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Various item and spell corrections


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Here's some more stuff for v11. Some of the following points might need further discussion. Feel free to chime in.

 

 

amul27.itm

Should be unusable by wizard slayers.

 

ax1h04.itm, ax1h05.itm (unused), ax1h06.itm

The ranged abilities of these throwing axes have a range of 75 or 100, like short bows and long bows. All other throwing axes have a range of only 20.

 

ax1h07.itm

There is a string accompanying the miscast magic effect that says "magic resistance lowered". Obviously, this does not describe the effect of miscast magic. The string should be removed or replaced with the proper information. The ordinary miscast magic spell (sppr310.spl) doesn't display any string.

 

ax1h15.itm

The instakill effect is subject to a saving throw. However, the description only says 10% chance of decapitation with each successful hit, no saving throw. The silver sword, for example, explicitly mentions a saving throw for its ability. Hence, the saving throw should be removed from the axe to match the description, unless we want to argue about balancing reasons.

 

blun14g.itm, blun14h.itm, blun14i.itm

a) All +1 versions of the Flail of Ages should be unusable by beastmasters.

b) The Fixpack documentation falsely states the following:

"When fully assembled, the Flail of Ages is named Flail of Ages +3. When it only has one head, it is the Flail of Ages +1. However, with two heads it is called the Flail of Ages. The versions with two heads are now named the Flail of Ages +2."

The sentence in italic is wrong. Actually, both the +1 and the +2 versions of the Flail of Ages (blun14d through blun14i) all share the same string #38609 "Flail of Ages". Only the GTU replaces this string with "Flail of Ages +1". The Fixpack should instead assign "Flail of Ages +1" to the respective items via setup.tra for all language versions, in the same way as "Flail of Ages +2" for the +2 items. The documentation should be updated to correctly reflect this.

 

boot12.itm

All enchanted boots are called "Boots" (#6339) before being identified. Only boot12 uses "Worn Out Boots" (#15586) as the unidentied name. Developer intent or error?

 

dagg11.itm, dagg12.itm

The ranged abilities of these daggers have a range of 100, like long bows or crossbows. Pure throwing daggers (dagg05, dagg16) have a range of only 30.

 

slng01.itm

This sling has a range of 40, whereas every other sling in the game has a range of 50. All other launcher types also have consistent ranges, regardless of enchantment (eg. range=75 for all short bows etc.).

 

slng06.itm, slng08.itm, slng09.itm

These slings use islng02.bam as their launcher ability icon. Should be islng06, islng08, and islng09, respectively.

 

sper12.itm

An opponent that is pinned for three rounds takes additional damage each round. However, this damage occurs at seconds 0-12-18. Should be either 0-6-12 or 6-12-18.

 

sppr310.spl

a) The sound effect upon impact of the spell is not subject to the saving throw. Should it be?

b) The sound effect after 60 seconds is not subject to the saving throw, so the game plays the "effect-has-worn-off" sound even if the spell didn't get through.

 

spwi603.spl

On casting levels 19 and 20, the thac0 gets set to 3, the same as on level 18. This should be 2 and 1, respectively, seeing that the spell is supposed to grant the base thac0 of a fighter of the same level.

 

staf10.itm, staf11.itm, staf12.itm, staf13.itm

The melee ability uses target = "any point within range" instead of "living actor".

 

staf12.itm

Should be unusable by bards.

 

staf13.itm

The visual feedback for the stun effect should be subject to the saving throw.

 

staf14.itm

The Fixpack modifies the staff to exlusively match the GTU description, leading to inconsistencies for the other 99% of Fixpack users. Furthermore, the GTU description deviates from the original text for reasons that are not apparent to me. The default description clearly states that the staff grants a barkskin with AC3 and a +3 AC bonus, but the Fixpack simply changes the +3 AC bonus into the AC3 bonus, so the +3 bonus is currently missing.

 

staf23.itm

The duration of the poison effect is 12 seconds. Should be only one round according to the description.

 

sw2h15.itm

Should be unusable by monks.

 

wasling.itm

According to the default description, the sling is supposed to do +2 additional damage. On a regular bullet (1d4+1), this would equal 1d4+3, but the sling only does 1d4+2 damage. In the Fixpack code, the change to 1d4+3 is included in the strenth bonus removal code, but currently commented out. We might want to reconsider. The string #1032143 in gtu.tra says "Damage: 1D4 + 3 (+2 bonus missile damage)", so either the item's damage or the GTU definitely needs to be changed.

 

 

Immunity to hold

This property is inconsistent with respect to opcode #185 ("Hold Creature 2"). Specifically, the undead hunter's immunity to hold (spcl242.spl) and the barbarian's rage ability (spcl152.spl) protect against it, whereas the inquisitor's immunity to hold (spcl233b.spl), the berserker's enrage ability (spcl321.spl), free action (sppr403.spl), and chaotic commands (sppr508.spl) do not, even though they all protect against the "regular" Hold Creature opcode #175.

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ax1h04.itm, ax1h05.itm (unused), ax1h06.itm

The ranged abilities of these throwing axes have a range of 75 or 100, like short bows and long bows. All other throwing axes have a range of only 20.

...

dagg11.itm, dagg12.itm

The ranged abilities of these daggers have a range of 100, like long bows or crossbows. Pure throwing daggers (dagg05, dagg16) have a range of only 30.

 

slng01.itm

This sling has a range of 40, whereas every other sling in the game has a range of 50. All other launcher types also have consistent ranges, regardless of enchantment (eg. range=75 for all short bows etc.).

Erhm it doesn't matter what the range is as the ch<aracter is only able to see what, the range of 10, especially as they cannot attack a unseen targets, as the ranged header would need another target variable than what they have.
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I know. :) But don't we fix all kinds of things that have no immediate ramifications? And in case of the axes and daggers, the difference of the range values really is egregious. Plus, in case of the throwing axes, it does make a difference, since the max range for characters to attack seems to be 25.

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