Ephyon's Content
There have been 9 items by Ephyon (Search limited from 04-June 23)
#434232 Additional Tweaks?
Posted by Ephyon on 14 January 2009 - 05:53 AM in PS:T Tweaks
#434231 Deionarra's Truth Mod comments *SPOILERS*
Posted by Ephyon on 14 January 2009 - 05:48 AM in PS:T UB
It was very good, the majority of the dialogue mixed in pretty seamlessly and it worked very well...
BUT there are two things that, while not really bad, kinda irked me for a second. Not too bad, but while reading them, they immediately flashed the "this wasn't originally there" flag I get when I play through mod content that doesn't entirely mix with the game's writing style.
The first one was the two options to end the quest by insisting that Kesai tell you of Nenny's dreams. They both give the same result, which seems far too abrupt in the case of the gentler one (couldn't she just give a more final "no" and ask you to drop the matter and continue with the quest?), while the more violent one is... well, WAY too violent, probably among the most angry responses you can give in the game and over such an irrelevant matter. Even when TNO makes a threat, it usually seems like he does it in some calm, cold manner. One of the very few times he's shown truly angry is when Morte reveals he knew about the Fortress, for example. This is just one really useless bit of irrelevant gossip.
The second would be hard to fix... even though he admits knowing to be manipulated, the way Kesai tricks the Practical Incarnation with cheap flirting just strikes me as very wrong. It's just weird for the man supposed to be a stone-cold asshole to take a detour just to impress a woman when the guy is supposed to be rigid like a Modron... it would take tweaking the dialogue quite a bit to emphasize some more the fact that he?s being magically manipulated, preferably throwing in a reference to it a bit earlier in a ?you intend to dismiss her but are strangely compelled to speak? sort of way. In short, give more emphasis to the "this is a manipulated dream and I can't act or think freely" angle and less to the "whoa, titties!" one.
#434164 Known Issues 3.02 (report bugs here)
Posted by Ephyon on 13 January 2009 - 07:04 PM in PS:T Fixpack
It's really just a small visual inconsistency.
Also, behold one of the most useless reports ever: There was a typo in one of your added quests, pretty sure it was the Deionarra's Truth quest. Except I don't remember where. I THINK it MIGHT have been while talking to Kesai-Serris, and it could POSSIBLY be a case of two letters being there when there should have been one. PERHAPS it could have been a double "t".
Or not.
#432734 Pendant of Yemeth Quest (SPOILERS)
Posted by Ephyon on 02 January 2009 - 08:42 PM in PS:T UB
#430573 unused items/spell
Posted by Ephyon on 17 December 2008 - 06:13 PM in PS:T UB
Yes, but this lack of evidence isn't because the information available is lacking, it's all there, it's you who's discussing something you have never seen.In the abscence of everything else, taking the P&P version into consideration is a sensible thing to do
What you're talking about is a completely new kind of item that doesn't even exist in the game and effects that just don't exist either.'Stable weapon' is a term that means nothing. Considering it an artifact, due to what Dak'kon and the Practical Incarnation say is valid and well within the parameters of the rules in which PS:T is based. Thinking it's not, possibly depending on its several versions, is also valid.
The rules of D&D are overruled by the game's, and the game quite outright flips the book the finger on a good number of occasions. You're talking about what the spell MIGHT do if the game MIGHT have had a completely different set of rules and the Karach blade MIGHT have been a wholly different class of item. It... isn't. The shield just neutralizes spells. I'm not sure why on earth anyone would even think of thinking of this any further than that.
#430563 unused items/spell
Posted by Ephyon on 17 December 2008 - 05:10 PM in PS:T UB
#430560 unused items/spell
Posted by Ephyon on 17 December 2008 - 04:59 PM in PS:T UB
It just seems like the kind of thing nobody would miss if it were left out, but nobody would mind if it were thrown in.
#430529 unused items/spell
Posted by Ephyon on 17 December 2008 - 02:45 PM in PS:T UB
As for Anti-Magic shield... really, does one more spell actually make any sort of difference as to the already ungodly firepower a high-level mage can dish out? It's Lv 6, a pretty barren page in the book already, and it is the sort of thing that comes in handy only when using your head as opposed to spamming Lightning Storm, which would probably get rid of whatever you're after a lot more effectively than disabling spellcasting. It just seems like it'd be the kind of thing that would be hardly noticeable one way or the other if you tossed it in with any of the spell-sellers like Quell.
The only spell I could see cause any sort of change would be Rune of Torment, which is mostly useless as it stands but I couldn't imagine any way to reintroduce it that would make any sort of sense.
#428566 Undersigil Glabrezu
Posted by Ephyon on 05 December 2008 - 07:26 AM in PS:T Tweaks
My biggest incentive for this would be to make it possible for all those magical epic lootzorz items to be actually usable for anything other than slaughtering Hive Thugs in a fit of sadism (even though Dak'kon can already just drop them with a single strike). At least for me, it's hard to muster excessive concern for balance impact when the game allows you to kill just about anything with a couple Bladestorm spells and even provides you with an area that serves very little purpose other than gaining experience ludicrously fast. "Making the game more unbalanced" as things are would be like spitting in the middle of the pacific ocean, and the Greater Glabrezu showing up early would actually be something that kinda resembles a powerful dangerous enemy requiring a modicum of strategy and preparation, which is something the game seriously lacks.
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