Advanced Beta Jegs module feedback

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Nachti
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Re: Advanced Beta Jegs module feedback

Unread post by Nachti »

Rasael,

anything that needs to be tested soon/next?
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Update 4th of June, 2015.
  • Fixed Auto Choice tool which lets you pre-select a spell sub choice so it will be auto-picked later on.
  • Fixed issue where practiced caster was sometimes used for level-up or spell selection.
  • Added code not to apply summon buffs to spells which call, create, or animate creatures.
  • Several spell fixes, Visage of the Deity (6), Rorick's rune of Light, Gate & others.
  • Casterlevel calculation fixes for two PRCs.
  • Spells per day fix: item-spell-slots were always granting spell slots. Regardless of whether spell level was available.
  • Spell Conversion: Should now properly work for Druid, Cleric, and Archmage.
  • Heighten Spell: Non-heightened spells shouldn't gain a DC increase but can be memorized at a higher spell level.
Nachti wrote:Rasael,

anything that needs to be tested soon/next?
No there isn't I think. Finding and fixing bugs is very useful though. The primary other reason I am asking for feedback is to see how the community feels about the content in the module. Is it fun? Is it fitting? Is it balanced?

My next update will probably focus on refining the bigby's hands further. There's still a bug with them that causes them to sometimes disappear immediately, and a reported immortality issue.
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Version E5 of June 9th adds a new iteration of the Experimental attackable Bigby Hands.... give them a try in the danger room and let us know what you think. You can download it here. :)

These were my personal observations:
Hidden: show
The hands are built like constructs but their saves, HP, and AC are linked to the caster's stats within a certain bandwidth. They never have more than 400 HP.

Concerning AoO attacks, the hands do sometimes take or suffer them. I've altered them not to take AoO's vs other creatures, but other creatures can (and should) get them vs the hands.


I ran several encounters in the danger room. My impression is that the Hands do quite well against solitary target but are proportionally weaker when they get bailed on by multiple monsters. I don't think that's necessarily a problem. We could toughen them up by raising AC.

Points to keep in mind are that the Hands act somewhat like other summons. Unlike in PnP they don't vanish when their original target is 'dealt with'. They also don't have a range limit, and unlike the original Bigbies the attackable hands version 7 and 9 paralyze the target entirely. Previously you were only immobilized but could still attack and quaff potions and so on.
Several other optimizations and additions have been made in the mean time to other content. And two new experimental Abjuration spells were added.

9th of June, 2015.
  • Added Archveult's Absolute Immunity (Abj: Sor / Wiz 9).
  • Added Nezram's Negate Weapons (Abj: Sor / Wiz 8).
  • Bigby Hands and other summons / creations now immediately attack targets. And other bug fixes.
  • Party chat is now local, out of range party members receive it via tell.
  • Local, party, and whisper chat automatically converts to either your default or pre-selected language (Common / Undercommon / Other).
  • Tongues and Comprehend Languages should work properly with new DMFI Language system.
  • DMFI Language system now compatible with singleplayer if language dictionaries are set up properly (they aren't in QC Jegs).
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Re: Advanced Beta Jegs module feedback

Unread post by Shad »

I could not get Fiery Fist on lvlup with one particular toon.
With the same toon in classic Jegs I took that feat on that lvlup.
That was on monk lvl
Used QC_JEGS_MOD_PUBLIC_E1.mod
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Shad wrote:I could not get Fiery Fist on lvlup with one particular toon.
With the same toon in classic Jegs I took that feat on that lvlup.
That was on monk lvl
Used QC_JEGS_MOD_PUBLIC_E1.mod
I'll take a look at it - I've been fiddling with the reserve feats. :)

Update June 18, 2015:
- For version E6 (six)
  • Zhentarim Spy PRC added (won't work in the public beta module).
  • Added Deity alignment appropriate spell restrictions [Good] <---> [Evil].
  • Caltrops reworked, now 5 small zones of 5 caltrops each, in a cross pattern.
  • Bigby bug fixed: Should no longer attack friendly summons.
  • Bigby bug fixed: Disintegrate now draws a visual when it destroys a Bigby.
  • Added Blood Vision (clr 0).
  • Added Sense Weakness (Clr 2, Sor / Wiz 3).
  • Added Exorcism (clr 4).
  • Added Violate (clr 4).
  • Added Reflect Pain (clr 6).
  • Added Righteous Smite (clr 7).
  • Added Reveal Thyself (clr 7, sor / wiz 7).
  • Added Greater Reflect Pain (clr 8).
  • Added Mass Reflect Pain (clr 9).
  • Added Disrupting Strike (Pal 1 / Bg 1).
  • Added Burning Strike (Pal 2 / Bg 2).
  • Added Blessed Strike (Pal 3 / Bg 3).
  • Added Exacting Strike (Rgr 2).
  • Added Lesser Deflection (Sor / Wiz 1).
  • Added Deflection (Sor / Wiz 2).
  • Added Sudden Aegis (Sor / Wiz 3).
  • Added Abberant Claw (Sor / Wiz 4).
  • Added Clubbed Feet (Sor / Wiz 5).
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thids
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Re: Advanced Beta Jegs module feedback

