Author Topic: A few questions for the experienced NWN players :)  (Read 14701 times)

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #105 on: February 01, 2014, 08:29:58 pm »


               

MagicalMaster wrote...

Bogdanov89 wrote...

Is there any way to quickly buy a lot of potions or first aid kits?

Buying one by one is quite annoying and takes forever '<img'>

If currently there is no such option, can it be added to the CPP?

As ShaDoOoW said, it requires the module builder to do so.  It's not something that can be done in a patch.

Actually it would be a great feature if it would be technically possible ':wizard:'.

Official DnD Description: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus
on attack and weapon damage rolls for every three caster levels you
have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

Battletide tooltip: You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saving throws, attack rolls,
and damage rolls, once entering the aura. On casting, you gain a +2
circumstance bonus to your saves, attack rolls, and damage rolls.

Official DnD Description: Can't seem to find one.

Perhaps you could explain why Battletide should be changed from unresistable "magic" damage but Divine Favor should not?

Im not sure what are you talking about, what I changed was the -2damage from the reason that it didnt affected those without any magical damage. In this exact spell this is questionable indeed because it grants both bonus and penalty and the bonus is magical. But this was actually a global change that affected also Hell inferno, Ghoul touch and few others while those spells didnt have a magical bonus, so it made no sense there that the penalty is magical and I believe it was an oversight there because the original scripter didnt specified the damage type - if he did it would be absolutely clear that the magical damage type there is intented, but it isn't.

Im not going to explain my decision further since Im not sure you were aware of the fact that I changed only the penalty damage type. Waiting for your response.

The problem is I'm not sure you DO have a coherent vision of what the CPP should be.

Of course I have, maybe I just doesn't know how to describe it in my, hopefully at least medium, english level?

CPP is about fixing, improving and sometimes balancing the original NWN content both for players and builders. The goal is to make a more stable, more clear, more balanced, and more modern (in the terms of graphic) version of the NWN.

It is not meant to be a 3.0 or 3.5 rules modification where whats not exactly following the rules must be changed. I really like the 3.5 edition personally and I consider it as a patch on 3.0 but its something completely different and it changes the overall balance extremely. And Im still trying to keep a number of balance changes on absolute minimum and adding them only when I'm sure they won't cause any serious balance issues in modules, only the global unpopularity. This is a reason I haven't added the evasion limitation on the light armor althought it does work like this even in the 3.0 rules. Its not broken, so no reason to repair it. Also when doing changes it is important to take into consideration already existing player characters. For example changing the school of the spell would have impact on a specialized wizard. So some issues weren't changed from this reason.

In a patch readme you can often see in parenthesis (3.0/3.5 rules), (3.5 rules) though. This is there to inform that since the change was done from some reason there, that change was done following the DnD rules this game is based of and not my own decision. (3.0/3.5) means that this actually works that way even in the original 3.0 rules the NWN is based on and havent changed in 3.5 patch, (3.5) means that I either haven't checked 3.0 or that the 3.0 versions is different.


Its also not meant to be a facelift project. In terms of graphic I added some modification that keeps the original textures/models and only improving them. A little exception are the Amethyst Dragons' colored spell icons as some of them are completely replacing the original image with brand new one. Since this is true for only around a ten spells and AD refused (or just forget?) my request to make a special version for this project that would used the original images I decided its worth it nevertheless and added it regardless. Now quite a lot peoples are actually blaming CPP for adding this. But I won't change this, believe it or not colored icons are a standard for a long time ago. What Im saying to those who hate AD's excellent mod is to make an vanilla override version - noone did, half the blamers get used to, second half immediatelly uninstalled and trashed CPP - thats the price for doing this and Im willing to pay it.

In other words: it's like you're doing a balance patch that isn't really a balance patch.  Everyone would be happy with a bug fix patch.  Some people might be interested in a balance patch.  But what's the point of a partial balance patch that only randomly does some balance changes and ignores massive other issues?

Now to this balance changes vs fixes issue.

