Spells changed?
Spells changed?
Can we have a list of the spells changed during these last days ? thx !
If I was sure of them all, I would have made a list
-Anything that gives items temp properties: code cleanup, one enchant per item, some because it looks cool stuff, duration at turn/level for pretty much all of them. Still not satisfied with Darkfire and Flame Weapon though, but had to fix a few castings of Magic Vestment giving up to 40 AC.
-Black Blade of Disaster: Instant AoE that swings at everything in collosal area (7.5 m radius). Ab determined by casting stat and caster bab. Disintegrate on crit (fort save or die, nothing immune to this effect).
-Bigby code cleanup.
-Gust of Wind code fix. This one's perfect...maybe.
-Other stuff: fix to experience to mobkill, should use actual level as opposed to sum of class levels i.e. level drain shouldn't change your hitdice for xp purposes. Merchant bug fix.
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Ongoing AoE spells will be reworked soon, no changes except for unintended consequences (rediculous DC bugs and so on).
Might go over the spell list for buffs that have durations different from what they say and for effects that give soak before going back to the neverending summon project and area redesign. Getting closer to a rework of a lot of behind the scenes stuff to make the game run better and some other fixes to gameplay.
-Anything that gives items temp properties: code cleanup, one enchant per item, some because it looks cool stuff, duration at turn/level for pretty much all of them. Still not satisfied with Darkfire and Flame Weapon though, but had to fix a few castings of Magic Vestment giving up to 40 AC.
-Black Blade of Disaster: Instant AoE that swings at everything in collosal area (7.5 m radius). Ab determined by casting stat and caster bab. Disintegrate on crit (fort save or die, nothing immune to this effect).
-Bigby code cleanup.
-Gust of Wind code fix. This one's perfect...maybe.
-Other stuff: fix to experience to mobkill, should use actual level as opposed to sum of class levels i.e. level drain shouldn't change your hitdice for xp purposes. Merchant bug fix.
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Ongoing AoE spells will be reworked soon, no changes except for unintended consequences (rediculous DC bugs and so on).
Might go over the spell list for buffs that have durations different from what they say and for effects that give soak before going back to the neverending summon project and area redesign. Getting closer to a rework of a lot of behind the scenes stuff to make the game run better and some other fixes to gameplay.
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Thanks for the update Lokey!
I will concur that I've notice the duration for spells to be lasting much longer now. And, I can imagine a lot of the spells were done in order to tone down a clerics ting in combat when buffed.
Playing a palidan though, I'm finding that it limits that character somewhat - maybe enough, maybe too much - I'm not sure yet. It's a bummer that the palidan shares some of the same spells as the cleric: weapon buffing is one of the few things the pali has going for him (in addition to the improved saves). I'm guessing the spells can't be altered on a class by class basis?
Thanks,
Shade
I will concur that I've notice the duration for spells to be lasting much longer now. And, I can imagine a lot of the spells were done in order to tone down a clerics ting in combat when buffed.
Playing a palidan though, I'm finding that it limits that character somewhat - maybe enough, maybe too much - I'm not sure yet. It's a bummer that the palidan shares some of the same spells as the cleric: weapon buffing is one of the few things the pali has going for him (in addition to the improved saves). I'm guessing the spells can't be altered on a class by class basis?
Thanks,
Shade
Wow, I'm impressed with what the devs have done. Darkfire can no longer be cast on magical weapons (as it should be). Item buffs seem limited to one per weapon, instead of the often ridiculous old days of great magic weapon/flame weapon/keen edge/ whatever you could throw in. Cool.
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I tend to think the restriction of one enchantment per item is unfortunate. Its just one more thing that stops finese characters from being effective. Its very much cut and dried now. You are strength based or dex based with sneak attack. Its a shame that the dex based melee characters must now rely on rogue, blackguard or assassin levels to inflict damage.
The fire enchantment spells are not that potent. On a normal hit, one standard feat will halve their damage, one epic feat will all but negate the damage and one prestige class is completely immune. Not to mention that almost every caster class have access to elemental resistance spells.
I also agree that low spell durations are harsh on the paladin. Clerics have the spare slots to double up on their most desired spells. Paladins do not have that luxury.
It is good to see that the assorted ac bugs with magic vestment have been sorted out though. Thanks for that.
The fire enchantment spells are not that potent. On a normal hit, one standard feat will halve their damage, one epic feat will all but negate the damage and one prestige class is completely immune. Not to mention that almost every caster class have access to elemental resistance spells.
I also agree that low spell durations are harsh on the paladin. Clerics have the spare slots to double up on their most desired spells. Paladins do not have that luxury.
It is good to see that the assorted ac bugs with magic vestment have been sorted out though. Thanks for that.
Oh my poor swords wont light on fire anymore , ah well I think I just liked the look more then the actually usefulness. Even though I want it back removing darkfire from enchanted weapons was the right thing to do. Guess I will have to…whats that called? Oh yeah go look for better weapons. Some places that darkfire helped a lot has made the monsters a little more challenging (mid-level char) but, after a few fights it was more enjoyable, closer fights make the game better for me
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could darkfire be changed so it still made your magical weapons look cooler without giving actual damage bonuses?
i think spells like greater magic weapon should be usable on magical weapons (i don't have the PnP books with me but I thought spells like this subsumed all the magical properties the weapon previously had for the duration).
i think spells like greater magic weapon should be usable on magical weapons (i don't have the PnP books with me but I thought spells like this subsumed all the magical properties the weapon previously had for the duration).
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