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Bugs/Issues & Hotfixes for SR V3


Demivrgvs

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I'll post here hotfixes for the V3 version. The files are collected in the appropriate sub-folders, thus you can simply unzip the attachments in your main BG folder (you know you've done it correctly because it should ask about overwriting some older SR's files in the spell_rev folder), and then re-install SR.

 

Fixes

Command: fixed its save penalty progression rate (-1 every 2 lvl, not every lvl).

Shocking Grasp: its scroll was usable by Enchanters because of wrong usability restrictions.

Detect Invisibility: power lvl changed from 2 to 0 (as per vanilla) to bypass liches/rakshasas immunities.

Dispel Magic: the cleric's version was flagged as 'hostile'.

Flame Arrow: won't display damage animation anymore on creatures affected by Protection from Fire (arcane & divine), Protection from the Elements, Protection from Energy, and Aura of Flaming Death.

Ghost Armor: AC is set to 2 instead of improved by 2 points.

Invisibility Purge: power lvl changed from 3 to 0 (as per vanilla) to bypass liches/rakshasas immunities.

Enchanted Weapon: when used to create bullets it now correctly creates 40 of them instead of 1. I've also renamed all spl files to improve compatibility in a Mega Mod installation.

Neutralize Poison: added the missing 'immunity to poison' opcode, and its portrait icon.

Otiluke's Resilient Sphere: now works against neutral characters too (allowing a save). It can now be used on neutral/allied NPCs without turning them hostile.

Secret Word: casting time was still 4 instead of 1. School set to Enchantment instead of Abjuration.

Spider Spawn: fixed phase spiders target selection for their teleporting ability.

Protection from Fire: a protected creature was unable to use Sunfire. Various headers were using wrong bams (ProCold).

True Seeing: power lvl changed from 5-6 to 0 (as per vanilla) to bypass liches/rakshasas immunities.

PfMW: worked as a PfNW. :cringe:

Mass Invisibility: power lvl fixed from 4 to 7.

Mordenkainen's Sword: various changes to make its dispellability work with any dispel effect.

Sphere of Chaos: "hold creature 2" replaced with "hold creature type" to make it not work against creatures immune to mind affecting effects (such as undead), or creatures protected by Chaotic Commands.

(Un)Holy Word: small refinement to make sure these spells aren't considered hostile by NPCs when they are not supposed to be harmed by them.

Black Blade of Disaster: added the missing "set THAC0 to 0" feature.

Wish: its Mass Breach option doesn't affect summoned allies anymore, doesn't bypass spell protections (as per SCS/SR Breach), but is now considered a 9th lvl spell.

 

Antimagic Attacks Penetrate Improved Invisibility: long story short, the issue of them rarely not working cannot be completely fixed (unknow hardcoded issue), but the current solution (slower projectile, much bigger AoE) should make them work 99% of the times.

Fallen Devas and Planetars: their armors had redundant immunities, causing them to retain SR's immunities even if a player decide to install only the cosmetic changes.

Undead Type: undead creatures are once again immune to petrification.

 

Spells Usability: most Conjurations spells were not available to Invokers, even if they could read the scrolls. Invokers can now learn all Conjuration spells. Necromancers couldn't read Deafness scroll. Few instances of spells with multiple forbidden schools have been eliminated, every spell now belongs to a single school, to which corrisponds only one forbidden school.

 

 

 

 

Corrected Typos

Sunfire: description erroneously said "bypass magic resistance" whereas V3 finally fixed the spell to not ignore magic resistance.

 

 

 

 

 

Changes

Magic Circle Against Evil: it doesn't work as an aura anymore, but like a Mass Protection from Evil with a 30' radius.

Secret Word: it doesn't penetrate II anymore (it affects again only 1 target), because for both conceptual (it's a Power Word serie spell within SR) and balance reasons (it would seriously outshine Pierce Magic) the new large 15 feet radius AoE (used to bypass II) doesn't fit this spell.

 

Revised Fiends: see here.

 

 

 

 

 

Other

Compatibility fixes for SCS:

- SCS patches summoned glabrezu and pit fiend to make them temporary unattackable during gate's animation, but SR's custom scripts didn't know about it, and the result was that fiends were permanently immune. I've added a block in their scripts to "fix" this.

- the "disabled" spwi319, spwi320, sppr306 and sppr407 now work as "normal" spells instead of casting theri respective 5th lvl "active" version

- SIMULACR.SPL doesn't block "restoration" opcode anymore, but still blocks the exploit via "protection from spell" opcodes

 

Flame Arrow: during the cutscene right after Chateau Irenicus FA could accidently hurt/kill player characters. The relative script (cut01b.bcs) is now patched to use a Melf's Acid Arrow spell instead of Flame Arrow to prevent this from happening.

 

Nishruu & Hakeashar: I've implemented aTweak's fix within SR to make sure these creatures are always correctly affected by Dispel effects.

 

Stormlord Innates: kit's Storm Shield and Lightning Bolt innates now match SR's version of the respective spells.