BTW there is nobody official who would confirmed what are bugs and what aren't. Where someone sees a bug someone else doesn't. (This is an exaplanation for other readers MM.)

I think we both agree with the fact that not everything what changes balance is a balance change. Because in fact every non-graphical bugfix actually changes a game balance. I think you realized this when you spoke about firestorm. I also determine a "new feature" category which also changes balance since player is able to do things he couldn't before (Sunbeam for example). But the main indicator for me is intent of the change and logic behind that change. In alimited scope also the Bioware's intent (which can be sometimes guessed from source scripts or comments in them), which is however disscussable (aka Bioware specificaly wrote the DC is X+3 - so its very possibly intented). But Im taking this into consideration too in the decision whether to change something or not. There are also an "unification changes". Im not able to reason it, but this is not a balance imo either.

Some examples because Im missing words to explain this deeper:

Firestorm - spell has been capped properly in CPP to 20d6 max
Clear bug since there is missing one "=". Thought there will always be disbelievers.

Greater restoration - spell school has been changed to match lesser versions of this spell.
Now this is not clear, someone could say this is clearly Bioware's intent. Such opinion is completely based on a personal feel and Im not satisfied with that. Logic suggest to me that the spell school should be consistent, so either its GR wrong or LR and R. I've checked the DnD manuals and come into conclusion that its the GR wrong. Fortunately this has no effect on a gameplay, but if it was a wizard spell this would be a different matter and I wouldn't changed that.

Regeneration - stacking has been disabled
Very unpopular change, even in the eyes of a builders who didnt even knew that clerics are abusing this to solo their dungeons and bosses. For me its absolutely clear this is a bug. For you and plenty of other it isn't of course. The logic behind my change is that no spell (should) stacks with itself. Effects of the same spell does overlap, not stacks this is a basic magic concept in DnD and its correctly applied in most NWN spells. Now many peoples counterargument with the fact that the Monstrous regeneration doesn't stacks (by the intented code in the spellscript which is missing in the Regeneration). So its "clear" that Bioware intented the Regeneration to stacks. Well this is again based on personal feel, I would say that this further supports my claim. It doesn't even matter to me since this was changed because of the first fact that I've wrote.

Monstrous regeneration - balance change to make it useful (duration united with the usual round/level that a Regenerate uses as well)
There I agree that what I've done is a balance change. Reason for this is that it makes no sense that it is lasts 1round per 2levels. Some even argument about the name that it makes no sense as it suggests its better. Anyway, reason I changed it is that since Regenerate now doesn't stack with itself it is needed to supply this gap with this change, but the vanilla duration is just absolutely unusable in real gameplay (I play druids a lot so I have a gameplay experience with this). Changing this took me few seconds, reason and justify several hours. I've reasoned it in the CPP own thread since this spellchange came with one of the 1.71 betas. So, Monstrous regeneration has nothing to do with a spell Regenerate, its completely different concept - it should work like troll's PnP regeneration. Bioware decided to house rule this from whatever reason. One time it was 10hp/round, later a balance change came as it oushined Regeneration spell. Therefore I applied my own house rule and doubled the duration to unite it with Regeneration spell. Seemed to me as a better choice than to apply the PnP effects of a troll regeneration '<img'>. What I thought of, was to rename this spell to "Lesser" but haven't seen this as much important so I didn't. It is balance change but I believe it was needed and it doesn't break anyone's module and its generally acceptable (change itself, not that Ive dared to do it - thats unforgivable I know ':devil:').

Light cure wounds - a missing saving throw has been added.
Description specifically mention that there is a saving throw. When compared to inflict spells and short consultation with the DnD rules its clear the problem is not in description but in a spell. Description differs from implementation so I corrected this. This was a reason while to you this is a huge balance change resulting in serious nerf. I've taken this into consideration, I don't like it either, healing an unded has almost no sense now, but rules are clear.':whistle:'