Unread post by thids »

It seems that all classes have Lore: Arcana & magical items as class skill and the rest of the skills are cross-class. Noticed it first on a bard and a wizard (those two should have access to all lore skills). I'm assuming that lore skills haven't been divided to various classes yet?


Assassin spellbook: I love it, especially the spells which give bonuses to hide and move silently, however there is an issue. You can still place the assassin spell "feats" on your quickbar and you can cast the first spells from those selections (ghostly visage level 1, cats level 2, invis level 3 and greater invis level 4) regardless of which spells you memorized in your spellbook or if you have any spells available. Same thing with the blackguard spellbook and feats (though for a moment I was confused because no spells appeared in the spellbook. Then I was like "doh can't cast with 8 wisdom :lol: )

About bg spellbook balance: gmw is kinda wasted on a blackguard since you can only have it up to +2 (+3 if you take psc). Same thing with weapon of the deity except it at least adds keen. Abyssal might is nice but gmw and/or weapon of the deity should be the spells that give people incentive to raise their wisdom and get more levels of blackguard instead of going the standard "dump wisdom, dip 3 levels, get EDM... profit" route. As it stands you can't get full benefit from them. I'd recommend changing progression of those spells to character level or as a compromise making it a fixed +4.

Arterial strike: seems to just outright kill the target. For an example I did 14 damage to orc warchief and he just died instantly. Tried it several times same thing happened.

Northlander Hewing: doesn't seem to limit the number of attacks to 1 but it does seem to add damage.

Balance: ehhh I personally don't see a use for this feat. Sacrificing the rest of your attacks for one attack which does maximum damage (not really a big deal) and adds 2x your str modifier to your attack while gaining -5 to ab and -5 (or your str modifier if it's higher) to AC seems like a horrible deal. Though I noticed that the penalties are -2ac -2ab so the description is probably outdated or something. However even with -2 to both ab I still don't really see anyone using it outside of pure RP purposes.


That's all I got for now, I'll tinker with it a bit more these days.
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Thanks for the feedback & thought Thids. :)
Thids wrote:It seems that all classes have Lore: Arcana & magical items as class skill and the rest of the skills are cross-class. Noticed it first on a bard and a wizard (those two should have access to all lore skills). I'm assuming that lore skills haven't been divided to various classes yet?
Lore: Arcana replaces the default lore skill. The other skills were assigned but I'm sure mistakes were made somewhere. :)

Thids wrote:Assassin spellbook: I love it, especially the spells which give bonuses to hide and move silently, however there is an issue. You can still place the assassin spell "feats" on your quickbar and you can cast the first spells from those selections (ghostly visage level 1, cats level 2, invis level 3 and greater invis level 4) regardless of which spells you memorized in your spellbook or if you have any spells available. Same thing with the blackguard spellbook and feats (though for a moment I was confused because no spells appeared in the spellbook. Then I was like "doh can't cast with 8 wisdom :lol: )
The spell feats will be disabled if the system goes live. I'll see about disabling them in the next builds. I think E-6.5 already has it.
Thids wrote:About bg spellbook balance: gmw is kinda wasted on a blackguard since you can only have it up to +2 (+3 if you take psc). Same thing with weapon of the deity except it at least adds keen. Abyssal might is nice but gmw and/or weapon of the deity should be the spells that give people incentive to raise their wisdom and get more levels of blackguard instead of going the standard "dump wisdom, dip 3 levels, get EDM... profit" route. As it stands you can't get full benefit from them. I'd recommend changing progression of those spells to character level or as a compromise making it a fixed +4.
We're currently considering allowing you to double your Blackguard and Assassin casterlevel as you gain levels. From Blackguard 10 onward you would get one extra casterlevel per non-blackguard hit-die, up to your Blackguard class level (10). A practiced caster would get around 24 casterlevels that way (It only extends if he has all ten Blackguard levels).
Thids wrote:Arterial strike: seems to just outright kill the target. For an example I did 14 damage to orc warchief and he just died instantly. Tried it several times same thing happened.
Should be fixed in version E-6.5.
Thids wrote:Northlander Hewing: doesn't seem to limit the number of attacks to 1 but it Balance: ehhh I personally don't see a use for this feat. Sacrificing the rest of your attacks for one attack which does maximum damage (not really a big deal) and adds 2x your str modifier to your attack while gaining -5 to ab and -5 (or your str modifier if it's higher) to AC seems like a horrible deal.
It should halve your number of attacks and subtract -2 AC & AB. In return you get the damage. I haven't tested it in the latest version but the description change should be included. The effects as well.
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Nachti
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Re: Advanced Beta Jegs module feedback

