Fiends question
#1 Guest_g_*
Posted 30 April 2011 - 04:32 PM
How exactly do your fiends work? Do i get to control them like an ally? If not, do they turn on me despite pro from evil? (as far as I remember, SCSII stopped you being completely safe using pro from evil, and am wondering if you do the same in the case i don't have full control)
I like the look of what atweaks does with fiends as far as scripts and so on, what do you offer that is different? Will anything break if I go with atweaks fiends, or even SCSII fiends?
I suppose you cannot answer the SCSII questions, but if someone else has experience please let me know what is best, in your opinion. I don't particularly feel like spamming the boards and creating this at the SCSII section just to get DavidW's attention! (nor at SHS...)
In particular, I'm thinking of installing SR, then SCSII, then atweaks with the second component: The second subcomponent also affects specific mod-added fiends (as of now, the ones added by SCSII), and all fiends receive PnP stats and aTweaks scripts.
I just don't want to break SR, and I know you have some different(ly named) spells, like the Death knight one, and am wondering if things like that will cause problems?
#2
Posted 02 May 2011 - 12:48 AM
g, on May 1 2011, 02:32 AM, said:
Otoh aTweak's fiends are very different from SR/SCS ones (the former are 2E-like, ours are 3E-like), but I think installing them over SR/SCS is fine since more recent versions. If installed after SCS aTweak's fiends should replace SCS ones.
If you want a general overview, I'd say aTweak's fiends have a few cool features within its scripts that I and David aren't using right now, but SR/SCS fiends are way more powerful. I suppose it's a matter of tastes deciding which ones you prefer.
g, on May 1 2011, 02:32 AM, said:
Following SCS design decision, which I strongly support, SR fiends don't ignore characters protected by ProEvil (its +2 to AC and saves still work). Otoh aTweak gives a few tricks to high lvl demons to dispel ProEvil (e.g. some of them can Breach it with Limited Wish).
g, on May 1 2011, 02:32 AM, said:
g, on May 1 2011, 02:32 AM, said:
In particular, I'm thinking of installing SR, then SCSII, then atweaks with the second component: The second subcomponent also affects specific mod-added fiends (as of now, the ones added by SCSII), and all fiends receive PnP stats and aTweaks scripts.
g, on May 1 2011, 02:32 AM, said:
Edited by Demivrgvs, 02 May 2011 - 12:56 AM.
#4
Posted 31 July 2011 - 06:19 AM
Demivrgvs, on May 2 2011, 03:48 PM, said:
I'm thinking of heading down the same path. Do you think aTweak's fiends would still remain effective in SR/SCS, compared for example to devas and planetars ? Their HD are much lower, but on the other hand, they have a lot of special abilities and can now gate in friends (I think aT's Pit Fiend can gate in a Greater Baatezu once per round at 100% chance of success
Cheers,
Fred
#5
Posted 31 July 2011 - 06:49 AM
Tonton Fred, on Jul 31 2011, 03:22 PM, said:
If you end up trying aTweak's ones I'd actually be quite interested in getting some feedback on them from players who have faced SR/SCS ones and can compare them.
Edited by Demivrgvs, 31 July 2011 - 06:51 AM.
#6
Posted 31 July 2011 - 09:47 AM
Demivrgvs, on Jul 31 2011, 04:49 PM, said:
With the recent updates to the Fiendish Gating component, fiends give much higher priority to summoning allies and can do that a lot quicker than before.
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Yup, if you look at the hit dice and damage dealt, aTweaks' fiends are less powerful than their SCS/SR counterparts since aTweaks uses 2E AD&D as a base while SR and SCS use D&D 3.5. However, as you've already noted, aTweaks' fiends they have several PnP abilities which can help them to offset this. For example, with aTweaks, a Nabassu can jump to the Ethereal Plane and completely regenerate 2x/day while a Pit Fiend can use its Wish ability to fully heal itself or cast Improved Haste on all nearby allies.
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Me too.
Rogue Rebalancing - Author
aTweaks - Author
Wizard Slayer Rebalancing - Co-Author
BG2 Fixpack - Contributor
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