Salk Posted July 22, 2015 Share Posted July 22, 2015 (edited) From the change log of the Beta version of IR: V4 - Beta 7 (26 February 2015) - Readme major update - re-organized installer - Allow Spellcasting in Armor makes Bards cast spells without penalties while wearing light armors (up to chain mail) - Revised Critical Hit Aversion should now work on EE too, Ioun Stones no longer get +1 AC (only helmets do) - minor fixes (e.g. descriptions, small effects targeting, displayed icons, etc.) - increased projectile speed of darts, throwing daggers and throwing handaxes from 20 to 40 (arrows/bolts have 60) - light and heavy xbows reload pauses user for 1-2 sec respectively instead of setting movement rate to 0 - Protector of the Second grants immunity to critical hits - Mail of the Dead grants immunity to critical hits - Enkidu's Full Plate +1 to all saves replaced by immunity to critical hits - Helmet of Defense keeps immunity to critical hits when Revised Critical Hit Aversion is installed - Adventurer's Robe +10% physical dmg resistance replaced with immunity to critical hits - Dwarven Shield turned into a medium shield (BG1 had not a single unique specimen) - Shield of the Falling Stars enchantment lvl raised by 1, +10HP bonus removed - Kovera's Ring tweaked to reflect its unique role, grants +1 luck, custom bam and lore - Ring of the Phantom Wraith also grants immunity to critical hits The Dwarven Shield was supposed to be a medium shield in Demi's intentions, after all... Easy to remedy that. For those who wants the Dwarven Shield to be a full fledged medium shield, just unzip and overwrite items.2da (in \item_rev\components\main) and shield_list.tpa (in \item_rev\lib) then install the modification. DwarvenShield.zip Edited July 22, 2015 by Salk Quote Link to comment
Salk Posted July 23, 2015 Share Posted July 23, 2015 (edited) More issues with usability flags: The following weapons are missing the flags for: Fighter/Cleric, Fighter/Cleric/Mage, Cleric/Ranger, Cleric/Mage and Cleric/Thief. dagg01.itm dagg03.itm dagg09.itm dagg10.itm dagg11.itm dagg13.itm dagg14.itm dagg16.itm dagg17.itm dagg18.itm dagg20.itm dagg21.itm dagg22.itm dart03.itm Edited July 23, 2015 by Salk Quote Link to comment
Mike1072 Posted July 23, 2015 Share Posted July 23, 2015 Thanks, Salk. These bug reports are very helpful. Quote Link to comment
Fiann of the Silver Hand Posted July 23, 2015 Share Posted July 23, 2015 newbie question: This is v4. How are there still usability flag problems? I'm learning weidu, so I want to make sure I'm not taking shortcuts that will bite me in the ass later. Quote Link to comment
Jarno Mikkola Posted July 24, 2015 Share Posted July 24, 2015 newbie question: This is v4. How are there still usability flag problems? I'm learning weidu, so I want to make sure I'm not taking shortcuts that will bite me in the ass later. Well, I guess mike(or Demi... or someone) made Daggers to be usable to cleric multi/dual classes... so if the change didn't actually get fully processed, that would explain the reason. Quote Link to comment
Mike1072 Posted July 24, 2015 Share Posted July 24, 2015 Long ago, some of the global changes were included in the main component, so the .itm files had stuff like "Remove Cleric Weapon Restrictions from Multi-Classed Clerics" pre-installed. When those features were removed from the main component, some of the items may have been missed. The reason nobody noticed until now is probably because most people are installing the separate component to accomplish the same thing, so the items are behaving the way they expect them to. Quote Link to comment
Salk Posted July 24, 2015 Share Posted July 24, 2015 Thanks, Salk. These bug reports are very helpful. It's the least I can do... Cheers! Quote Link to comment
Fiann of the Silver Hand Posted July 24, 2015 Share Posted July 24, 2015 Long ago, some of the global changes were included in the main component, so the .itm files had stuff like "Remove Cleric Weapon Restrictions from Multi-Classed Clerics" pre-installed. That makes sense. As much as I like religiously documenting changes, I also don't want a 1000 page log to consult between builds. I think I'm leaning towards two distinct tp2s: one as the big required main component with no options, then a separate tp2 with all the optional stuff. Quote Link to comment
Salk Posted July 25, 2015 Share Posted July 25, 2015 It seems that Karajah's Leather Armor +2 (leat09.itm) is flagged unusable to the Fighter and Fighter-Thief classes. Quote Link to comment
Salk Posted August 6, 2015 Share Posted August 6, 2015 More usability flags woes: shld06.itm -> unusable by Barbarians and Wizard Slayers shld15.itm -> unusable by Barbarians and Wizard Slayers shld16.itm -> unusable by Barbarians and Wizard Slayers shld18.itm -> unusable by Barbarians and Wizard Slayers shld23.itm -> unusable by Barbarians and Wizard Slayers shld30.itm -> unusable by Barbarians and Wizard Slayers Quote Link to comment
Jarno Mikkola Posted August 7, 2015 Share Posted August 7, 2015 (edited) is demi awol?He is literally sailing home... he has a birthday today by the by. More usability flags woes: ... -> unusable by Barbarians and Wizard Slayers But those are non-weapon magical items, so is the WS supposed to be able to use them ? And does the barbarian know what the shield is actually used for... "He is going to use the shield, yeah?" "As a hammer, yeah.." So is this a class feature or just unremoved feature due to the component update. Edited August 7, 2015 by Jarno Mikkola Quote Link to comment
Mike1072 Posted August 9, 2015 Share Posted August 9, 2015 Regarding EE compatibility ... To satisfy both BG2 and BG2:EE, HANDLE_CHARSETS can be used Thanks, Ineth. In the next beta releases, IR and SR will be using HANDLE_CHARSETS. They will also have support for EET, thanks to K4thos. Quote Link to comment
Demivrgvs Posted August 28, 2015 Author Share Posted August 28, 2015 Ooook. I think I fixed all the bugs reported in the last 3-4 months. I hope I haven't missed any but they were scattered in so many topics, PMs, chats and even different sites that I cannot be 100% sure sorry. Thanks a lot to all of you who reported even the smallest thing. Tonight I'll try to handle 1PPV4 misalignment issues and if I manage to correct those we are done. P.S I also have a small list of planned changes/improvements, thus feel free as usual to post feedback if you think any item needs to be improved/nerfed/refined. Quote Link to comment
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