Unfixed bugs of vanilla game, Send them here if you find any |
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Unfixed bugs of vanilla game, Send them here if you find any |
May 14 2007, 09:16 AM
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The Tactician Distinguished Developer Posts: 7780 Joined: 1-December 05 |
Hi,
If you happen to find any new bugs in the original game which are not yet fixed by IA, please report them to me either via PMs or by sending them here in this thread. Before sending any reports, make sure that you have already installed Baldurdash TOB Fixpack v1.12 (no other fixpacks) as well as the newest version of Improved Anvil. Also, make sure that you have followed IA's installation instructions very precisely. Thanks in advance This post has been edited by Sikret: May 14 2007, 09:29 AM -------------------- Improved Anvil
Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Jun 8 2007, 04:05 PM
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The Tactician Distinguished Developer Posts: 7780 Joined: 1-December 05 |
If we eventually agree on the main idea of replacing the spell with a new one, I think the new spell can be a near spell of the same school. For example, an improved version of the mislead spell comes to mind. It can be names "Greater Mislead" or "Improved Mislead" or something like that (we can decide its differences with the 6th level spell). Another idea can be the Auramaster's "Perfect Camouflage" spell. I can make a mage version of the spell. A third idea can be a spell which is a mixture of "Imp. Invisiblity + Blur + Mirror Image" all in one package.
All that said, I think our main problem for now is to decide whether we want to replace the spell or not. If we decide that we want, we can think more about the exact features of the new spell. I'm still leaned towards omitting the scrolls rather than replacing the spell, but it's only a slight preferance. I'm open to suggestions. -------------------- Improved Anvil
Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Jun 8 2007, 04:36 PM
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Retired team member Tactical reputation: 2 Posts: 177 Joined: 5-April 06 From: Greece |
Yes I agree with leonidas. IA has already modified the tough enemies other mods change and since in the next versions almost all of the original game's enemies will be modified I don't think it's a problem to make a new version of the PI. If we eventually agree on the main idea of replacing the spell with a new one, I think the new spell can be a near spell of the same school. For example, an improved version of the mislead spell comes to mind. It can be names "Greater Mislead" or "Improved Mislead" or something like that (we can decide its differences with the 6th level spell). Another idea can be the Auramaster's "Perfect Camouflage" spell. I can make a mage version of the spell. A third idea can be a spell which is a mixture of "Imp. Invisiblity + Blur + Mirror Image" all in one package. Yes having as a base the Mislead clone is good. The name can be again Project Image I don't think that you need to change that (even if it will be an entirely new spell). Or isn't it possible to give an existing name to a new spell? So on this new clone someone will not be able to use the quick-slots, right? Also can you make it impossible to put in a Chain Contigency? Maybe with a similar "mechanism" to that of the SI spell (can't put it in a CC)? But I like also the idea of a spell similar to the "Perfect Camouflage" of the Auramaster. |
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