 

Update Spellbooks of Joinable NPCs: component updated to work on newest WeiDU versions.

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I use he latest version of beta V3

 

In my game, Glabrezu is immune to +3 weapons and to all magic effects. O_o Can someone test

 

Just a confirmation : Improved haste remain inchanged ? (I though it should provide only +2 APR with SR)

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Guest deducter

First I would just like to thank the authors for this fantastic mod. I did notice a few bugs.

 

A)Protection from magical weapons protects only from normal weapons. This is a game-breaking bug.

B)Secret Word's description is that it has a cast time of 1, but when I played it had a cast time of 4-5, whatever it was, it was a lot more than 1.

 

I have SCSII v10 installed btw.

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Summon Fiend's glabrezu

In my game, Glabrezu is immune to +3 weapons and to all magic effects. O_o Can someone test
Just checked, everything seems fine in my install: immune to +1 weapons and 45% magic resistance.

 

Improved Haste

Just a confirmation : Improved haste remain inchanged ? (I though it should provide only +2 APR with SR)
The change needed more work than expected (secondary types) and we decided to wait for next release.

 

Wands

In (released v3, from Downloads), Wands such as the Wand of Lightning attract Cowlies.
Is this supposed to be a bug? Anyway, this should have nothing to do with SR, I suppose it's IR which makes wands effectively work as spells in all respects.

 

PfMW

Protection from magical weapons seems to protect only from normal weapons in my game . O_o
A)Protection from magical weapons protects only from normal weapons. This is a game-breaking bug.
OMG!! How the hell did this happen? And how this managed to avoid being noticed in the beta testing is even more strange.

 

For some reason the parameter is set to 'enchantment 0' instead of 'magical'! I hope we can update the main download too as this is really a huge issue. :p???

 

P.S fixing this by copying the fixed spwi611.spl file in the override shouldn't require to re-install.

 

Secret Word

B)Secret Word's description is that it has a cast time of 1, but when I played it had a cast time of 4-5, whatever it was, it was a lot more than 1.
You're right, it's still 4. While fixing it I've also added the PW animation to it. :D
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Continuing discussion of wands here, I know I shouldn't.

 

Yes, it is a bug, since you can use other "spell-like" effects anywhere, like the Ring of Energy. By this logic, magical items are fine, but actual castings are not.

 

Icen

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Ãou probably have to make a 3,1 as many don't look to the forums for bugfixes...

 

BTW it seems that my post got deleted: I wrote that I couldn't get Wondrous Recall to work... I didn't get choices of wich spells to keep... (I never used this spell before, so I'm unsure if it's a bug or not).

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Ãou probably have to make a 3,1 as many don't look to the forums for bugfixes...

 

BTW it seems that my post got deleted: I wrote that I couldn't get Wondrous Recall to work... I didn't get choices of wich spells to keep... (I never used this spell before, so I'm unsure if it's a bug or not).

Aah, that post(the G3's host switch is to blame for the lost posts), I remember, as I replied to it that you can't choose the spell, it's automatically chosen according to the max level and the spell book location...
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Just checked, everything seems fine in my install: immune to +1 weapons and 45% magic resistance

Well considering the description, it should also be immune to +2 weapons ?

 

Someone else can test please ? :p Main problem is that in my game, all spell are" ineffective " vs glabrezu ???

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Just checked, everything seems fine in my install: immune to +1 weapons and 45% magic resistance

Well considering the description, it should also be immune to +2 weapons ?

 

Someone else can test please ? :p Main problem is that in my game, all spell are" ineffective " vs glabrezu ???

Actually the description says "Immune to weapons lower than +2 enchantment", which means +2 weapons work against a glabrezu.

 

Regarding the "immunity to spells" issue I really don't know what it may be. Considering not a single player ever reported it I'd guess it's not caused by SR.

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Secret Word is supposed to take down GoI according to description, but in my game it sometimes get blocked by it - this is especially likely to happen when there are a lot of effects on the target.

I guess this is another engine bug: secret word, a 4th level spell, is supposed to take down a spell protection which provides immunity from 1st to 4th level spells - the engine sometimes fails to properly handle the priority. Could anyone confirm this?

 

Secret Word will be blocked by (m)GoI if it is targeted near enemy mage. However, if it is directly targeted at the mage, (m)GoI will be dispelled. If there is no (m)GoI, then the 5' AoE functions well.

 

EDIT: Secret Word's school is wrongly set to abjuration, though its description says enchantment.

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Magic resistance is effective against Sunfire, either the spell or the description needs to be updated.

 

There's no scroll for the 5th level spell Wizard Spell Shield (vanilla scroll is now used for the 8th level spell Spell Shield, i.e. greater globe of invulnerability). Some can be added to stores that sell lvl 8 scrolls.

 

PS: Imo the names "Wizard Spell Shield" and "Spell Shield" are somewhat confusing. How about call them "Spell Shield" and "Greater Globe of Invulnerability" respectively?

 

EDIT:

Sphere of Chaos currently is using hold creature III, which is not protected by Free Action

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