This component should be installed after any mod NPCs are installed. It patches all joinable NPC spellcasters in the game, updating their spellbooks by removing spells that should no longer be available to them and adding new ones they should have. This component requires that the main component be installed. Supplements Update Spellbooks of Joinable NPCs This component fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. This component fixes mirror images so they no longer protect from AoE spells such as Fireball. This component updates the avatars of the celestials summoned by HLAs to take advantage of 1PP Attachable Wings and adjusts the weapons they use. Spell Revisions includes several optional components that do not require the main component. SR also improves the descriptions of many spells to be more accurate, more consistent, and, occasionally, less boring. To help fulfill these goals, SR adds a small number of spells to the game and modifies the schools and restrictions of some existing spells where appropriate. Arcane spell schools have also been flushed out, with the belief that each spell level should contain at least one spell from each school. In addition, SR takes the stance that low-level spells should not become completely ineffective once characters reach higher levels, so it adds scaling features to many spells.Īmong other things, the mod makes druid and cleric spell selections more distinct, with druids focusing on animal and elemental spheres for a repertoire of spells oriented toward the offensive. Now, Magic Missile won't be the only first-level arcane spell you'll want to memorize! To help achieve this goal, portions of the old spell system that were consistently underpowered, like healing spells and summons, have been vastly improved so that they are competitive options. IR's optional components should affect all of CA's items.Spell Revisions places a high priority on making all of the existing spells viable choices, while keeping an eye on balance issues. Several good but outclassed items become strong options. IRR overall increases the viability of endgame item options. While the tweaks are overall reasonable, they are not for everyone. IR's main component directly changes pretty much all items normally found in the game, so if CA happens to use those items instead of or in addition to supplying their own, then you should get IR's version. Both SRR and IRR are slight PERSONAL tweaks to both the revisions mods curated by just one person. The spells remain mostly the same except tweaked in some ways, with a couple spells changing levels and some modifications and additions to the different divine spell lists. SR will overwrite the existing spells and descriptions with its versions. I'm not familiar with CA or how it works, but I can give an overview of what SR and IR do in order to help you and the CA authors determine how well they would work together. Spell revisions is fine, too, and if it only brings conformity to the spell descriptions (same for the items).ĭo you think they are compatible with CA (could be made compatible/could be implemented)? I especially like the wizard robes from IR, but aside from item changes they do quite a lot of rebalancing. I enjoyed the changes made by them in a recent bg2 game quite a lot.īut i'm not sure if that would make sense as you change items and spells, too (or make new ones). Though i'm not really fully aware of what they are changing (and not being able to understand their true impact in the game)
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