Unread post by Nachti »

Some test results from the E5 version with monk:

- Monks of the Long Death cannot select "monk class feats" like Ki Dodge or Ki Step.
- Intuitive Attack does not count MotLD levels in.
- Monk AC is supposed to increase at 5,10,15,.. MotLD does get it at 9 (5Monk 4 MotLD).
- MotLD 10 grants another +1 AC ( on top of +3 AC from monk and +3 AC macabre exp). You can see it when you equipp/deequipp an armor.
- MotLDs unarmed damage progression is done as +1d4 blunt damage at level 4 and +1d8 at 8. Unarmed damage progression is added to weapon damage, too.
- Fiercy ki defense and fiercy fists feats are bugged in jegs so I cant test them. I think that MotLDs levels dont count for their duration.
- Not sure if movement speed is added as MotLD.


Opinion about Monk of the Long Death:

If you go 20 Monk/10 MotLD you loose 10 Stuns per day (5 fiery fist charges with 5 rounds less), 10 SR from Diamond Soul, 5 DC on Quivering Palm, 10 rounds duration of Empty Body and two epic feats. You also get Perfect Self ( 10 DR ) and Empty Body very late.

In exchange for this you get +5 saves vs death, +3 AC, death attack and death touch, which i would only +3 AC and death touch consider as useful. You also loose 4 Fortitude save because MotLD has only high reflex and will saves.

Pretty bad trade.

Possible Solution: Change BAB to High (+3 Ab), cooldown on death touch: 5 min and add 1 Stun/MotLD level.
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Nachti wrote:Some test results from the E5 version with monk:

- Monks of the Long Death cannot select "monk class feats" like Ki Dodge or Ki Step.
- Intuitive Attack does not count MotLD levels in.
- Monk AC is supposed to increase at 5,10,15,.. MotLD does get it at 9 (5Monk 4 MotLD).
- MotLD 10 grants another +1 AC ( on top of +3 AC from monk and +3 AC macabre exp). You can see it when you equipp/deequipp an armor.
- MotLDs unarmed damage progression is done as +1d4 blunt damage at level 4 and +1d8 at 8. Unarmed damage progression is added to weapon damage, too.
- Fiercy ki defense and fiercy fists feats are bugged in jegs so I cant test them. I think that MotLDs levels dont count for their duration.
- Not sure if movement speed is added as MotLD.


Opinion about Monk of the Long Death:

If you go 20 Monk/10 MotLD you loose 10 Stuns per day (5 fiery fist charges with 5 rounds less), 10 SR from Diamond Soul, 5 DC on Quivering Palm, 10 rounds duration of Empty Body and two epic feats. You also get Perfect Self ( 10 DR ) and Empty Body very late.

In exchange for this you get +5 saves vs death, +3 AC, death attack and death touch, which i would only +3 AC and death touch consider as useful. You also loose 4 Fortitude save because MotLD has only high reflex and will saves.

Pretty bad trade.

Possible Solution: Change BAB to High (+3 Ab), cooldown on death touch: 5 min and add 1 Stun/MotLD level.
Thank you. :)

The class has been reworked in Public Testing module version 6.7. The difference is that you will not select it through the class level-up screen. Instead you become a Long Death monk through a conversation, triggered via feat all monks get.

You get all the monk class features. You lose out on the high fortitude saves. Your Long Death abilities can theoretically scale all the way to monk level 29 (if you started somehow at level 1).
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Update posted for the public BGTSCC Jegs testing module, version of july 26th. Update posted for the public BGTSCC Jegs testing module, version of july 26th. You can download it here.

It may take a few hours for the NWNVault to publicly display the update (unless you have an account there?).
  • + Order of the Bow Initiate Rework.
    + Magic replacement system extension is included in this version.
    + Ranged Combat & Cover system extension is included in this version.
    + Melee Combat system extension is included in this version.
    + Light and Darkness system extension is included in this version.
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Steve
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Re: Advanced Beta Jegs module feedback

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I'm not trying to be a Debbie Downer, but I'd like to know the actual reality to seeing these—and the slew of custom content sitting in the Queue for 2+ years—getting added to BGTSCC.

