I stumbled upon something odd. HLAs in IWDEE work fine from what I can tell, but for some reason the Priest of Tempus kit does not get them. All other classes and kits I have tested get access to the proper HLAs at the proper level, but the poor Priest of Tempus does not even it I max out the level cap. All other Priest kits have no issues with HLAs either. Why do you think that's happening?
Also, I really think the Blackguard updates are not working (in IWDEE at least). The original Aura of Despair is removed but I don't think it's being properly replaced with the new passive aura. Should there be some sort of feedback in the game that shows the ability being used? The kit description is not being updated either. I did manage to fix the kit description update for the vanilla Paladin (the tpa was using the wrong strref) but I can't figure out what is wrong with the Blackguard.
Blackguard aura of despair is applied on the enemies and doesn't give the player a portrait icon as its not effecting the player. Tempus is odd as it is updating it for the same HLA table it uses and everything else uses, but the Tempus isn't getting it. Not sure where the disconnect is but its likely something at the engine level of the game.
That is what I was thinking. Some weird engine thing with that particular kit.
And why do you think the kit description for the Blackguard is not being updated in-game? I checked the paladin-updates tpa file and nothing seems wrong (only the vanilla Paladin for IWDEE strref was wrong).
I was looking at a BG install instead of an IWD install by mistake when looking at the Tempus kit. It has C!3 listed as the clab file which is incorrect, and I can get this updated to cl0 to match BG.
I was trying Talents of Fearun today and installed the revised cleric kits. The revised Tempus cleric was able to get HLAs. So yeah, I assumed it was something funky in how the kit was originally coded in IWDEE.
I noticed that Fighters second wind ability can be casted twice a day, even tough description says once. So either the description is wrong, or the spell?
There is also the old icon of "lay on hands" shown in the description instead of your new one.
Hmm... tested on IWD and didn't use any other fighter upgrades except the one S&A provides. I now changed it manually, so no big deal if you're saying it's working from you side.
It's not a premade-character? I know I was getting double Second Winds and ST bonuses with pre-mades. Granted I don't have the Fighter upgrades installed at the moment.
Just tested it on my work laptop that has the latest version of the mod. Fighters (and kits) are getting just a single instance of Second Wind and the icon is the right one. In IWDEE at least.
Never paid attention to the icon in the spell description, sorry about that. In my case the icon does not even show up (just black square). Guess that's just another case of resource differences between the games (some icons for the new HLAs in the same mod also have different icons in BG2EE vs IWDEE).
The ability itself is only applying once, however. New character, leveled up to 30 just to test.
Some of the new HLAs also have different icons between the games. Don't remember all of them at the top of my head, but Epic Prowess and Great Constitution have different icons (don't have my BG2EE install handy to check).
Managed to do a quick test in BGEE. Second Wind remains at one casting per day, but I can confirm the icon in the spell description is that of Lay on hands.
Wizard Slayer Dispel on hit and spell casting failure only seem to be working with melee weapons (when attacking a protected mage). Anyway to check? Was that an intended change?
Wizard Slayer Dispel on hit and spell casting failure only seem to be working with melee weapons (when attacking a protected mage). Anyway to check? Was that an intended change?
Both melee and ranged are applying the dispel on hit like they should, BUT against a mage with combat protections up only melee attacks seem to applying the dispel on hit. UNLESS Protection from Normal Missiles is blocking my (non-magical) bolts and darts (mages always have that spell on during fights). Going to test some more.
Edit:
That is what seem to be happening. Protection from Normal Missiles blocks the regular bolts, like it should but I assumed with the mod changes the regular missiles would still apply their effect. Just need to make sure I carry +1 ammunitions then regardless.
@morpheus562
A few requests with the Wizard Slayer abilities. I'm enjoying the kit changes very much and I think they strike a good balance, making the kit feel more grounded and meshes well with the rest of the unmodified classes/kits in the game in terms of abilities and feel. But I think some changes would make it even better:
- Change the magic resistance progression to a more balanced and sensible curve. I mean it mainly for lower levels below 20. 1% per level is rather mediocre for a kit meant to "slay wizards". Sure the almost unlocked item restrictions can help, but they are still bared from rings/amulets and most potions, which are the main sources of MR in the game. Something like 10% base +2% per level and maybe cap it at 70- 80% or something.
- Remove Resist Magic from his HLA pool. The original ability is useless, but the modified ability can lead to some cheese. Since it now stacks with other sources of MR, the WS can walk around with 100% MR once he gets it, which I think is alright for a slayer of wizards, but I think a bit unbalanced even with Tactics Remix running (even more so since the MR HLA can no longer be breached). Since the mod already gives certain classes/kits their own unique HLAs, why not give the Wizard Slayer his own unique HLA. Replace Resist Magic with some other theme appropriate ability, like a spell deflection/absorption ability, or all his hits in round have 100% chance triggering his Dispel Magic.
