nerved fire slamanders: less HP, no immunity to nonmagical weapons, less damage nerved fire slamander fight: for level PC lower 4 or game difficulty lower NORMAL, number of fire slamander will be halved. assigned fighting script to Demon Knights (should not stand idle) journal entry for elven bow will also be added if PC gets quest without any of the items already in inventory AR25PB.are: removed original fire slamander references, also from dialogues (replaced with mod ones) AR9001.are: trap at desk should be removable/reachable Nadalin recognizes whether he brought PC to island before (should not give his first dialogue every time after quest is finished) all keys tagged as keys so they fit into the key chain Draagis' staff should have correct damage effect description of Shocking Flail adjusted to real stats Map Note added to AR80PB.are (Entrance to Cave) Map Note to Fire Leaf Forest added (entrance to pass to Cloud Peak) Completed and revised Polish version by Roberciiik Completed and revised Italian version by ilot Thank you again for bug reports and feedback! Just wanted to reply to the raised topics. There are more nerfs, bugfixes, and a completed Italian version by ilot, too. The orcs are generic BGII ones with added BGII mage/priest spells so no idea why they did not attack with magic. Haebal now is an altered clone of Ramazith and should have legal stats, resistances, and most of all mage class to be detected by SCS properly. If anyone wants to provide the cre's with learned spells and scripts as described by I'll include it into the mod.įor the next update, the Lesser Tanar'ri are nerfed heavily with regard to HP (60/80), STR (20 instead of 25), no resistance to damage except magical (50%), Invisible Stalker only spawn for HARDEST/INSANE game difficulty. Make it so they swarm - no picking off one at a time - and maybe have a few of them start off invisible. (.) I would maybe change the area to just include, say, six maurezhi. That should make for interesting and dangerous combat! They're supposed to be at-will abilities so maybe apply Wondrous Recall every so often. Give them the ghast weapon that paralyzes on a failed save, and a fighter/mage combat script, and the following memorized spells: Blur, Spook, Chill Touch, Animate Dead, Hold Person, Invisibility, and Summon Ghouls. And they "bear a strong resemblance to a common ghoul" - so could just use a ghoul animation with some recoloring effects. They are intelligent, they are at BG1 power levels (5HD). Actually maurezhi would work really well here.
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