I'm more than willing testing out stuff—having once been a member of QC—but knowing that there is a consistent and active implementation of tested & approved Custom Content, would fuel the fire, so to speak. So...any chance of an comment here? Thank you.

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
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Rasael
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Re: Advanced Beta Jegs module feedback

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Update for August 2nd, 2015, version E 6.76. You can download it here.

Contents:
  • + Order of the Bow Initiate Rework completed.
    + Solar Channeler bug-fixes.
    + Magic replacement system extension is included in this version.
    + Ranged Combat & Cover system extension enabled and polished for public testing.
    + Melee Combat system extension enabled and polished for public testing.
    + Light and Darkness system extension is included in this version.
It may take a few hours for the NWNVault to publicly display the update (unless you have an account there?).

Ranged Combat & Cover system
Hidden: show
Bows now have a good range, and a long range. They act normally in their good range. When attacks are made in the long range a range penalty is applied depending on the item. Range penalties usually apply beyond a weapon's default range, range has been extended to visibility range for all affected ranged weapons.

Elevation and cover are taken into account when attacking from range. A target may take cover behind placeables, trees, and even other creatures. Ranged attacks against elevated targets incur a variable accuracy penalty. Ranged attacks against a lower situated target gain a variable accuracy bonus.
Melee Combat system (Experimental)
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- Combat Focus now fires once every five minutes if the player enters a new combat situation, regardless of how many uses it has available (free).
- The Backstab feat automatically applies when attacking a target from behind.
- Spears and Halberds can be braced against a charging target by tactically scheduling your attack against such a target.
- Breachgnome's Seal the Breach ability is now automatic, applies whenever it might.
- Medium or larger sized Sword and Stave weapons now incur a parry skill check by the target if a nearby placeable is available as cover. If the check succeeds the attacker incurs a penalty depending on the amount of cover available. The DC for the target's parry skill check is 10 + the attacker's dexterity ability (currently).
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Re: Advanced Beta Jegs module feedback

Unread post by Theodore01 »

(version E 6.76)
Spellbook issues:
- a fighter took a wizard level next, he cannot learn any new wiz. spells from the book. As ' level up spells' offers no spells at all, but show the fighter icon.
- no spelldescription on a right click.

Melee issues:
- Staggering strike - missing the feat icon. What does staggering do?
- Brutal strike - when used a message 'Powerattack activated Powerattack deactivated' is shown. What does sickening do ?
- Northlander hewing - does no max. damage at all.

Disguise system: skill/spells...Any info on that topic?

Pious templar: the evil version seems to lack GMW, MW is barely useless. Better let all 3 variants have GMW. What casterlevel would a Pious Templer 10 have?

Overall: It would really help understanding all the new or customized content if the feat/skill/classes descriptions would be as accurate as possible. As keeping them ingame accurate is a lot of work, please provide us with one source of the correct information (wiki or a txt-file with all the descritions and all the recent changes).

And many many thanks for all that great work you do/did. :D
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Rasael
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Re: Advanced Beta Jegs module feedback

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Update for August 22nd, 2015, version E 6.77. You can download it here.

Contents:
  • + Spell learning fixed for multiclassed caster characters.
    + A one time notice explains you can examine spells in your book(s) by clicking their icon, or double clicking them.
    + After resting the quickcast no longer opens automatically, unless you are a caster.
    + Code for memorizing spells now only fires if you have levels in a casting class.
    + Melee obstruction was errenously triggered by a single opponent. Now requires at least two obstacles to have been found, excluding the PC character.
    + Icon set to proper filename for Staggering Strike.
    + Alternative Attack of Opportunity code added for Turmish Flourish and Trip in Singleplayer games.
    + Sneak attack disabled for new custom attack feats (for now).
    + Fireworks visual for the permanent ward raising spell now targets location, isn't infinite duration anymore.
    + Verified that Spirit Shamans appear to be able to cast properly after level 20 (QC module).
    + Verified that Spirit Shamans may re-pick their spells before each rest like a Druid (but cast times-per-day like a Spirit Shaman)(QC Module).
    + Verified that Northlander Hewing appears to be working (QC module).
It may take a few hours for the NWNVault to publicly display the update (unless you have an account there?).
Pious templar: the evil version seems to lack GMW, MW is barely useless. Better let all 3 variants have GMW. What casterlevel would a Pious Templer 10 have?
The evil version should have GMW at spell level 3, just like the good and neutral ones. I skimmed over the list just now.
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Making a wishlist and buglist for the public the testing environment..... want to contribute?

Bugs?
Wishes ?
Last edited by Rasael on Tue Sep 01, 2015 6:44 am, edited 1 time in total.
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