I am another that would enjoy having HLA fitting for a wizard slayer. But I realize it's a lot of work and thought to be put into from Morpheus. At least I know I'm not alone
I am another that would enjoy having HLA fitting for a wizard slayer. But I realize it's a lot of work and thought to be put into from Morpheus. At least I know I'm not alone
I apologize in advance to Morpheus for advertising another mod in his thread but there's this mod, if y'all interested, that actually adds unique HLAs to the Wizard Slayer class: https://github.com/shohysie/Minor_Kit_Improvement/releases
I am another that would enjoy having HLA fitting for a wizard slayer. But I realize it's a lot of work and thought to be put into from Morpheus. At least I know I'm not alone
I apologize in advance to Morpheus for advertising another mod in his thread but there's this mod, if y'all interested, that actually adds unique HLAs to the Wizard Slayer class: https://github.com/shohysie/Minor_Kit_Improvement/releases
Some of those HLAs remind me of the old Wizard Slayer Rebalancing mod from Avenger. Good mod but sadly it does not leverage eeex (it's a rather old mod) so the kit suffers from the same problem it did originally; hits can't penetrate combat protections at all making the kit useless against mages. The kit's special attacks also nullify the PC's innate MR (Artisan's WS mod does that too to a degree), and thankfully Morpheus did not implement that.
Comments
Also, I really think the Blackguard updates are not working (in IWDEE at least). The original Aura of Despair is removed but I don't think it's being properly replaced with the new passive aura. Should there be some sort of feedback in the game that shows the ability being used? The kit description is not being updated either. I did manage to fix the kit description update for the vanilla Paladin (the tpa was using the wrong strref) but I can't figure out what is wrong with the Blackguard.
And why do you think the kit description for the Blackguard is not being updated in-game? I checked the paladin-updates tpa file and nothing seems wrong (only the vanilla Paladin for IWDEE strref was wrong).
There is also the old icon of "lay on hands" shown in the description instead of your new one.
The ability itself is only applying once, however. New character, leveled up to 30 just to test.
I don't use mod NPCs, can't say about that.
Both melee and ranged are applying the dispel on hit like they should, BUT against a mage with combat protections up only melee attacks seem to applying the dispel on hit. UNLESS Protection from Normal Missiles is blocking my (non-magical) bolts and darts (mages always have that spell on during fights). Going to test some more.
Edit:
That is what seem to be happening. Protection from Normal Missiles blocks the regular bolts, like it should but I assumed with the mod changes the regular missiles would still apply their effect. Just need to make sure I carry +1 ammunitions then regardless.
A few requests with the Wizard Slayer abilities. I'm enjoying the kit changes very much and I think they strike a good balance, making the kit feel more grounded and meshes well with the rest of the unmodified classes/kits in the game in terms of abilities and feel. But I think some changes would make it even better:
- Change the magic resistance progression to a more balanced and sensible curve. I mean it mainly for lower levels below 20. 1% per level is rather mediocre for a kit meant to "slay wizards". Sure the almost unlocked item restrictions can help, but they are still bared from rings/amulets and most potions, which are the main sources of MR in the game. Something like 10% base +2% per level and maybe cap it at 70- 80% or something.
- Remove Resist Magic from his HLA pool. The original ability is useless, but the modified ability can lead to some cheese. Since it now stacks with other sources of MR, the WS can walk around with 100% MR once he gets it, which I think is alright for a slayer of wizards, but I think a bit unbalanced even with Tactics Remix running (even more so since the MR HLA can no longer be breached). Since the mod already gives certain classes/kits their own unique HLAs, why not give the Wizard Slayer his own unique HLA. Replace Resist Magic with some other theme appropriate ability, like a spell deflection/absorption ability, or all his hits in round have 100% chance triggering his Dispel Magic.
I apologize in advance to Morpheus for advertising another mod in his thread but there's this mod, if y'all interested, that actually adds unique HLAs to the Wizard Slayer class: https://github.com/shohysie/Minor_Kit_Improvement/releases
Some of those HLAs remind me of the old Wizard Slayer Rebalancing mod from Avenger. Good mod but sadly it does not leverage eeex (it's a rather old mod) so the kit suffers from the same problem it did originally; hits can't penetrate combat protections at all making the kit useless against mages. The kit's special attacks also nullify the PC's innate MR (Artisan's WS mod does that too to a degree), and thankfully Morpheus did not implement that.