Official hak suggestions thread
Moderators: ALFA Administrators, Staff - Technical
These are drow caves that come with some Stalagmite towers, smaller buildings, bridges, and nice columns and stalagtite placeables. I've built with this in the toolset, so consider it tested. I need this. This is not an option, bitches. If you do not include this, we have a problem.
http://nwvault.ign.com/View.php?view=NW ... tail&id=53
http://nwvault.ign.com/View.php?view=NW ... tail&id=53
"You people have not given Private Pyle the proper motivation! So, from now on, when Private Pyle fucks up... I will not punish him. I will punish all of you! And the way I see it, ladies... you owe me for one jelly donut! Now, get on your faces!"
Also spell fixes. The first link fixes some spells, as well as improves some and brings some inline with PnP. The 2nd link is extensive spell fixes as well.
http://nwvault.ign.com/View.php?view=NW ... tail&id=99
http://nwvault.ign.com/View.php?view=NW ... tail&id=85
Spell fixes
-Fixed Acid Fog, so targets already in the cloud would not get same, fixed damage (now, damage is rolled for each target). Fortitude save is also removed for those targets (since it didn't do anything)
-Fixed touch attacks for Acid Splash, Death Knell, Disintegrate, Enervation, Melf's Acid Arrow, Meteor Swarm, Polar Ray, Ray of Frost, Scorching Ray, Searing Light, Shocking Grasp and Vampiric Touch spells, so creatures immune to critical hits won't get doubled damage on criticals
-Fixed Aid to not stack with Mass Aid spell
-Aura of Glory spell will not anymore apply Charisma bonus to party members and won't add fear save bonus to caster (since Paladin is already immune to fear)
-Aura of Vitality won't stack with itself anymore, to prevent gaining extra HP with every successive casting of this spell
-Fixed Avasculate and Disintegrate visuals, so that ray effect gets shown even for missed or resisted targets (like it's done with most other ray spells)
-Fixed Banishment and Bless spells, so they affect targeted area properly, instead of similarly sized area centered on the caster
-Fixed Battletide (including Warpriest version), so it gets properly dispelled (caster won't keep attack/damage bonus). Also, spell won't stack with itself anymore, by giving two area effects
-Fixed Bear's Endurance to not stack with Mass Bear's Endurance (this gave extra hit points)
-Fixed Blade Barrier (Self), so it gets properly dispelled (no immobilized caster after dispelling blades)
-Several fixes to Bigby Hand line of spells:
*now they will take into account size increasing spell effects when calculating grapple or bull rush checks
*only Grasping and Crushing Hand will not stack with each other (since both would grapple the target)
*fixed a bug when Clenched Fist would end prematurely (usually after casting some other spell)
*damage won't depend from metamagics of other spells cast in following rounds
-Removed doubled saves from Bombardment spell (now, a single Reflex save protects from both damage and knockdown). Also, if damage is evaded, target won't get "0 damage applied" message
-Fixed Burning Harnds, Color Spray, Cone of Cold, Mestil's Acid Breath and Prismatic Spray, so they won't check caster for spell resistance in some situations
-Several fixes to Burst of Glacial Wrath:
*creatures encased in ice will get damage reduction of 10/- as intended
*creatures with cold weakness won't die from this spell
*creatures with cold resistance will be damaged properly (and frozen, if needed)
*an issue when cone could sometimes injure the caster on Hardcore difficulty won't happen anymore
*it won't happen for burst to ignore some creatures in the cone
-Fixed Cacophonic Burst, so that saving successfully from its damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage. Also, it will be properly maximized if having caster level below 15 (will not do 90 points of damage then)
-Fixed Circle of Death, so it won't affect area lower then intended (15ft radius, instead of correct 30ft)
-Fixed Cloudkill to properly apply Constitution damage (previously, if multiple targets were affected, damage would be greatly reduced for some of them). Also, if there are any creatures immune to poison in area, it won't stop spell anymore from applying damage to other targets
-Fixed a bug, when Cloud of Bewilderment would always affect targets immune to poison, instead the opposite. Also, spell resistance won't be checked multiple times for targets already affected by this cloud
-Fixed Color Spray, so blindness version won't affect creatures immune to mind affecting effects anymore
-Fixed durations for Confusion and Song of Discord spells, so they are properly doubled when Extended
-Fixed Creeping Cold and Greater Creeping cold, so that damage won't depend from metamagics of other spells cast in following rounds
-Several fixes to Creeping Doom spell:
*fixed a bug, when swarm would sometimes ignore valid target
*dispelling won't remove just visuals, but continuous damage too
*you won't get a miss, if to-hit roll is equal to enemy AC
*implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
-Several fixes to Crushing Despair spell:
*it won't sometimes affect the caster on Hardcore difficulty
*it will be dispelled properly (no leftover effects anymore)
*skill penalties included, that were missing
*will not affect targets immune to mind affecting effects
-Several fixes to Cure line of spells (includes potions too):
*no more maximum damage healed on difficulties higher then Normal
*on Normal or Easy difficulty, healing maximum damage (or double maximum if using Maximize) will now work on all party members (and not only on currently controlled character)
*Augmented Healing feat will not add bonus healing to potions, scrolls and other items used by character having this feat
