Among random encounters, I would prefer some appropriately-leveled casters, especially healing and supportive clerics, entangle-happy druids, though only outdoors, and, well, wizards! I believe there should be more foe variation and more reason to take Improved Counterspell. -EE
Improved counterspell? Damn straight I wish I took that feat! I've been testing the Kalshane/Cerulean the blue's fixes with my CE group... So with my PC's at level 6 i'm doing the 3rd Allrem quest, managed (with some skillful sneaking past the Will o' whisps) to get to Falrinth to get the Orb (there's me thinking he's the most stupid spellcaster in the game, and that he's an easy target), I talk to him, try to bluff him that Hedrack sent me to get the Orb but end up in combat anyway... Can you say ass whipping? Because that is exactly what happened, he buffed, then dismantled my entire team with his arcane wrath (twice)! I was looking for easy XP and a way to meet Hedrack early - no such luck here. Great job there Kalshane! finally a worthy magic using opponant! @Kalshane I was gonna post a more detailed report - but don't want to post spoilers for a mod that's not even released yet
@Allyx, Thanks for the praise, but I didn't really do anything with Falrinth, other than making him rules-compliant. All the spell choices and AI scripting was done by someone else (maybe even Liv) before I even came on to the scene. @Endarire, there are now lizardman druids, but they're only level 1 and only cast cure spells. I could tweak them to cast Entangle instead, but since the lizardmen don't carry ranged weapons it would be kind of pointless.
Wouldn't javelins make a cool lizard-man weapon? Would they use them? The only other thing might be a sling, I s'pose...
Thrown spears or javelins have always been popular for the lizardfolk. Even if Kal can get the druids to cast "entangle", though, the guys with javelins would probably just charge right into the area of effect. :no: I REALLY hate the AI limitations in this game. --Blair "Welcome to the Land of the Perpetually Disgruntled! How may we abuse you?"
I have been kicking around ideas for the random encounters, mainly tougher encounters for higher level parties (including other parties, perhaps out hunting yours, with spellcasters, or perhaps a hill giant raiding party, or a dragon, etc. ...). Now, I just need to find the time to work on them.
A consistent AI script to make critters throw a one-off weapon, like a javelin or dart, then close for melee, would be fabulous. The game seems to do it automatically to an extent - i have a sniper in KotB who WILL switch to a melee weapon automatically if surrounded to the extent he can't move, otherwise he 5-foot steps and fires (using a generic sniper AI from startegy.tab) - but a regular thing in strategy.tab or the .py files to open with a volley then charge would be sweet.
I wonder if there are python scripts that over-ride the AI scripts in the strategy.tab. Otis stupidly fires his longbow in melee. When I tried giving him the sniper AI function, he did the same thing. Same with Iuz and Cuthbert wanting to throw an unarmed attack into their melee combo, which no other creatures in the game do.
Cuthbert and Iuz are armed, right? I recently equipped a test party on the fly and mistakenly put their weapons in their off hands, and everybody threw punches. You probably already thought of that, but I often miss obvious things myself, so . . . :mrhappy:
Yeah, they're armed. They do a full attack routine with their weapon, but throw a punch in the middle. It's very strange. Especially since Iuz's weapon is two-handed so he doesn't even have a hand free.