Empower spell calculation - has been unified across all spells to use the latest Bioware's implementation
Finally getting to the change you hate the most. The intent there was to unite the calculation (which is one of the CPPs goal - more stable, clear, balanced and modern version of the NWN). I dont think there was ever different choice of how to do it, if to do it regardless of what are the problems with the empower/maximize. And, I believe it should have been done and would have done it even if there weren't secondary issues related to this. This of course results sometimes (3 spells imo) into serious nerf, but it was wrong anyway and since the intent was to unite spells I don't think it is a balance change. Same as with Fire Storm. By the way I also united a saving throws roll behavior (into "if immune don't roll"), targetting routine (to the one from HotU that excludes NPC's from the same faction) and few other things. These changes also results in a balance change, are they (rhetorical one)? :innocent:


I could have write to the death of hunger as each spell change is usually unique. Believe it or not but when I changed something Ive taken into consideration everything I can think of. You just not see these behind the scene decisions so you assume they are missing there. Also, although Im the only one with the final decision (since nobody ever wanted to participate on this project, at least officially on a long term) I am also abusing the advice and law services of several NWN community members. Also every critique even when you think I dont (For example I remove the scare and Aura vs alignment changes).
               
               

               


                     Modifié par ShaDoOoW, 01 février 2014 - 09:16 .
                     
                  


            

Legacy_Bogdanov89

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A few questions for the experienced NWN players :)
« Reply #106 on: February 02, 2014, 02:16:08 am »


               I did not know the spell Regeneration used to stack.

Sounds really silly, casting a few Regeneration spells for practically near immortality against monsters '<img'>

Shadooow, have all the changes you made to spells/feats in CCP also been made to show in their tooltips and description texts?
Or are the tooltips and text descriptions still of the old 1.69 NWN?
               
               

               
            

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #107 on: February 02, 2014, 02:28:45 am »


               

Bogdanov89 wrote...

I did not know the spell Regeneration used to stack.

Sounds really silly, casting a few Regeneration spells for practically near immortality against monsters '<img'>

Shadooow, have all the changes you made to spells/feats in CCP also been made to show in their tooltips and description texts?
Or are the tooltips and text descriptions still of the old 1.69 NWN?

Descriptions have been changed to reflect new changes, but that doesnt cover cases like regeneration because there wasnt written that it stacks so therefore there isnt written it doesnt stack anymore.

But, descriptors (basically a immunity marker), spell levels, innate levels, spell schools have been changed to reflect new implementation (and sometimes reversedly the implementation has been changed to reflect spell description).

If there is new feature, it is written into spell's description such as implosion (incorporeal have immunity) or sunbeam/sunburst (plants and oozes are harmed as if they were undead).

One tooltip was actually changed to inform about a new community driven site about nwn, but nothing else. If you know about some tooltip that is outdated or useless and you have an idea what could be written there instead dont hesitate. Now, when I think about it, new tooltips would be also possible. They might have been lost on a servers that has their own tooltips in hak, but it would have worked in single player which should be enough. I have no idea what could be written there however.
               
               

               


                     Modifié par ShaDoOoW, 02 février 2014 - 02:32 .
                     
                  


            

Legacy_Bogdanov89

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A few questions for the experienced NWN players :)
« Reply #108 on: February 02, 2014, 05:18:36 am »


               I am a bit confused as far as the large weapons go, since some of them seem completely bad compared to others:

Halberd (1d10 x3)
Greataxe (1d12 x3)
Spear (1d8 x3)
Trident (1d8 x2) - wikia mentions a bugged weapon focus (or specialization) for Trident?!
Heavy Flail (1d10 19-20/x2)
Scythe (2d4 x4)
Greatsword (2d6 19-20/x2)

To me, it seems that Greatsword and (maybe) Greataxe and Scythe are the best?
What is the purpose of the other large weapons?
Do they have any advantage when compared to the Greatsword (or Greataxe/Scythe)?
               
               

               
            

Legacy_Empyre65

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A few questions for the experienced NWN players :)
« Reply #109 on: February 02, 2014, 06:41:48 am »


               The scythe does the most damage. The greatsword and greataxe are not mathematically identical, but so close that what matters more is which has better enchantments or which one looks better to you. The heavy flail does blunt damage, which is almost never resisted. The spear has the advantage of being a simple weapon with better than 20/x2 crits. The halberd is not optimal, but it is good enough that if you have some reason to choose it, you won't be at too much of a disadvantage. The trident and quarterstaff are to be avoided.
               