-Fixed Curse of Impending Blades (including Mass version), so that they can't be dispelled and can only be removed by Remove Curse spell
-Fixed an issue with Darkness spell (including Darkness invocation and few other variations), when exiting overlapping section of two dark areas removes Darkness effects from the character, even when he could still be in the darkness
-Fixed Death Knell, so when Maximized it will maximize damage too, and not just temporary hit points
-Fixed Deep Slumber and Sleep spells, so all targets in 20ft radius area can be affected (if HD requirements are met)
-Fixed Disintegrate, so successful save on critical hit will do doubled damage (10d6)
-Fixed a bug, when Dismissal would skip some creatures in the spell area, if some targets get banished. Also, from now on, this spell will properly banish death-immune creatures
-Fixed Earthquake, to not apply knockdown and spell failure effects to the caster on Hardcore difficulty anymore
-Fixed Energy Drain, so it requires ranged touch attack to make target gain negative levels (critical hits implemented too)
-Several fixes to Enervation spell:
*it won't roll two touch attacks
*if Maximized, it won't "double maximize" lost levels, exempt on criticals
*added missing beam visual (similar to one used for Energy Drain)
-Fixed Entangle, so that it can affect more then a single target in first round. Also, when cast, neutral NPC in area won't become hostile for a few seconds anymore
-For Evard's Black Tentacles, implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
-Fixed Feeblemind, so ability loss is properly Maximized (instead of multiplied by 4)
-Fixed Fire Storm and Flame Strike, so that if fire damage is evaded, divine damage could still be applied
-Fixed Flame Arrow, Isaac's Lesser/Greater Missile Storm, Magic Missile and Scorching Ray, so that they don't burn Spell Mantles with each missile, but only once per casting
-Several fixes to Ghoul Touch spell:
*fumes emitted by paralyzed target will reduce attack bonus properly (not just damage, saves and skills)
*fumes will not affect caster on Hardcore difficulty anymore (otherwise, this spell would always try to harm caster, due to being in range)
*fumes will not affect targets immune to poison
*fumes will now dissipate, if target is freed from paralysis
-Fixed Glass Doppelganger spell, so that damage reduction of the copy is 15/bludgeoning (should resist piercing and slashing)
-Fixed Grease, so that movement reduction effect always gets applied (no save)
-Fixed Heal and Harm, so they require touch attack on hostile targets
-Fixed Heal Animal Companion spell, so it will not be able to heal creatures that are not animal companions (like other party members)
-Fixed a bug, when Ice Storm would not injure all creatures in the area of effect, in case some targets died from this spell
-Fixed Infestation of Maggots, so creatures immune to disease won't be affected. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not 3
-Fixed Inflict Wounds line of spells, so they don't roll "fake" touch attack roll when targeting friendly undead
-Fixed Invisibility Sphere, so that sphere ends if invisibility is canceled on caster
-Fixed a bug with both Isaac's Missile Storm spells, when if cast on area with both friends and enemies, some missiles would get lost
-Several fixes to Mass Aid spell:
*depleting temporary hit points won't remove other effects from Mass Aid anymore
*it will not stack with itself and with Aid spell
*it will not check for spell resistance of the target
-Fixed Mass Bear's Endurance, to not stack with itself or Bear's Endurance spell
-Several fixes to Mass Charm Monster spell:
*it will properly charm twice caster HD in creatures, not twice caster HD minus one
*if player controlled character is affected, only he will get Dazed, and not several other creatures too
*it won't affect friendly targets anymore (including caster) on Hardcore difficulty, since it does not make sense (they already fight for you and attack your enemies)
-Several fixes to Mass Cure/Heal spells (including Warpriest variations)
*they won't damage friendly undead on Hardcore difficulty, if they are not in area of effect
*Mass Cure spells, when used for healing, will gain bonus from Augmented Healing feat
*Mass Cure Serious Wounds will be properly Maximized (base healing of 24, not 32)
*Warpriest Mass Cure Light Wounds will correctly use Will save vs undead (not Fortitude)
-Fixed area for Mass Curse of Impending Blades spell, so it has proper 20ft radius (won't affect creatures outside target marker)
-Fixed Mass Death Ward, so it will not check spell resistance for the targets, nor would make them hostile for a few seconds anymore
-Fixed Mass Lesser Vigor, so it would not make targets hostile for a few seconds. Also, it will have proper area with radius of 20ft, to match its targeting marker
-Several fixes to Melf's Acid Arrow spell:
*continuous damage will have correct duration (not 1 round less)
*if it misses the target, it will not cancel Acid Arrow currently in the effect
*if it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack)
-Several fixes to Meteor Swarm spell:
*spell resistance won't be checked twice when targeting ground or caster
*when targeting ground, targets closer to center will always roll properly for higher damage and vice versa
*when targeting creature, critical hits will double fire damage too, and not just blunt damage
-Fixed Mind Fog, so it will not affect targets immune to mind affecting effects
-Fixed Mirror Image, so it can be properly dispelled (no single image per dispel). Also, Maximize metamagic will now work as it should, and won't add just 4 images
-Fixed Moon Bolt, so it can be properly Extended, Empowered or Maximized
-Fixed Nature's Avatar, so it can't be used on polymorphed/wildshaped creatures
