Insane regeneration of Planetars (Bug?)
DarKelP
Member Posts: 183
If my memory serves me right, Planetars didn't have regeneration. With last patch BG2:EE v2.3.67.3, Planetars (and fallen version) have a regeneration maybe 10 HP/second, 60 HP per round!
Is this intended? If It was a bug, Could It be patched with a file in override folder or something? Thanks.
Is this intended? If It was a bug, Could It be patched with a file in override folder or something? Thanks.
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All you'd need to do is edit the PLANGOOD/PLANEVIL .cre files, delete the regen opcode from them, and put in override.
I just checked my BG2EE 1.3 folder and it's there as well.
Also in my BG2:ToB, so it's in vanilla. And those files date to 2001.
Actually, interestingly, BG2 vanilla had 4 HP/sec for PLANEVIL but only 1 HP/sec for PLANGOOD.
So... -_0_-
My Planevil.cre is this:
But I swear It regenerates in my game 4Hp per 0.5 seconds, so 8Hp/sec. Could you try in your game?
On the other hand, in BG2 vanilla, I have this Planevil.cre:
The "duration" = 0, and the planetar doesn't regenerate...
The regeneration effect requires a non-zero duration, even when "permanent" or "equipped", which is why its not working there.
Then in BG2 vanilla there wasn't regeneration because of zero duration parameter. Maybe it was intended, they thought it would be too powerful.
The question is if Beamdog changed it deliberately. I think 48HP/round is a madness, as if the planetar wasn't good before, now it's OP. Summon of cheese.
I am going to nerf planetar in my game, no regeneration (or max 1-2hp/s), so I can use it without feeling dirty. It has a lot of healing spells anyway.
They would be a lot better if the AI was improved though, it's extremely difficult to get them to cast their large array of spells in a meaningful way, most of the time they just wade into melee and try to cast heal and get interrupted when nearly dead lol.