               

               


                     Modifié par Empyre65, 02 février 2014 - 06:42 .
                     
                  


            

Legacy_WhiZard

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A few questions for the experienced NWN players :)
« Reply #110 on: February 03, 2014, 03:57:11 am »


               

MagicalMaster wrote...

Battletide tooltip: You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saving throws, attack rolls,
and damage rolls, once entering the aura. On casting, you gain a +2
circumstance bonus to your saves, attack rolls, and damage rolls.

Official DnD Description: Can't seem to find one.


This is a combination of hallow and unhallow (which does not affect damage, but does influence AC and saving throws as well as other more potent affects).  NWN combined a large number of good and evil spells into neutral ones (like hammer of the gods) so as to avoid having large differences in clerical spell books.

ShaDoOoW wrote...
Im not sure what are you talking about, what I changed was the -2damage from the reason that it didnt affected those without any magical damage. In this exact spell this is questionable indeed because it grants both bonus and penalty and the bonus is magical. But this was actually a global change that affected also Hell inferno, Ghoul touch and few others while those spells didnt have a magical bonus, so it made no sense there that the penalty is magical and I believe it was an oversight there because the original scripter didnt specified the damage type - if he did it would be absolutely clear that the magical damage type there is intented, but it isn't.


Correct.  Magical damage cannot be below 0 and does not feed into the physical damage if there is no source of magical damage to reduce.  Whether or not this spell is to be considered a candidate for damage decrease at all was a decision made by BioWare to simplify a good/evil spell that would be very difficult to implement.  As is, very few sources of damage decrease actually reduce physical damage (e.g. curse song) and these tend to be after the introduction of HotU.
               
               

               


                     Modifié par WhiZard, 03 février 2014 - 03:58 .
                     
                  


            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #111 on: February 03, 2014, 07:54:49 am »


               I'll respond to the rest tomorrow but wanted to say this now: I owe you an apology, ShaDoOoW, for the Battletide part at least.  I thought you had changed the magical damage INCREASE to physical rather than the damage DECREASE.

That was my mistake and misreading from skimming it quickly.  So, sorry about that.
               
               

               
            

Legacy_Shadooow

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« Reply #112 on: February 03, 2014, 09:13:38 am »


               

MagicalMaster wrote...

I'll respond to the rest tomorrow but wanted to say this now: I owe you an apology, ShaDoOoW, for the Battletide part at least.  I thought you had changed the magical damage INCREASE to physical rather than the damage DECREASE.

That was my mistake and misreading from skimming it quickly.  So, sorry about that.

You don't own me personally anything, you owe the project itself a chance.

Maybe I am wrong but given your mistake about Battletide it actually looks like you are one of those who never really tried this patch, only read a couple of changes, laughing with a words "lol thats a stupidity, I know better!". I've been alreadz accused of messing with ranged weapons projectile sounds, devastating critical and more. All these claims wouldn't be made if their posters actually tried the patch.
               
               

               


                     Modifié par ShaDoOoW, 03 février 2014 - 09:16 .
                     
                  


            

Legacy_Bogdanov89

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« Reply #113 on: February 03, 2014, 01:45:33 pm »


               

Bogdanov89 wrote...
I am a bit confused as far as the large weapons go, since some of them seem completely bad compared to others:

Halberd (1d10 x3)
Greataxe (1d12 x3)
Spear (1d8 x3)
Trident (1d8 x2) - wikia mentions a bugged weapon focus (or specialization) for Trident?!
Heavy Flail (1d10 19-20/x2)
Scythe (2d4 x4)
Greatsword (2d6 19-20/x2)

To me, it seems that Greatsword and (maybe) Greataxe and Scythe are the best?
What is the purpose of the other large weapons?
Do they have any advantage when compared to the Greatsword (or Greataxe/Scythe)?


