for a variety of purposes. The most important of these are: Disarming a weapon; striking a specific body part; smashing something being held; bypassing armor; and special results.
Disarming a weapon warrants its own maneuver, so you'll find "Disarm" below.
To make a called shot, a player must announce his intention before any initiative dice are rolled. Upon doing so, he suffers a +1 penalty to his initiative (representing the time spent carefully aiming his attack).
When the character does get a chance to act, his attack roll suffers a -4 penalty. If the roll succeeds, the called shot accomplishes what the player wanted; if the roll missed, no damage occurs.
Because the AD&D game uses a generalized system for damage, called shots cannot be used to accomplish certain things. Against a creature, a called shot will only cause the normal amount of damage allowed the weapon. Attempts to blind, cripple, or maim will not succeed. So what can it do?
A called shot can cause a target to drop items or react in some other, more subtle, way. It can penetrate weak points in armor. It also can be used in attempts to knock an object out of a hand, shatter a flask, or otherwise damage items. Called shots can be very useful in activating the trigger of a known trap (if this can be done with a weapon) or in impressing the locals in an archery contest.
EEKeeper can break all the 'rules' if you want to go that direction. Personally, I think the rules are part of what makes BG great. You'll never be everything you want so you have to play multiple times to get the whole feel. You can beat the game with any class/race you want (even a halfling wizardslayer) so I don't really see what the problem is.
Not sure if this was mentioned yet, but Coran has a kid in Baldur's Gate. The lady that gives you the quest to get Yago's book of curses or whatever is the child's mother. This only becomes apparent if Coran is in your party. If you refuse the quest he will leave. However, after completing it, he doesn't want to have anything to do with his kid.
Not sure if this was mentioned yet, but Coran has a kid in Baldur's Gate. The lady that gives you the quest to get Yago's book of curses or whatever is the child's mother. This only becomes apparent if Coran is in your party. If you refuse the quest he will leave. However, after completing it, he doesn't want to have anything to do with his kid.
This is content added by the BG1NPC mod.
I don't believe that's true. BG1NPC adds some additional content, but the Brielbara/Coran relationship was established in the original game.
This... bizarre engine quirk I discovered while messing with my mod might be useful to someone out there.
Not really relevant to what I'm making, but I've discovered a really weird interaction with death-by-zero-current-health. I was testing the HP cost component solo at first so I didn't realize this, but apparently when the PC has other party members, the script that kicks in when the shadow adept is out of HP will kill them, but the game doesn't end! They stay dead, but a Raise Dead or Resurrection will bring them back with no apparent issue. But that's not the weird part. After discovering this strangeness, I then decided to Ctrl-Y the PC to see what happens, and they died as expected, but the game still didn't end! Here's a screenshot of the game continuing to run with a dead PC:
This is a pretty major bug and I'm looking into getting it fixed, but holy hell. This might actually be useful in some way for some other modder out there.
This... bizarre engine quirk I discovered while messing with my mod might be useful to someone out there.
Not really relevant to what I'm making, but I've discovered a really weird interaction with death-by-zero-current-health. I was testing the HP cost component solo at first so I didn't realize this, but apparently when the PC has other party members, the script that kicks in when the shadow adept is out of HP will kill them, but the game doesn't end! They stay dead, but a Raise Dead or Resurrection will bring them back with no apparent issue. But that's not the weird part. After discovering this strangeness, I then decided to Ctrl-Y the PC to see what happens, and they died as expected, but the game still didn't end! Here's a screenshot of the game continuing to run with a dead PC:
This is a pretty major bug and I'm looking into getting it fixed, but holy hell. This might actually be useful in some way for some other modder out there.
@Artemius_I Report the bug on support.baldursgate.com (if you think it's a major one and want to get it fixed) - as it's a bit difficult to explain what you're expereincing without knowing the details of how your mod is working.
@Artemius_I Report the bug on support.baldursgate.com (if you think it's a major one and want to get it fixed) - as it's a bit difficult to explain what you're expereincing without knowing the details of how your mod is working.
@Artemius_I Report the bug on support.baldursgate.com (if you think it's a major one and want to get it fixed) - as it's a bit difficult to explain what you're expereincing without knowing the details of how your mod is working.
This... bizarre engine quirk I discovered while messing with my mod might be useful to someone out there.
Not really relevant to what I'm making, but I've discovered a really weird interaction with death-by-zero-current-health. I was testing the HP cost component solo at first so I didn't realize this, but apparently when the PC has other party members, the script that kicks in when the shadow adept is out of HP will kill them, but the game doesn't end! They stay dead, but a Raise Dead or Resurrection will bring them back with no apparent issue. But that's not the weird part. After discovering this strangeness, I then decided to Ctrl-Y the PC to see what happens, and they died as expected, but the game still didn't end! Here's a screenshot of the game continuing to run with a dead PC:
This is a pretty major bug and I'm looking into getting it fixed, but holy hell. This might actually be useful in some way for some other modder out there.
@Artemius_I Huh. I could see using the Shadow Weave & having a special connection to Shar through the use thereof as an excuse to allow a dead PC to hold onto his soul for at least a little longer to give them the chance of being raised. Would definitely be different. No help for a solo run but possible for use with a party as mentioned.
Just an idea. Maybe work in a constitution loss on being raised as that would be a pretty big hit for a shadow weave user.
If you mean suboptimal, then I agree. But you could totally satisfy yourself with 1 +2 FOA and a +1, or else 3 +1 flails, if your party setup made that seem like a good idea. Implementing the idea isn't that hard.
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Baervan gives access to thief skills, so Aerie should be a Cleric/Thief and Glint a Fastpaw instead of a Hoodwinker.
At least it would make sense mechanically.
Edit: When I get home I'll post some screenshots, give the exactly page and the TSR Code.
What's the problem of Yaga-Shura using orcish archers?
So there is no problem with the orcish archers, right?
It is like the discussion I had on the Mercenary kit thread: not every mercenary is a Mercenary as not every archer is an Archer.
Oddly, from the Resistances tab it also looks like it has 125% fire resistance, making it the perfect scout for all those fireballs you throw.
This is a pretty major bug and I'm looking into getting it fixed, but holy hell. This might actually be useful in some way for some other modder out there.
https://artisans-corner.com/shadow-magic-thultanthar-city-of-shades/
I doubt anyone will ever run into this bug as no vanilla behavior would enable it. Plus, as I've said, it can enable certain modding possibilities.
Would definitely be different. No help for a solo run but possible for use with a party as mentioned.
Just an idea. Maybe work in a constitution loss on being raised as that would be a pretty big hit for a shadow weave user.