-Fixed Polar Ray and Vampiric Touch, so they properly double damage on critical hits (and not limit damage with dice cap)
-Fixed Scare, so that it can affect multiple targets correctly, and that fear on them can be properly dispelled (no leftover effects after area dispel)
-Fixed multi-target version of Scorching Ray to properly calculate number of hostiles in area on Hardcore difficulty (wrong calculation led to less rays fired in some circumstances)
-Fixed single target version of Scorching Ray, so it will show ray visuals for resisted targets
-Fixed Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting Web area
-Fixed Shadow Simulacrum, so that it can copy creatures up to twice the caster level, not half the caster level
-Fixed Shocking Grasp, so that damage is properly increased on criticals when using Maximize metamagic (will obey dice caps)
-Fixed Shout, Greater Shout and Mass Drown, so they won't ignore some creatures in the targeting area anymore
-Several fixes to Shroud of Flame spell:
*won't stack with itself anymore
*damage won't depend from metamagics of other spells cast in following rounds
-Fixed Spell Breach and Mordenkainen's Disjunction spells, so they will be able to remove Least Spell Mantle
-Fixed Storm Avatar (including Stormlord version), so it will work on weapons with electrical damage bonus
-Fixed Storm of Vengeance, so that same damage doesn't get applied to all targets in the round (now damage is rolled for each target separately)
-Fixed Sunbeam and Sunburst, so that single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves
-Fixed stacking issue with Swamp Lung spell, since casting on already affected target could remove old effects without applying new ones (on successful save)
-Fixed Tasha's Hideous Laughter and Weird, so they will not affect targets protected by Protection from Good/Evil, if it should apply
-Fixed Undeath to Death, so it has proper 30ft radius (won't affect undead outside target marker)
-Fixed Vampiric Touch, so it gets properly Maximized (drains 6HP per die, instead of
-Fixed Camouflage version of Vine Mine spell, so it won't try to Entangle the target every round
-Fixed Hamper Movement version of Vine Mine spell, so it won't stack movement decrease every round
-Several fixes to Entangle version of Vine Mine spell:
*it won't try to affect targets already entangled with it
*it won't skip targets with Woodland Stride feat
*it will be possible to affect targets on first round
-Fixed Vitriolic Sphere, so damage won't depend from metamagics of other spells cast in following rounds. Also, it won't ignore some creatures in the targeting area anymore
-Fixed Wall of Fire, so that damage dealt gets capped properly at 2d6+20 (and not at just 20)
-Fixed Wall of Greater Dispel Magic, so it's properly capped at caster level 15, not 10
Invocation fixes
-Fixed Brimstone Blast, so flame visual won't be dispelled anymore
-Fixed Frightful Blast, so it can be properly dispelled (no leftover effects anymore)
-Fixed an issue with using same Eldritch Blast essence on already affected target, when succeeding the save would remove first effect
-Fixed Eldritch Blast touch attack, so creatures immune to critical hits won't get doubled damage on criticals
-Fixed Eldritch Blast visuals, so that ray effect gets shown even for missed or resisted targets (like it's done with most other ray spells)
-Several fixes to Eldritch Chain:
*it will not arc to secondary targets when primary one was missed
*when it arcs, it won't check first secondary target with ranged attack roll twice
*secondary targets will get doubled damage on criticals
-Fixed Eldritch Cone, so it would not sometimes injure the caster on Hardcore difficulty
-Several fixes to Chilling Tentacles:
*tweaked damage and paralytic effects of tentacles to happen sooner (otherwise it could happen to get affected by tentacles after already exiting the area)
*implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
-Fixed Curse of Despair, so that stat penalty mimics Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and won't be permanent
-Fixed area dispel checks for Devour Magic and Voracious Dispelling (previously, area dispel almost never worked)
-Fixed Otherworldly Whispers, so it would not behave like hostile invocation (rolling initiative, putting character into combat stance, etc...)
-Several fixes to Tenacious Plague:
*prevented stacking on already affected targets
*fixed a bug, when swarm would sometimes ignore valid targets
*dispelling won't remove just visuals, but continuous damage too
*you won't get a miss, if to-hit roll is equal to enemy AC
*implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
Fixes to creature abilities
-Fixed Abyssal Blast for Death Knights, so that if fire damage is evaded, divine damage could still be applied
-Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage
-Fixed Dragon Breath for Black, Blue, Bronze and Red Dragons, so that damage is rolled for each target, instead applying same value to all targets
-Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the "line of effect" (Black Dragon Breath is Line, not Cone)
-Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties
-Fixed Ghast and Hezrou stench auras to not affect creatures immune to poison
-Fixed Reach to the Blaze ability of Fire Genasi, so that if multiple targets are affected, successive targets don't get less and less damage (due to previous damage result being used for next target). Also, removed exploit that made it possible to do ridiculous amount of damage with this ability, by circling around the targets (firing non-stop "on enter" damage)
Fixes to class abilities
-Fixed Barbarian Rage, so resting during rage won't give fatigue penalties afterwards
-Fixed Song of Heroism for Bard, so that depleting temporary hit points won't remove other effects. Also, this song will not anymore interrupt Inspirations.