Any more fellas willing to give their opinions about large weapons?
               
               

               
            

Legacy_Elhanan

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A few questions for the experienced NWN players :)
« Reply #114 on: February 03, 2014, 04:07:19 pm »


               

Bogdanov89 wrote...

Bogdanov89 wrote...
I am a bit confused as far as the large weapons go, since some of them seem completely bad compared to others:

Halberd (1d10 x3)
Greataxe (1d12 x3)
Spear (1d8 x3)
Trident (1d8 x2) - wikia mentions a bugged weapon focus (or specialization) for Trident?!
Heavy Flail (1d10 19-20/x2)
Scythe (2d4 x4)
Greatsword (2d6 19-20/x2)

To me, it seems that Greatsword and (maybe) Greataxe and Scythe are the best?
What is the purpose of the other large weapons?
Do they have any advantage when compared to the Greatsword (or Greataxe/Scythe)?


Any more fellas willing to give their opinions about large weapons?


Personally, I like the Greatsword and Halberd due to appearance; also the Halberd has two effects (ie; Slashing & Piercing) which seemingly has been fixed to be advantageous.
               
               

               
            

Legacy_MagicalMaster

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« Reply #115 on: February 03, 2014, 06:06:36 pm »


               

ShaDoOoW wrote...

Maybe I am wrong but given your mistake about Battletide it actually looks like you are one of those who never really tried this patch, only read a couple of changes, laughing with a words "lol thats a stupidity, I know better!".

No, I thought "This guy is going beyond bug fixes and is making some random balance changes which is not what I'd want to install for my game as a whole."  Even if you changed everything that I thought needed to be changed and your spell/feat changes were absolutely perfect in my opinion...I still wouldn't install it since it would be globally applied and mess up the balancing of modules designed without the patch in mind (aka, all of them as far as I know).

In other words: individual mods can mess with spell/feat changes as they want.  But a general patch shouldn't.

More later.
               
               

               
            

Legacy_Shadooow

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« Reply #116 on: February 03, 2014, 06:50:45 pm »


               

Bogdanov89 wrote...

Any more fellas willing to give their opinions about large weapons?

Its also dependant on the other things, aka do you have a devastating critical? then greatsword is a choice, are you a paladin undead hunter? Then you probably want to use heavy flail. Are you an arcane caster with a possibility to cast keen? -> Greatsword/Halberd/Scythe. Are you a weapon master? Then scythe seems to be a best choice.
However best two handed weapon is scimitar, when wielded by gnome/halfling '<img'>
               
               

               
            

Legacy_WhiZard

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« Reply #117 on: February 03, 2014, 07:06:55 pm »


               

ShaDoOoW wrote...
However best two handed weapon is scimitar, when wielded by gnome/halfling '<img'>


True, they can even deflect arrows when two-handing a medium sized weapon, while medium sized races can't two hand a large weapon and deflect arrows.
               
               

               
            

Legacy_Shadooow

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« Reply #118 on: February 03, 2014, 07:31:45 pm »


               

WhiZard wrote...

True, they can even deflect arrows when two-handing a medium sized weapon, while medium sized races can't two hand a large weapon and deflect arrows.

Hehe thats new for me! Something to patch probably:devil:.
               
               

               
            

Legacy_Shadooow

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« Reply #119 on: February 03, 2014, 09:03:48 pm »


               

MagicalMaster wrote...
No, I thought "This guy is going beyond bug fixes and is making some random balance changes which is not what I'd want to install for my game as a whole."  Even if you changed everything that I thought needed to be changed and your spell/feat changes were absolutely perfect in my opinion...I still wouldn't install it since it would be globally applied and mess up the balancing of modules designed without the patch in mind (aka, all of them as far as I know).

This is odd objection but I also met a guy who condemned the whole project only because it added a nymph hair retexture which he though the patch shouldn't have.

And you are right, this project goes beyond bug fixes. Though imo there are maybe three or five actual balance changes actually. Opinions differs, sometimes extremely.
               
               

               


                     Modifié par ShaDoOoW, 03 février 2014 - 09:04 .