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Feb 5 2012, 08:16 PM
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#1
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
Hello,
I'm quite interested in your mod and I wonder if it is still in developpement? I've read some posts about v7 but looking at last activity's date, I think it might be halted ? Previously, I was sticking with Spell Revisions, but I'm getting interested in Lost Crossroads because it adds many interesting spells. I'm convinced that vanilla spells are broken and a mod focus on spells is almost mandatory. In my case, I'm making all spellcaster's spellbooks in BG1. I have chosen Spell Revisions because I didn't know Lost Crossroads, but now, I'm not sure which one to use. |
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Feb 7 2012, 12:19 PM
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#2
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
I will start soon.
Each spell will be tested on both sides : party and enemies. It is very important that enemies can use most spells efficiently. If not, party will get a big advantage and/or enemies will get less variety in their spells selection. 2 questions: - I read SpellPack, but it seems to be called Lost Crossroads. Is SpellPack only a part of this mod ? - Documentation : is there any better document that readme ? Readme doesn't contain many details. For example: QUOTE Call Upon Faith �“ Installs the new spell, Call Upon Faith. The spell grants extremely powerful bonuses for but one round. It may be cast only once per day. We still don't know what bonuses it does grant, and I guess ingame description is better. If not, I will have to check SPL to see what it does. I know that writting documentation takes time, but it helps a lot, especially for modders that use SpellPack as a required mod I have read the entire readme and there are several spells that might be difficult to script. There are all clerical spells that create a stationary effect. It is quite difficult to detect and efficiently use them with scripts. Hopefully, I didn't see any of them (or very few) in wizard's section. Globally, there are many interesting spells and I really like overlapping effects for haste/slow. A few things that bug me: - there are still many spells untouched and potentially bad. For example, many summoning spells. - something I don't like in vanilla game is resist fear effect. At level 3, one spell is enough to make party immuned to any fear effect, rendering useless many fear spells. Of course, there are dispel spells but... I was wondering if a resist fear effect should not be weakened or cancelled by a fear spell (or effect) ? - saving throws : one thing I like in SR is harder saving throws. Many spells are easy to resist in vanilla game... I mean, would you prefer to try a disintegrate spell at -2 or chain lightning spell that will surely do (good) damage ? This post has been edited by aigleborgne: Feb 7 2012, 01:01 PM |
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aigleborgne Is it still is developpement ? Feb 5 2012, 08:16 PM
Galactygon Thanks for your interest,
I am extremely busy fin... Feb 5 2012, 10:22 PM
aigleborgne Thank you for your answer.
I will thoroughly test ... Feb 6 2012, 12:07 PM
Galactygon I am gladly anticipating a review, it will be usef... Feb 6 2012, 05:11 PM
Galactygon It is very important that enemies can use most spe... Feb 8 2012, 11:25 AM
aigleborgne Actually, I haven't made a very advanced detec... Feb 8 2012, 12:51 PM
Galactygon I understand your point but I think P&P spells... Feb 8 2012, 07:10 PM
aigleborgne Correct. While implementing a scaleable saving thr... Feb 8 2012, 09:40 PM![]() ![]() |
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