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Scroll of Cloud Kill *SPOILERS*

Posted: Wed Nov 12, 2008 10:21 am
by sonny
I'm in UnderSigil (1st time) working on building exp by killing Larva Worms. Have been using Annah and her back-stab ability, which normally takes about 3 hits, but is also time consuming (not that I have any thing better to do :D )

Well Annah had in her inventory two Abyssal Pipes that I picked up, so just to see how they would work, I had her use one. The Cloud Kill effect took out 5 worms at one time:speech:

Assuming this is available in a scroll, so that I don't have to go back to everyplace I've been that sells items. Can someone tell me where I can purchase this scroll, or is it only available through ramdom loot?

Thanks
Sonny :) :)

Posted: Wed Nov 12, 2008 10:43 am
by dragon wench
You should be able to get a scroll at Vrischika's Curiosity Shoppe in the Clerk's Ward.

Damn, you are giving me the urge to reinstall PS:T and I really do not have the time :D

Posted: Wed Nov 12, 2008 10:54 am
by Crenshinibon
Indeed.

Bad influence!

In taking a break from Bloodlines (three playthroughs in a row, no break) I think I'll be installing PS:T again tomorrow.

Posted: Wed Nov 12, 2008 11:12 am
by sonny
dragon wench wrote:You should be able to get a scroll at Vrischika's Curiosity Shoppe in the Clerk's Ward.

Damn, you are giving me the urge to reinstall PS:T and I really do not have the time :D
Thanks, Nice to know I don't have far to travel:laugh:

Well this is my 1st time playing, and I'm hooked.
I wonder if its against the law to have this much fun.
Thanks again

Sonny :) :)

Posted: Wed Nov 12, 2008 4:11 pm
by Qwinn
"I think I'll be installing PS:T again tomorrow. "

Just a friendly reminder, if you plan on using my mods, there should be a new release sometime near the end of the month which will have a lot of very cool new stuff, including a whole mess of engine fixes, new UB components, the works.

I don't expect any additional releases for some time after that (not enough or severe enough issues will remain outstanding), so you could consider games with that version to be as "complete" as it's gonna be for a while, as far as my mods go. Of course, that could change with reports of new bugs, but I think I've come across and fixed every detailed bug list that's been produced over the last 8 years now, so...

Qwinn

Posted: Wed Nov 12, 2008 4:46 pm
by dragon wench
Qwinn wrote:"I think I'll be installing PS:T again tomorrow. "

Just a friendly reminder, if you plan on using my mods, there should be a new release sometime near the end of the month which will have a lot of very cool new stuff, including a whole mess of engine fixes, new UB components, the works.
Qwinn
Excellent news! Because chances are that I won't have the time to reinstall PS:T until around Christmas :D

btw, do you have some download links for your patches? I just scanned Google and couldn't see anything, though I'm multitasking right now, so it's possible I missed it.

Posted: Wed Nov 12, 2008 4:55 pm
by Qwinn
This forum thread, announcing the last versions I released, has pretty much every link you could want regarding my mods.

SHS: PS:T Fixpack & PS:T UB hit v2.0, PS:T Tweaks hits v3.10 - Spellhold Studios


Qwinn

Posted: Wed Nov 12, 2008 6:33 pm
by VonDondu
@Qwinn:

I have installed your Fixpack, Unfinished Business, and Tweaks. I'm about halfway through the game (getting ready to enter Ravel's Maze as soon as I figure out how to do it again). Two questions:

- Are any of the new fixes of the "must have" variety?

- Can I install them in the middle of my current game?

Thanks!

Posted: Wed Nov 12, 2008 6:52 pm
by Crenshinibon
Thanks for the update Qwinn.

I think about the only mods I use are restoration packs, so I'll be looking forward to it. I really enjoyed it when I tried it out some years back.

Posted: Wed Nov 12, 2008 7:16 pm
by Qwinn
Are any of the new fixes of the "must have" variety?
Well, some are pretty significant. This link contains a detailed list of all changes:

Known Issues - version 2.00 - Spellhold Studios

Here's some, off the top of my head, that I think are most important:

1) Morale, which was previously totally broken, is fixed. This means, among other things, A) your party will now be subject to fear spells, previously they were immune which made several fights against mages trivially easy, B) PC's morale will no longer reset to 10 after every 8 game hours - this means Dak'kon gets to keep his high morale Streaming Blade now (or Kinstealer, if you were being nasty to him instead) and some of his dialogue will reflect his higher morale. C) The stats on the various blades have been tweaked, as they were kinda nonsensical before, though it didn't matter because you couldn't really keep them without a lot of metagaming knowledge. D) NPC's affected by fear spells will now actually do what they're supposed to (80% run away, 10% panic, 10% berserk), rather than just standing there allowing you to easily AOE and/or kill them. That bug made 2nd level Horror more effective than most 9th level spells.

2) Most locks in the game were previously set to trivial values, so much so that you could bash most of them with a mage with 9 strength. They will have reasonable difficulty levels now (nothing Annah with a few points in Lockpick can't handle), and having the prybar equipped will give +10% to bash skill, as implied in the item's description. Getting through the mortuary at the beginning will actually require a minimum of thought now.

3) Expanded journal. The diary version of your journal could previously only hold up to about 128 entries. It will now display all entries all the way up to the end of the game.

That's some of the more significant stuff for the fixes. IMO, the new UB components are more "must have". Three components are brand new or greatly expanded.

1) Restored Sounds and Banters gets a massive update. 27 new voiced flirts between Morte and female zombies, using unused sound files. Also, 15 new fully voiced PC-PC banters, also built up from unused sound files.

2) Restored Mebbeth. Two dialogue segments in Mebbeth's dialogue that were previously ungettable, both including journal entries attached, though no quests.

3) Expanded Deionarra's Truth mod: There was a good deal of unused dialogue in the game that was ungettable because logically it required knowing Deionarra's ultimate fate before you actually learn it in game (and once you do learn it, you couldn't get back to Sigil to have those dialogues). This bothered me enough that I created a fairly sizable quest mod that allows the player to find out what happened to Deionarra before you reach the Fortress, and so can talk to her father about it (and that restores some dialogue with Yves as well). This mod includes roughly 180 brand new lines of dialogue written by yours truly, and restores about 30 lines of original dialogue once you've completed the quest and gotten the knowledge you need. I had what I think are some really good ideas for the quest, and I think it blends in -really- well with the existing content (and gives at least one existing quest chain that previously dead-ended some sense of closure).
Can I install them in the middle of my current game?
No, not this time, afraid not. It involves a lot of engine fixes and other major stuff. I mean, it's theoretically -possible- you could continue a save game, but I wouldn't bet on it going smoothly and I won't be supporting it.

Qwinn

Posted: Sun Nov 16, 2008 6:25 pm
by Vladimir
Great news Quinn. Thanks for the work!