-Fixed Warlock's Fiendish Resilience, so it will regenerate specified amount of health per round, instead per second
-Fixed Enchant Arrow ability, to not wrongly add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for criticals
-Fixed an issue, when bonus from Greater and Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage, when using his special abilities. Also, Strength bonus won't be anymore added to such attacks, if having no bow with Mighty properties, and critical hits from such attacks won't do additional damage against creatures immune to critical hits
-Added missing shooting animation for Arcane Archer's use of Death Arrow
-Fixed Imbue Arrow ability, so shooting animation is shown when Arcane Archer misses the target
-Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)
-Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets. Also removed spell resistance check, since Supernatural abilities should ignore SR (was already true, but only for non-AI cast breath)
Other fixes
-Fixed Use Magic Device check for casting from scrolls on Hardcore difficulty, so it will only get triggered when scroll class restrictions were not met (prevents an issue when non-arcane casters with Rogue levels or UMD skill were forced to roll this check even for scrolls with spells from their own class)
-Several fixes to Unity of Will spell-like ability of Silver Sword:
*depleting temporary hit points won't end other buffs (Heroism-like effect)
*included skill penalties to enemies, that were missing (Crushing Despair-like effect)
*Crushing Despair-like penalties linked, so they could all be dispelled with single dispel
*enemies immune to mind effects won't get penalties
Targeting and metamagic fixes
(spells.2da)
-Fixed Bless, Dismissal, Scare, Song of Discord and Undeath to Death spells, so that they can target ground, and not just creatures directly (since they have area effects)
-Fixed Lesser Planar Binding and Planar Binding, so they can target hostile outsiders
-Fixed Eldritch Doom, so targeting marker matches shape area (old marker was smaller then area affected)
-Fixed Mass Aid and Mass Death Ward, so they can be Extended with metamagic
-Fixed Infinite Resonance spell-like ability of Silver Sword, so it works in No PVP areas
VFX fixes
-Fixed visuals for Blade Barrier, so that swords don't disappear right after spell is cast
-Fixed visuals for Evard's Black Tentacles, so that tentacles stay for full spell duration
http://nwvault.ign.com/View.php?view=NW ... tail&id=99
http://nwvault.ign.com/View.php?view=NW ... tail&id=85
Spell fixes
-Fixed Acid Fog, so targets already in the cloud would not get same, fixed damage (now, damage is rolled for each target). Fortitude save is also removed for those targets (since it didn't do anything)
-Fixed touch attacks for Acid Splash, Death Knell, Disintegrate, Enervation, Melf's Acid Arrow, Meteor Swarm, Polar Ray, Ray of Frost, Scorching Ray, Searing Light, Shocking Grasp and Vampiric Touch spells, so creatures immune to critical hits won't get doubled damage on criticals
-Fixed Aid to not stack with Mass Aid spell
-Aura of Glory spell will not anymore apply Charisma bonus to party members and won't add fear save bonus to caster (since Paladin is already immune to fear)
-Aura of Vitality won't stack with itself anymore, to prevent gaining extra HP with every successive casting of this spell
-Fixed Avasculate and Disintegrate visuals, so that ray effect gets shown even for missed or resisted targets (like it's done with most other ray spells)
-Fixed Banishment and Bless spells, so they affect targeted area properly, instead of similarly sized area centered on the caster
-Fixed Battletide (including Warpriest version), so it gets properly dispelled (caster won't keep attack/damage bonus). Also, spell won't stack with itself anymore, by giving two area effects
-Fixed Bear's Endurance to not stack with Mass Bear's Endurance (this gave extra hit points)
-Fixed Blade Barrier (Self), so it gets properly dispelled (no immobilized caster after dispelling blades)
-Several fixes to Bigby Hand line of spells:
*now they will take into account size increasing spell effects when calculating grapple or bull rush checks
*only Grasping and Crushing Hand will not stack with each other (since both would grapple the target)
*fixed a bug when Clenched Fist would end prematurely (usually after casting some other spell)
*damage won't depend from metamagics of other spells cast in following rounds
-Removed doubled saves from Bombardment spell (now, a single Reflex save protects from both damage and knockdown). Also, if damage is evaded, target won't get "0 damage applied" message
-Fixed Burning Harnds, Color Spray, Cone of Cold, Mestil's Acid Breath and Prismatic Spray, so they won't check caster for spell resistance in some situations
-Several fixes to Burst of Glacial Wrath:
*creatures encased in ice will get damage reduction of 10/- as intended
*creatures with cold weakness won't die from this spell
*creatures with cold resistance will be damaged properly (and frozen, if needed)
*an issue when cone could sometimes injure the caster on Hardcore difficulty won't happen anymore
*it won't happen for burst to ignore some creatures in the cone
-Fixed Cacophonic Burst, so that saving successfully from its damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage. Also, it will be properly maximized if having caster level below 15 (will not do 90 points of damage then)
-Fixed Circle of Death, so it won't affect area lower then intended (15ft radius, instead of correct 30ft)
-Fixed Cloudkill to properly apply Constitution damage (previously, if multiple targets were affected, damage would be greatly reduced for some of them). Also, if there are any creatures immune to poison in area, it won't stop spell anymore from applying damage to other targets
-Fixed a bug, when Cloud of Bewilderment would always affect targets immune to poison, instead the opposite. Also, spell resistance won't be checked multiple times for targets already affected by this cloud
-Fixed Color Spray, so blindness version won't affect creatures immune to mind affecting effects anymore
-Fixed durations for Confusion and Song of Discord spells, so they are properly doubled when Extended
-Fixed Creeping Cold and Greater Creeping cold, so that damage won't depend from metamagics of other spells cast in following rounds
-Several fixes to Creeping Doom spell:
*fixed a bug, when swarm would sometimes ignore valid target
*dispelling won't remove just visuals, but continuous damage too
*you won't get a miss, if to-hit roll is equal to enemy AC
*implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
-Several fixes to Crushing Despair spell:
*it won't sometimes affect the caster on Hardcore difficulty
*it will be dispelled properly (no leftover effects anymore)
*skill penalties included, that were missing
*will not affect targets immune to mind affecting effects
-Several fixes to Cure line of spells (includes potions too):
*no more maximum damage healed on difficulties higher then Normal
*on Normal or Easy difficulty, healing maximum damage (or double maximum if using Maximize) will now work on all party members (and not only on currently controlled character)
