Spell Revisions
ljbo
Member Posts: 177
Has anybody played BG:EE or BG2:EE with the Spell Revisions mod to any significant length? I have given it a run through the first two chapters on my BGTutu installation (so as to test the mod content as opposed to its compatibility) and it makes the game feel really fresh. It makes almost all the spells worth learning, nerfing some (e.g. creatures put to a slumber by "Sleep" wake up when attacked) while powering others (e.g. "Burning Hands" significantly scales with the mage level).
I could easily assess whether it is compatible with BG:EE on the surface by spending 1/2 hour with it but I don't have time to do more than that now as I felt compelled to finish that BGTutu play through! Hence my question.
I could easily assess whether it is compatible with BG:EE on the surface by spending 1/2 hour with it but I don't have time to do more than that now as I felt compelled to finish that BGTutu play through! Hence my question.
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If anyone is interested there's a new build of SR which is indeed compatible with BGEE and BG2EE. A few players started testing it a bunch of days ago it but it seems to work fine.
Edit: @Akuro @Baptor
Btw, if you have some feedback this is the right time for it, Revision mods are heavily based upon that, and the beta is a great opportunity to let beta testers try even daring things (e.g. the current build makes SCS mages use Fog Cloud against players instead of Blindness because the latter had almost no effect on PCs) before deciding what to do with the final build.
Long Story: Blindness has several "issues" imo:
- when used against the AI it's an overpowered spell, almost save or die, spellcasters in particular cannot cope with it
- when used against players it's not so great, good against PC warriors, but completely useless against PC spellcasters (not to mention players can easily "cure" or counter it in multiple ways)
- its main concept (no line of sight) actually do not affect players at all. Unless playing solo - a single nearby party member negates the reduced line of sight, making it not a Blindness spell but just another "reduce thac0" variant
Fog Cloud tries to "play fair" and even if it's not full blindness it makes players at least experience a glimpse of what the original spell was supposed to make them feel - reduced line of sight.
I don't know if Fog Cloud will replace Blindness on the final release, it depends on beta testers feedback, or if we find an even better looking solution to "save" the original spell.
@subtledoctor Within SRV3 there was no Fog Cloud, but Incendiary Cloud was blinding everyone inside it creating a similar effect. No idea if BGT adding something similar for Sirines, but what you are describing is exactly how I expect Fog Cloud to work.
--> Don't forget the new patch for BGEE will change the way AI will react to a blindness spell (they'll move around instead of staying idle). Not sure if they can attack if they come close to players though.
Also, didn't SCS change AI so that spellcasters can remove blindness with spells like remove curse (in SR) ?
Finally, i thought spellcasters players couldn't target enemies when they were blinded.
Some issues remain with Blindness, right. But i'm not sure remove the spell would be so cool. Adding Fog Cloud seems really nice though.
SCS and SR make True Seeing cure and protect from blindness yes, but that a high level spell. The tweak is there because DavidW felt at least mid-high level mages needed a counter for such an OP effect. Keep in mind that arcane casters do not have a Cure Blindness/Deafness spell, and that making allied clerics (if there are any - which is not always the case for AI) help blinded creatures is not an easy task. Last but not least, this tweak alleviate the problem for BG2 mid-high lvl casters, but it doesn't really fix the overall implementation of Blindness.
Afaik blindness does not prevent PCs from casting spells.
Leaving aside it should have never been a cheap 1st lvl spell (it's level 2 or 3 within PnP depending on edition and caster type) I'm the first saying that if we find a good way to "save" Blindness I'm fine not replacing it (Fog Cloud could still be added separately) but right now it seemed an impossible mission and testers seem to feel FC offers a more interesting/unique/fair experience.
- Arcane Spells topic tries to summarize the changes from vanilla game to V3
- Divine Spells topic tries to summarize the changes from vanilla game to V3
- SR V4 (planned changes) gives full details of the changes from Spell Revisions V3 to the current V4. If something documented there is marked with a red "Done" flag it means it's both in the current beta and granted for the official release.
The above mentioned topic will be updated with stuff "approved" by beta testers, but you may follow the beta as well here if you wish.
@lansounet yeah, but they can still react very well (properly defend, cast defensively, attack with limited range, cure themselves, etc.), unlike AI casters who just stand there waiting to die.
-90 Awaken Fix (this is the one we need)
-100 Awaken On Damage (this has to be disabled)
The first one is the one which allows only properly tweaked effects to work (e.g. such as SR's Sleep spell), the second one makes everyone automatically wake up when hit, be it sleep, knock down, wing buffet, etc. For everything to work correctly '100 Awaken On Damage' has to be disabled by default, and I instead think BGEE opted for it (probably because it doesn't require additional edit for true sleep spells/items/effects).
melfs meteors - made useless - use your throwing dagger, scs mages always have protection from fire so it wont disrupt any casters
skull trap - a magic damage fireball. Less radius but functions like a mine. - nerfed but fine for 3d lvl
improv invis - no longer gives bonus to saves, useless, use invis
dispelling screen - utterly useless - it was designed to protect from a single use of dispell/remove magic occasionally. Unfortunately all relevant scs mages will slam you with triggers containing 3x, and all demons will slam this at will with 5 sec cooldown...but there is never just one or two demons. Remove xp cap, install a lot of content mods and have your revenge with your super bard of doom. Remember to name the bard "Igor".
improved haste - made nearly the same as haste - useless, not worth 6th lvl slot
mislead - 6 round clone duration, take yet another pfmw instead
skelly warrior - made 6lvl from 5lvl, but with imrov haste and mislead gone, you;ll have the slots. Do not use against scs mind flayers. Bait the banishment spell first.
acid fog - the lich tickler, not all are protected from acid
stinking cloud, web, project image, mirror image, simulacrum- balanced, good
horrid wilting - an 8th lvl spell worth a 7th lvl slot. That being delayed fireball. All mages (dragons be mages) will be protected from fire and magic dmg until dispelled. Which leaves fire giants as the only enemy you would want to use this on - unfortunately their save vs death is superb.
fire cloud - 4d6 damage for an 8th lvl spell and it doesnt even disable enemies, it blinds the as long as they stay in the cloud. Anything that can be made to stay in a cloud doesnt need an 8th lvl spell to kill - useless
summon death knight - it makes your undead pp go real hard - superb, just remember to quickly run in the opposite direction
pierce shield - the lich clapper
Moment of Prescience - less reliable than pfmw and no mage relies on saves to survive at 16th+ lvl -trash unless the finger of death is already flying against your seductively naked mage Edit - trash all the way if you play with double dmg taken - 12d8 from successful save against finger will kill your mage anyway.