The progression is kind of weird. * = proficient **=+1 hit & +1/2 APR ***=+1 hit & damage & +1/2 APR at lvl 11 ****=+1 hit & damage + 1/2 APR at lvl 7 *****=+1 hit & +2 damage + 1/2 APR at lvl 15
In the long term, i.e. BGII (EE or not), this is a lot better than the vanilla progression. (I don't take into account of the ridiculous BGII progression that they deviced.)
However, in the shorter term, i.e. BGI, this doesn't really benefit being able to assign more *. An extra point of damage & THAC0 is worth more here than an 1/2 APR at lvl 11.
This is not a major hurdle, but perhaps something to take into account?
I want to run installation just with wizard changes, but I remember that changes to some spells (if spell is on different level) caused small problems with SCS. I remember that some enemies that should use Mirror Image could not use it (most obvious with improved doppelgangers, as scs component gives them this spell), because it is on different level (3 rather than 2). It is possible to avoid spell changes and install only mage kit tweaks (and maybe metamagic)?
Hey thanks for fast reply and unexpected (but pleasant) fix. To be honest it wasn't big deal - I guess just part of me did not like that I got unfair advantage.
To avoid making this post redundant I found small thing while playing with this mod - some enemies actually took advantage of metamagic stuff. For example, I remember that gnomish mage from shandalar cloak quest. It was pretty interesting to be on receiving side of infinite spell deflection spam. I wonder what caused that specific behavior. Though I have to admit, it would quite a leap in difficulty if scs mages also got use of those abilities.
Just random thought though. Thanks for help again.
Hm... weird. I do not remember much from my EE playthrough from earlier this year, however I played a bit with BGT recently (got fed up with my class and stopped) and my experience is different - mages generally do not use metamagic at all. Basically you can be night impervious to magic since you cannot run out of basic magic defense, but enemies do. In BG1 only one mage come to mind (this gnome from mages labirynt with shandalar cloak, who spams it every round), but rest of them does not ever use it. I recall some bg2 occasions, but my memory is hazy.
Maybe, just a wild shot, it was caused by the coding thing you just fixed? To be fair I do not remember them ever using basic deflection. It only came to play in bg2 (since you did not change higher level ones).
Well, I wish I could be more specific about this problem, but all I know that majority of scs mages did not have metamagic in my games. The mods that I used on bgt were: unfinished business, bgnpc, Item and spell revisions, bg2tweak, d0tweak, sob and scs (that installation order). Though I am unsure if those mods matter.
You're most likely going to kill me, @subledoctor, but why exactly does your mod ignore the Wild Mage kit's existence? By that I mean it's largely unchanged save for the bug fixes you applied to their spell selection table. (Larloch's Minor Drain is mandatory for some reason)
Also some stuff that happens in my game: - Orrick sells 2 different Minor Spell Matrixes from 2 different schools: Invocation and Enchantment. - The scrolls have Kaylessa's Bow's description instead of a name. Same for the spell itself. - My Wild Mage cannot learn the following spells: Larloch's Minor Drain (if erased), Monster Summoning 1. They can be casted from their scrolls, but there's no option to learn them. - My Wild Mage can learn how to use chill, lich and vampiric touch if he gets the scrolls. They become part of his innate abilities. - My Wild Mage isn't restricted when it comes to necromancy spells - all of them are available.
I found the thread for T&B, but right now it's marked as an experimental mod in Big World Setup, so I left it out.
Comments
The progression is kind of weird.
* = proficient
**=+1 hit & +1/2 APR
***=+1 hit & damage & +1/2 APR at lvl 11
****=+1 hit & damage + 1/2 APR at lvl 7
*****=+1 hit & +2 damage + 1/2 APR at lvl 15
In the long term, i.e. BGII (EE or not), this is a lot better than the vanilla progression. (I don't take into account of the ridiculous BGII progression that they deviced.)
However, in the shorter term, i.e. BGI, this doesn't really benefit being able to assign more *. An extra point of damage & THAC0 is worth more here than an 1/2 APR at lvl 11.
This is not a major hurdle, but perhaps something to take into account?
What's the CLUA Code of the book?
Edit : I believe I found the issue, the version I got from the bws is outdated fu
I want to run installation just with wizard changes, but I remember that changes to some spells (if spell is on different level) caused small problems with SCS. I remember that some enemies that should use Mirror Image could not use it (most obvious with improved doppelgangers, as scs component gives them this spell), because it is on different level (3 rather than 2).
It is possible to avoid spell changes and install only mage kit tweaks (and maybe metamagic)?
To be honest it wasn't big deal - I guess just part of me did not like that I got unfair advantage.
To avoid making this post redundant I found small thing while playing with this mod - some enemies actually took advantage of metamagic stuff. For example, I remember that gnomish mage from shandalar cloak quest. It was pretty interesting to be on receiving side of infinite spell deflection spam. I wonder what caused that specific behavior.
Though I have to admit, it would quite a leap in difficulty if scs mages also got use of those abilities.
Just random thought though. Thanks for help again.
I do not remember much from my EE playthrough from earlier this year, however I played a bit with BGT recently (got fed up with my class and stopped) and my experience is different - mages generally do not use metamagic at all. Basically you can be night impervious to magic since you cannot run out of basic magic defense, but enemies do. In BG1 only one mage come to mind (this gnome from mages labirynt with shandalar cloak, who spams it every round), but rest of them does not ever use it. I recall some bg2 occasions, but my memory is hazy.
Maybe, just a wild shot, it was caused by the coding thing you just fixed? To be fair I do not remember them ever using basic deflection. It only came to play in bg2 (since you did not change higher level ones).
The mods that I used on bgt were: unfinished business, bgnpc, Item and spell revisions, bg2tweak, d0tweak, sob and scs (that installation order).
Though I am unsure if those mods matter.
So...I'm now on Christmas break, and despite the art I need to do, your mod with times and blood is about to get played
Also some stuff that happens in my game:
- Orrick sells 2 different Minor Spell Matrixes from 2 different schools: Invocation and Enchantment.
- The scrolls have Kaylessa's Bow's description instead of a name. Same for the spell itself.
- My Wild Mage cannot learn the following spells: Larloch's Minor Drain (if erased), Monster Summoning 1. They can be casted from their scrolls, but there's no option to learn them.
- My Wild Mage can learn how to use chill, lich and vampiric touch if he gets the scrolls. They become part of his innate abilities.
- My Wild Mage isn't restricted when it comes to necromancy spells - all of them are available.
I found the thread for T&B, but right now it's marked as an experimental mod in Big World Setup, so I left it out.