*Augmented Healing feat will not add bonus healing to potions, scrolls and other items used by character having this feat
-Fixed Curse of Impending Blades (including Mass version), so that they can't be dispelled and can only be removed by Remove Curse spell
-Fixed an issue with Darkness spell (including Darkness invocation and few other variations), when exiting overlapping section of two dark areas removes Darkness effects from the character, even when he could still be in the darkness
-Fixed Death Knell, so when Maximized it will maximize damage too, and not just temporary hit points
-Fixed Deep Slumber and Sleep spells, so all targets in 20ft radius area can be affected (if HD requirements are met)
-Fixed Disintegrate, so successful save on critical hit will do doubled damage (10d6)
-Fixed a bug, when Dismissal would skip some creatures in the spell area, if some targets get banished. Also, from now on, this spell will properly banish death-immune creatures
-Fixed Earthquake, to not apply knockdown and spell failure effects to the caster on Hardcore difficulty anymore
-Fixed Energy Drain, so it requires ranged touch attack to make target gain negative levels (critical hits implemented too)
-Several fixes to Enervation spell:
*it won't roll two touch attacks
*if Maximized, it won't "double maximize" lost levels, exempt on criticals
*added missing beam visual (similar to one used for Energy Drain)
-Fixed Entangle, so that it can affect more then a single target in first round. Also, when cast, neutral NPC in area won't become hostile for a few seconds anymore
-For Evard's Black Tentacles, implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
-Fixed Feeblemind, so ability loss is properly Maximized (instead of multiplied by 4)
-Fixed Fire Storm and Flame Strike, so that if fire damage is evaded, divine damage could still be applied
-Fixed Flame Arrow, Isaac's Lesser/Greater Missile Storm, Magic Missile and Scorching Ray, so that they don't burn Spell Mantles with each missile, but only once per casting
-Several fixes to Ghoul Touch spell:
*fumes emitted by paralyzed target will reduce attack bonus properly (not just damage, saves and skills)
*fumes will not affect caster on Hardcore difficulty anymore (otherwise, this spell would always try to harm caster, due to being in range)
*fumes will not affect targets immune to poison
*fumes will now dissipate, if target is freed from paralysis
-Fixed Glass Doppelganger spell, so that damage reduction of the copy is 15/bludgeoning (should resist piercing and slashing)
-Fixed Grease, so that movement reduction effect always gets applied (no save)
-Fixed Heal and Harm, so they require touch attack on hostile targets
-Fixed Heal Animal Companion spell, so it will not be able to heal creatures that are not animal companions (like other party members)
-Fixed a bug, when Ice Storm would not injure all creatures in the area of effect, in case some targets died from this spell
-Fixed Infestation of Maggots, so creatures immune to disease won't be affected. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not 3
-Fixed Inflict Wounds line of spells, so they don't roll "fake" touch attack roll when targeting friendly undead
-Fixed Invisibility Sphere, so that sphere ends if invisibility is canceled on caster
-Fixed a bug with both Isaac's Missile Storm spells, when if cast on area with both friends and enemies, some missiles would get lost
-Several fixes to Mass Aid spell:
*depleting temporary hit points won't remove other effects from Mass Aid anymore
*it will not stack with itself and with Aid spell
*it will not check for spell resistance of the target
-Fixed Mass Bear's Endurance, to not stack with itself or Bear's Endurance spell
-Several fixes to Mass Charm Monster spell:
*it will properly charm twice caster HD in creatures, not twice caster HD minus one
*if player controlled character is affected, only he will get Dazed, and not several other creatures too
*it won't affect friendly targets anymore (including caster) on Hardcore difficulty, since it does not make sense (they already fight for you and attack your enemies)
-Several fixes to Mass Cure/Heal spells (including Warpriest variations)
*they won't damage friendly undead on Hardcore difficulty, if they are not in area of effect
*Mass Cure spells, when used for healing, will gain bonus from Augmented Healing feat
*Mass Cure Serious Wounds will be properly Maximized (base healing of 24, not 32)
*Warpriest Mass Cure Light Wounds will correctly use Will save vs undead (not Fortitude)
-Fixed area for Mass Curse of Impending Blades spell, so it has proper 20ft radius (won't affect creatures outside target marker)
-Fixed Mass Death Ward, so it will not check spell resistance for the targets, nor would make them hostile for a few seconds anymore
-Fixed Mass Lesser Vigor, so it would not make targets hostile for a few seconds. Also, it will have proper area with radius of 20ft, to match its targeting marker
-Several fixes to Melf's Acid Arrow spell:
*continuous damage will have correct duration (not 1 round less)
*if it misses the target, it will not cancel Acid Arrow currently in the effect
*if it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack)
-Several fixes to Meteor Swarm spell:
*spell resistance won't be checked twice when targeting ground or caster
*when targeting ground, targets closer to center will always roll properly for higher damage and vice versa
*when targeting creature, critical hits will double fire damage too, and not just blunt damage
-Fixed Mind Fog, so it will not affect targets immune to mind affecting effects
-Fixed Mirror Image, so it can be properly dispelled (no single image per dispel). Also, Maximize metamagic will now work as it should, and won't add just 4 images
-Fixed Moon Bolt, so it can be properly Extended, Empowered or Maximized
-Fixed Nature's Avatar, so it can't be used on polymorphed/wildshaped creatures
-Fixed Polar Ray and Vampiric Touch, so they properly double damage on critical hits (and not limit damage with dice cap)
-Fixed Scare, so that it can affect multiple targets correctly, and that fear on them can be properly dispelled (no leftover effects after area dispel)
-Fixed multi-target version of Scorching Ray to properly calculate number of hostiles in area on Hardcore difficulty (wrong calculation led to less rays fired in some circumstances)
-Fixed single target version of Scorching Ray, so it will show ray visuals for resisted targets
-Fixed Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting Web area
-Fixed Shadow Simulacrum, so that it can copy creatures up to twice the caster level, not half the caster level
-Fixed Shocking Grasp, so that damage is properly increased on criticals when using Maximize metamagic (will obey dice caps)
-Fixed Shout, Greater Shout and Mass Drown, so they won't ignore some creatures in the targeting area anymore
-Several fixes to Shroud of Flame spell:
*won't stack with itself anymore
*damage won't depend from metamagics of other spells cast in following rounds
-Fixed Spell Breach and Mordenkainen's Disjunction spells, so they will be able to remove Least Spell Mantle
-Fixed Storm Avatar (including Stormlord version), so it will work on weapons with electrical damage bonus
