Use improvements from “Spell Revisions”
Anton
Member, Moderator, Mobile Tester Posts: 513
(Reddit request by kutovy)
A lot of spells in BG1-2 have bugs, and low-level spells become completely ineffective once characters reach higher levels. I think there is a lot to be learned from “Spell Revisions” mod for BGEE’s benefit.
http://www.gibberlings3.net/readmes/readme-spell_rev.html
A lot of spells in BG1-2 have bugs, and low-level spells become completely ineffective once characters reach higher levels. I think there is a lot to be learned from “Spell Revisions” mod for BGEE’s benefit.
http://www.gibberlings3.net/readmes/readme-spell_rev.html
5
Comments
[–]MrManlyMan1 1 point 1 day ago
'Spell Revisions' is quite the mod. Would we want this added as 'core' changes?
[–]kutovy[S] 1 point 1 day ago
Why these improvements should be integrated into BGEE?
- It (Spell Revision mod) fixes a lot of bugs. Some spells work not as they are supposed to work according to their description.
- It improves weaker spells (like healing spells and summons) and nerf overpowered ones (like Horrid Wilting).
- Adds scaling features to many spells that became useless when we reach high levels.
- Improves the descriptions of many spells to be more accurate and more consistent.
- Adds a small number of spells to the game.
[–]kutovy[S] 1 point 23 hours ago
Perhaps some part (bugfixes and improved description) should be integrated by default and other part (spell "improvements" and "balancing") - should be optional feature in Advanced Settings.
[–]Gilthas 2 points 18 hours ago
I agree.
Bugfixes and improved descriptions should be added by default to the game.
The spell improvements and balancing should be an optional feature.
Hopefully, the guys over at Overhaul already have a good idea of how to handle mod content and they'll be able to clarify the system for us so we can understand what's feasible or not.
That said, the Spell Revisions mod is not in it's final state yet, and so it would have been including an intermediate version - which imo is not a wise choice.
Because the rest is indeed more a matter of setting new "house rules" rather than making BGEE closer to DnD (which WotC who is part of the approval process will probably prefer), and isn't even fully worked out yet, it might just be safer to leave it out for modding purposes alone. SR's scope is fairly wide, addressing all spells of the game plus some related stuff. That said, I've usually just modded in the whole works hehe... plus the latest hotfix since it tends to need one...
I do agree that spells require a revision, and I personally would like it to be as compliant with P&P rules as possible - then again, I am notoriously a rules-lawyer.
Anyway, as Ardanis says, SR is not a perfect candidate for becoming part of BGEE for various reasons, but tons of things we did should be, as the original BG spells were full of bugs, incorrect behaviours, inconsistencies, missing features, etc..
Last but not least even if SR is hugely more closer to PnP than vanilla BG (yes it is) Galactygon's Spellpack is even more true to it, as AndreaColombo correctly points out. Thus if the only goal is to be 100% true to AD&D, SP is a better choice over SR.
I have to agree with Demi here, SR v3.1 is closest you can get to a final version of a mod and I can only find 1 reported bug that seems legit about haste and improved haste.
Perhaps someone could get a hold of Galactygon at Spellhold or someplace else?
One huge work that was done for SR was to make all descriptions more accurate/exhaustive (e.g. certain vanilla spells, such as Grease, didn't mentioned a bonus/penalty to their saves; others didn't mentioned certain effects, or mentioned effects which weren't really implemented), but I never kept a full change-log for descriptions (shame on me) thus tracking "fixes" for descriptions is almost surely going to be harder (e.g. I don't remember anymore which descriptions were correct and which not in vanilla after so many years with SR's spells and descriptions in mind).
Anyway, I'll look into it and let you know.
Solve that and i will be happy.
I understand that exist other bugs as the spell inefective result of trying to cast a summon spell inside a globe of invulnerability (except if the level of the summon spell is higher than the globe). but the imprisonment bug is a critical problem, the rest can be solved with time in patchs or dlcs.
While joinable NPCs can still be kicked out manually, it is not - and can not be - possible to do with the protagonist, who must remain alive and talkable to avoid breaking plot-related scripts and dialogs.
Therefore, if a solution were to be found, it also has to attend the possibility of carrying the affected party member into other area, as well as a way for the game to progress if PC is incapacitated in a permanent fashion.
Various mods offer solutions for this, with the "be on your guard" written between the lines, but I won't make claims it is acceptable for the official version of game.
Unless BGEE will deal with it in way later party-based RPGs do, by dropping the "dead" character unconscious until the end of encounter, I am not optimistic is can be done. Great caution is advised, anyway.
Saw this one at AAMA
http://www.reddit.com/r/IAmA/comments/z1af7/we_are_overhaul_games_the_team_behind_baldurs/c60oycs