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Topic Summary

Posted by: Azazello
« on: December 21, 2007, 04:27:58 PM »

There was a long thread on suggestions for all the AS spells. Bursk or Salk will be able to point us to it.

As for butt-naked skeletons, I'ld like the component to do as advertised: one per level of spellcaster, give 'em something to hold/wear. As for gear, think Jason and the Argonauts. Don't tell me you've never seen it, and if you haven't Netflix-it today.

I think 13 regular skeletons == one skeleton warrior. Or close to. If you really want to go wild, scale up the gear of the skeleton warrior, who never gets more than +1 2H-sword, I think.

Oh yeah, no more brain-slurpable or confused undead.
Posted by: Bursk
« on: December 21, 2007, 03:06:21 PM »

It'd be great to see AS3 added!  Miloch, myself and the crickets discussed this briefly here:

http://forums.pocketplane.net/index.php/topic,22420.0.html

I don't really know what to suggest for your skeletons, but I don't find a skeleton warrior at levels 15+ to be lame.  I suppose it is a bit lame going from a load of skeletons to just the one, but at least that one is pretty tough.
Posted by: aVENGER
« on: December 21, 2007, 01:55:00 PM »

Okay, I don't suppose anyone could get me a PnP description for Animal Summoning III? If it jives with what they did for the other two, I'd rather use that than just make it up.

Here you go, straight from the 2E PHB:
Quote
Animal Summoning III
(Conjuration, Summoning)

Sphere: Animal, Summoning
Range: 100 yds./level   
Components: V, S
Duration: Special
Casting Time: 9
Area of Effect: Special   
Saving Throw: None

This spell is the same in duration and effect as the 4th-level animal summoning I spell, except that up to four animals of no more than 16 Hit Dice each can be summoned, or eight of no more than 8 Hit Dice, or 16 creatures of no more than 4 Hit Dice. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals[md]e.g., suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may  not be within summoning range. Your DM will determine the chance of a summoned animal type being within range of the spell. The animals summoned will aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

Quote
The pattern would dictate 4 animals of 12 hit dice... what sort of animals is that?

Usually giant animals.
Posted by: SimDing0™
« on: December 21, 2007, 01:15:26 PM »

Okay, I don't suppose anyone could get me a PnP description for Animal Summoning III? If it jives with what they did for the other two, I'd rather use that than just make it up. (The pattern would dictate 4 animals of 12 hit dice... what sort of animals is that?)

As for skeletons, they were naked in BG1, but as noted this sucks monster genetalia in BG2. I'll give them some basic equipment and make skeletons and zombies equally likely as the description notes. Suggestions for what to do beyond level 13 (the current cap for the spell, as I recall)? Switching to just one skeleton warrior is kind of lame.
Posted by: Bursk
« on: December 21, 2007, 07:59:48 AM »

Can we please have Animal Summoning III added to the BG1 Summoning component?
Posted by: Azazello
« on: December 21, 2007, 02:33:40 AM »

- BG1 Summoning skeletons are sucking a whole lot of monster genitals? They're actually BG1-faithful, but in this case that appears to equate to "suck". Thoughts?

Animate Dead - skeletons are nakeed
Posted by: aVENGER
« on: December 21, 2007, 01:39:56 AM »

- NPCs set off traps where they shouldn't: tanner in his own house, various in Irenicus' dungeon, others?

The Shadow Thief opponents which can be encountered inside the guildhall during Bodhi's task to kill Aran.

Quote
Can anyone else point to anything else I should be aware of?

Just a small suggestion - how about renaming the "Improved Backstabbing" component into "Revised Backstabbing" or something similar? The current name is somewhat misleading since that component actually reduces the backstab capabilities of some weapons. While that is indeed a very reasonable change, I think that some first time players who have quickly skimmed through the readme might be unpleasantly surprised with the results they get.
Posted by: Salk
« on: December 18, 2007, 11:51:08 PM »

I want just to tell you that you're my Xmas present received in advance!  :D
Posted by: SimDing0™
« on: December 18, 2007, 06:33:12 PM »

I have done nothing for a very long time.

Over christmas, I will be making a firm effort to catch up on the state of things and resolve outstanding issues that are my responsibility.

With BG1UB (fingers crossed) more or less out of the way, D0Tweak is the next easiest mod to fix. :)

Currently I am aware of the following issues to look into:

- I have neglected a LOT of translations. Sorry!
- Walking Speeds component can be removed because Cam has it now. Hahahahaha. Sucker.
- Break down isntallation options for NPCs/summons set off traps.
- NPCs set off traps where they shouldn't: tanner in his own house, various in Irenicus' dungeon, others?
- BG1 Summoning skeletons are sucking a whole lot of monster genitals? They're actually BG1-faithful, but in this case that appears to equate to "suck". Thoughts?
- New summons not assigned scripts.
- PSIONIC _SUPERIOR_INVISIBILITY causing install warnings.

Can anyone else point to anything else I should be aware of?