-Fixed Storm of Vengeance, so that same damage doesn't get applied to all targets in the round (now damage is rolled for each target separately)
-Fixed Sunbeam and Sunburst, so that single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves
-Fixed stacking issue with Swamp Lung spell, since casting on already affected target could remove old effects without applying new ones (on successful save)
-Fixed Tasha's Hideous Laughter and Weird, so they will not affect targets protected by Protection from Good/Evil, if it should apply
-Fixed Undeath to Death, so it has proper 30ft radius (won't affect undead outside target marker)
-Fixed Vampiric Touch, so it gets properly Maximized (drains 6HP per die, instead of

-Fixed Camouflage version of Vine Mine spell, so it won't try to Entangle the target every round
-Fixed Hamper Movement version of Vine Mine spell, so it won't stack movement decrease every round
-Several fixes to Entangle version of Vine Mine spell:
*it won't try to affect targets already entangled with it
*it won't skip targets with Woodland Stride feat
*it will be possible to affect targets on first round
-Fixed Vitriolic Sphere, so damage won't depend from metamagics of other spells cast in following rounds. Also, it won't ignore some creatures in the targeting area anymore
-Fixed Wall of Fire, so that damage dealt gets capped properly at 2d6+20 (and not at just 20)
-Fixed Wall of Greater Dispel Magic, so it's properly capped at caster level 15, not 10
Invocation fixes
-Fixed Brimstone Blast, so flame visual won't be dispelled anymore
-Fixed Frightful Blast, so it can be properly dispelled (no leftover effects anymore)
-Fixed an issue with using same Eldritch Blast essence on already affected target, when succeeding the save would remove first effect
-Fixed Eldritch Blast touch attack, so creatures immune to critical hits won't get doubled damage on criticals
-Fixed Eldritch Blast visuals, so that ray effect gets shown even for missed or resisted targets (like it's done with most other ray spells)
-Several fixes to Eldritch Chain:
*it will not arc to secondary targets when primary one was missed
*when it arcs, it won't check first secondary target with ranged attack roll twice
*secondary targets will get doubled damage on criticals
-Fixed Eldritch Cone, so it would not sometimes injure the caster on Hardcore difficulty
-Several fixes to Chilling Tentacles:
*tweaked damage and paralytic effects of tentacles to happen sooner (otherwise it could happen to get affected by tentacles after already exiting the area)
*implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
-Fixed Curse of Despair, so that stat penalty mimics Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and won't be permanent
-Fixed area dispel checks for Devour Magic and Voracious Dispelling (previously, area dispel almost never worked)
-Fixed Otherworldly Whispers, so it would not behave like hostile invocation (rolling initiative, putting character into combat stance, etc...)
-Several fixes to Tenacious Plague:
*prevented stacking on already affected targets
*fixed a bug, when swarm would sometimes ignore valid targets
*dispelling won't remove just visuals, but continuous damage too
*you won't get a miss, if to-hit roll is equal to enemy AC
*implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
Fixes to creature abilities
-Fixed Abyssal Blast for Death Knights, so that if fire damage is evaded, divine damage could still be applied
-Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage
-Fixed Dragon Breath for Black, Blue, Bronze and Red Dragons, so that damage is rolled for each target, instead applying same value to all targets
-Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the "line of effect" (Black Dragon Breath is Line, not Cone)
-Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties
-Fixed Ghast and Hezrou stench auras to not affect creatures immune to poison
-Fixed Reach to the Blaze ability of Fire Genasi, so that if multiple targets are affected, successive targets don't get less and less damage (due to previous damage result being used for next target). Also, removed exploit that made it possible to do ridiculous amount of damage with this ability, by circling around the targets (firing non-stop "on enter" damage)
Fixes to class abilities
-Fixed Barbarian Rage, so resting during rage won't give fatigue penalties afterwards
-Fixed Song of Heroism for Bard, so that depleting temporary hit points won't remove other effects. Also, this song will not anymore interrupt Inspirations.
-Fixed Warlock's Fiendish Resilience, so it will regenerate specified amount of health per round, instead per second
-Fixed Enchant Arrow ability, to not wrongly add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for criticals
-Fixed an issue, when bonus from Greater and Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage, when using his special abilities. Also, Strength bonus won't be anymore added to such attacks, if having no bow with Mighty properties, and critical hits from such attacks won't do additional damage against creatures immune to critical hits
-Added missing shooting animation for Arcane Archer's use of Death Arrow
-Fixed Imbue Arrow ability, so shooting animation is shown when Arcane Archer misses the target
-Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)
-Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets. Also removed spell resistance check, since Supernatural abilities should ignore SR (was already true, but only for non-AI cast breath)
Other fixes
-Fixed Use Magic Device check for casting from scrolls on Hardcore difficulty, so it will only get triggered when scroll class restrictions were not met (prevents an issue when non-arcane casters with Rogue levels or UMD skill were forced to roll this check even for scrolls with spells from their own class)
-Several fixes to Unity of Will spell-like ability of Silver Sword:
*depleting temporary hit points won't end other buffs (Heroism-like effect)
*included skill penalties to enemies, that were missing (Crushing Despair-like effect)
*Crushing Despair-like penalties linked, so they could all be dispelled with single dispel
*enemies immune to mind effects won't get penalties
Targeting and metamagic fixes
(spells.2da)
-Fixed Bless, Dismissal, Scare, Song of Discord and Undeath to Death spells, so that they can target ground, and not just creatures directly (since they have area effects)
-Fixed Lesser Planar Binding and Planar Binding, so they can target hostile outsiders
-Fixed Eldritch Doom, so targeting marker matches shape area (old marker was smaller then area affected)
-Fixed Mass Aid and Mass Death Ward, so they can be Extended with metamagic
-Fixed Infinite Resonance spell-like ability of Silver Sword, so it works in No PVP areas
VFX fixes
-Fixed visuals for Blade Barrier, so that swords don't disappear right after spell is cast
-Fixed visuals for Evard's Black Tentacles, so that tentacles stay for full spell duration
"You people have not given Private Pyle the proper motivation! So, from now on, when Private Pyle fucks up... I will not punish him. I will punish all of you! And the way I see it, ladies... you owe me for one jelly donut! Now, get on your faces!"
