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Thanks for taking the time to do this. Scriptability is an important aspect when making design decisions. The most important scripting perks (ie invisibility purge sets a local variable) are in the readme. The less important ones, like how to detect a Cloud of Pestilence are not, and I am aware I should make these known.
Actually, I haven't made a very advanced detecting script because if I want to take care of everything, I would end up with a very big script (more than 20 000 lines I think) for high level mages. And with this very basic language, it is a pain to script anything, even a simple thing.
Basically, I like to script my enemies in a way they don't know much about their enemies. I mean, a mage wouldn't cast invisibility because party had cast invisibility purge. But... did he really saw that spell casting? Maybe, he was busy with something else like a fighter swinging his weapon at him or whatever...
A berserker will attack under rage, my script could try to charm or hold him, how can he knows he is a berserker?
[...]
Normally, with a good language, a script should make a mistake once and learn if no effect is applied, meaning target is immuned. But this is almost impossible to do here.
I keep things quite simple, but when a spell is cast, I try to obtain a good result : casting a stationnary spells is quite difficult to script, except if area of effect is huge (20 or 30 feet).
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I am taking it one spell at a time, there are many planned changes yet to be implemented.
This is a good news, but this also means that currently, vanilla spells should be avoided if they are not good enough.
And it will need an adjustement later on.
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I do not, or rarely scale saving throw penalties based on level. A concept to change all spells to have scaleable saving throw penalties is outside of SpellPack, which deals primarily in changing individual spells. Although this concept does not come from AD&D, it can always have room as an optional component in a tweak pack. For now, my answer is: I don't know whether or not I will get to this.
I understand your point but I think P&P spells are not equally balanced or they are not adapted for a computer game.
In P&P, between level 1 and 7 (as in BG1) will not get very good items that allow, for example, to get very low saving throws.
Between potions and items, it is rather easy to have very low saving throws in BG1.
Although it will rarer for enemies, at least in BG1.
In result, all spells that do nothing if saves are successful are very risky to cast.
As a player, I've almost never used any charm spells. Why? because it is very good to land a dire charm or domination. But if target saves, it is just a spell lost.
In a difficult battle, this makes a difference between victory and defeat, especially if you play with no (or very few) reloads.
So, domination is saves vs spell at -2 in vanilla game. In bg1, you will get this spell near the end and so, at this point, it will fail about 2 times over 3.
At this same level, you can get spells like sunfire, cone of cold, chaos that are more reliable. Chaos saves at -4 and is area of effect, Sunfire and cone of cold do very good damage, and even if some targets saves, they might still take some damage, and some others may not save [...]
Maths are simple : in vanilla, many spells are almost useless because of saving throws.
It might be like P&P, it doesn't change anything : players won't use them.
Now, I'm not suggesting anything, I just want to make a point on spells.
With Spell Revisions, I have made several enemy enchanters and they are efficient. Domination saves at -4 or -6 (don't remember), and many others spells are quite good.
In vanilla, tendance is to go for evocation spells because they are still potent even with successful saves.
I like this general rule : no saves (or with very high malus) should be allowed when a powerful wizard cast a spell on a low level target.
For example, a level 20 wizard should easily dominate a level 7 fighter (no save) but not a level 15 fighter (saves at -4).
You talked about realism but currently, it is quite possible than a level 10 fighter saves vs 5 domination spells cast by a level 20 wizard, just because it is not difficult to saves at -2. That level 20 wizard would have killed him for sure with 5 level 5 evocation spells.