Chasms....this is a Robinsons Workshop tileset....I can't find any errors in my testing of t.

http://nwvault.ign.com/View.php?view=NW ... ail&id=241

http://nwvault.ign.com/View.php?view=NW ... ail&id=241

May wanna consider these new hoods as well. Much better than the Obsidian defaults.
http://nwvault.ign.com/View.php?view=NW ... ail&id=223
http://nwvault.ign.com/View.php?view=NW ... ail&id=223
"You people have not given Private Pyle the proper motivation! So, from now on, when Private Pyle fucks up... I will not punish him. I will punish all of you! And the way I see it, ladies... you owe me for one jelly donut! Now, get on your faces!"
This could prove useful. Eliminates the tile stretching issue when scaling cliffs.
http://nwvault.ign.com/View.php?view=NW ... ail&id=225
http://nwvault.ign.com/View.php?view=NW ... ail&id=225
"You people have not given Private Pyle the proper motivation! So, from now on, when Private Pyle fucks up... I will not punish him. I will punish all of you! And the way I see it, ladies... you owe me for one jelly donut! Now, get on your faces!"
This looks like something that would be very nice to have. I have yet to test it out and will try to do that later in the week. It's also compatible with the two spellfix links I posted above.
http://nwvault.ign.com/View.php?view=NW ... ail&id=115
The goal of this project is to extend the standard Bioware/Obsidian's spellcasting system to look more PnP.
First of all, write down that this hak overrides ALL standard spell scripts, so you need to get the new version of the framework each time a new Obsidian's patch gets out. I generally update it during the week after the patch is out.
Player1's Spell Fixes v1.62 is integrated in this version.
I'm waiting for a MotB-compatible version of Reeron's Spell Improvements to integrated it.
This hak is mainly intended for scripters who want to :
* Cast spells with a specific power (caster level, metamagic, save DC)
* Change a spell power before it is applied
* Use multiple metamagic features inside the same spell
* Get informations about active spells on a creature (caster level, metamagic, save DC, original caster)
* Get the real type of a spell (spell or like-like, supernatural, extraordinary, miscellaneous)
* Get miscellaneous informations about a spell (descriptor, name, spell school, range)
* Get exact saving throws of creatures AND items !
* Make item cast spells with a specific power (caster level, metamagic, save DC)
* Enable/disable item properties on magical items
* Get informations about item properties (caster level, spell school)
* Get informations about items (magical or not, caster level, spell school)
* Make use of Player1' Spell Fixes (v1.62)
* Make use of Reeron' Spell Improvements (v2.16)
It is also interesting for module builders and players who need :
* The PnP magic staff system
* The Detect Magic spell (wizard level 0) : A character detects magical auras (presence/absence, aura strength, spell school) and may even identify items.
* The Anayze Dweomer spell (wizard level 6) : Identify many items around a character or on a creature, and detect the active spells on a creature.
* The Spell Turning spell (wizard level 7) : Turn back their spells to your opponents.
* To make use of the Wild/Dead Magic zone system.
For more information, check the documentation available in the zip file.
http://nwvault.ign.com/View.php?view=NW ... ail&id=115
The goal of this project is to extend the standard Bioware/Obsidian's spellcasting system to look more PnP.
First of all, write down that this hak overrides ALL standard spell scripts, so you need to get the new version of the framework each time a new Obsidian's patch gets out. I generally update it during the week after the patch is out.
Player1's Spell Fixes v1.62 is integrated in this version.
I'm waiting for a MotB-compatible version of Reeron's Spell Improvements to integrated it.
This hak is mainly intended for scripters who want to :
* Cast spells with a specific power (caster level, metamagic, save DC)
* Change a spell power before it is applied
* Use multiple metamagic features inside the same spell
* Get informations about active spells on a creature (caster level, metamagic, save DC, original caster)
* Get the real type of a spell (spell or like-like, supernatural, extraordinary, miscellaneous)
* Get miscellaneous informations about a spell (descriptor, name, spell school, range)
* Get exact saving throws of creatures AND items !
* Make item cast spells with a specific power (caster level, metamagic, save DC)
* Enable/disable item properties on magical items
* Get informations about item properties (caster level, spell school)
* Get informations about items (magical or not, caster level, spell school)
* Make use of Player1' Spell Fixes (v1.62)
* Make use of Reeron' Spell Improvements (v2.16)
It is also interesting for module builders and players who need :
* The PnP magic staff system
* The Detect Magic spell (wizard level 0) : A character detects magical auras (presence/absence, aura strength, spell school) and may even identify items.
* The Anayze Dweomer spell (wizard level 6) : Identify many items around a character or on a creature, and detect the active spells on a creature.
* The Spell Turning spell (wizard level 7) : Turn back their spells to your opponents.
* To make use of the Wild/Dead Magic zone system.
For more information, check the documentation available in the zip file.
"You people have not given Private Pyle the proper motivation! So, from now on, when Private Pyle fucks up... I will not punish him. I will punish all of you! And the way I see it, ladies... you owe me for one jelly donut! Now, get on your faces!"
Dunno if this has already been looked at but I think I found a means of including counterspelling.
http://nwvault.ign.com/View.php?view=NW ... tail&id=53
also it looks like there might be a few issues with counterspelling and cheating so here is a link I found that tries to address that.
http://nwvault.ign.com/View.php?view=Sc ... 2713#Files
http://nwvault.ign.com/View.php?view=NW ... tail&id=53
also it looks like there might be a few issues with counterspelling and cheating so here is a link I found that tries to address that.
http://nwvault.ign.com/View.php?view=Sc ... 2713#Files
Current PC: Helga Hornraven
Next PC: Coming Soon
Next PC: Coming Soon
After getting stuck into the myriad NPCs I need for the city, I saw a massive deficit in the amount of clothing available to give the right Moonsea flavour. Here's some links to clothing which will go a long way to covering this deficit but certainly doesnt give enough cold climate variety as yet... I havent tested any of these since my puter blew up and is in the shop so if someone tech savvy can possibly take a look at how easy these would be to incorporate in haks, I'd be greatly appreciative.
http://nwvault.ign.com/View.php?view=NW ... ail&id=224
Chimneyfish clothes
http://nwvault.ign.com/View.php?view=NW ... ail&id=105
Shirtless Saga part I - good for slaves and gladiators very important for Moonsea
http://nwvault.ign.com/View.php?view=NW ... ail&id=161
Shirtless Saga part 2 – the wolf cloaks and helms are musthaves for my malarites
http://nwvault.ign.com/View.php?view=NW ... ail&id=246
Additional playable heads
http://nwvault.ign.com/View.php?view=NW ... ail&id=138
Endless Summer v3 clothing hak
http://nwvault.ign.com/View.php?view=NW ... ail&id=122
Some dandies, nobles and male slaves will no doubt be dressed in some of these
http://nwvault.ign.com/View.php?view=NW ... tail&id=29
http://nwvault.ign.com/View.php?view=NW ... tail&id=36
http://nwvault.ign.com/View.php?view=NW ... tail&id=50
http://nwvault.ign.com/View.php?view=NW ... ail&id=136
My pleasure slaves, strumpets, zhentish noblewomen and loviatans must have some of these clothes. Aleanne was responsible for a lot of the community clothing NWN1 and these all look pretty good.
http://nwvault.ign.com/View.php?view=NW ... ail&id=109
All pretty good except for the electrical taped nipples on the women and the chainmail vests on the blokes..
Lastly a couple of things I thought warranted a mention -:
http://nwvault.ign.com/View.php?view=NW ... ail&id=203
Card Games 4tw! Something for the Holy Hall of Good fortune.. great idea!!
http://nwvault.ign.com/View.php?view=NW ... ail&id=247
FR Banners for all mods..
http://nwvault.ign.com/View.php?view=NW ... ail&id=224
Chimneyfish clothes
http://nwvault.ign.com/View.php?view=NW ... ail&id=105
Shirtless Saga part I - good for slaves and gladiators very important for Moonsea
http://nwvault.ign.com/View.php?view=NW ... ail&id=161
Shirtless Saga part 2 – the wolf cloaks and helms are musthaves for my malarites
http://nwvault.ign.com/View.php?view=NW ... ail&id=246
Additional playable heads
http://nwvault.ign.com/View.php?view=NW ... ail&id=138
Endless Summer v3 clothing hak
http://nwvault.ign.com/View.php?view=NW ... ail&id=122
Some dandies, nobles and male slaves will no doubt be dressed in some of these
http://nwvault.ign.com/View.php?view=NW ... tail&id=29
http://nwvault.ign.com/View.php?view=NW ... tail&id=36
http://nwvault.ign.com/View.php?view=NW ... tail&id=50
http://nwvault.ign.com/View.php?view=NW ... ail&id=136
My pleasure slaves, strumpets, zhentish noblewomen and loviatans must have some of these clothes. Aleanne was responsible for a lot of the community clothing NWN1 and these all look pretty good.
http://nwvault.ign.com/View.php?view=NW ... ail&id=109
All pretty good except for the electrical taped nipples on the women and the chainmail vests on the blokes..
Lastly a couple of things I thought warranted a mention -:
http://nwvault.ign.com/View.php?view=NW ... ail&id=203
Card Games 4tw! Something for the Holy Hall of Good fortune.. great idea!!
http://nwvault.ign.com/View.php?view=NW ... ail&id=247
FR Banners for all mods..
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
*BUMP* for clothes.. including these gems
http://nwvault.ign.com/View.php?view=NW ... ail&id=118
How good do they look!!?!
I can test all the clothes I listed this weekend.
I would like to meet with the Custom Content peeps sometime this weekend to discuss what we should and shouldn't add in terms of clothing and I'd like to get an idea of how I can make it really easy for these to be added.
I just really need more clothes to make Zhentil Keep look and feel like Zhentil Keep, the packaged clothes just arent doing it for me...
http://nwvault.ign.com/View.php?view=NW ... ail&id=118
How good do they look!!?!
I can test all the clothes I listed this weekend.
I would like to meet with the Custom Content peeps sometime this weekend to discuss what we should and shouldn't add in terms of clothing and I'd like to get an idea of how I can make it really easy for these to be added.
I just really need more clothes to make Zhentil Keep look and feel like Zhentil Keep, the packaged clothes just arent doing it for me...
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
Must have..
http://nwvault.ign.com/View.php?view=NW ... ail&id=260
that'll make towers easier than the thousand placeables method..
http://nwvault.ign.com/View.php?view=NW ... ail&id=260
that'll make towers easier than the thousand placeables method..
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
http://nwvault.ign.com/View.php?view=NW ... ail&id=302
nice shields.. (except that Cyric one, which I'm not a fan of)
Once I'm settled in NZ, I'm confident I can reskin some more diety specific and heraldry specific shields for these as required too..
just need to figure out the best way to do tabards...
nice shields.. (except that Cyric one, which I'm not a fan of)
Once I'm settled in NZ, I'm confident I can reskin some more diety specific and heraldry specific shields for these as required too..
just need to figure out the best way to do tabards...
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!