Demivrgvs Posted July 21, 2014 Posted July 21, 2014 (edited) As mentioned elsewhere the beta testing has begun. For those that do not want to beta test but are still interested to know how the build is evolving I'll post here the various change-logs. Note that some of the following changes may not be part of the final release. I'm taking advantage of the closed beta to try some daring or even crazy stuff and then decide. View on GitHub Download (Windows) Download (OS X) Download (Linux) V4 - Beta 16 (25 October 2018) - updated by subtledoctor, Bartimaeus, and Mad Mate - Aura of Flaming Death no longer says it's been cast every time someone hits you while it's on - Banishment will now correctly banish summoned creatures even when using Anthology Tweaks' removed summoning cap component. - Bartimaeus Arcane spellbook fix with Subtledoctor's code - The innate form of Simbul's Spell Matrix, that you use to actually trigger the sequencer, had the old name of the spell - Bhaalspawn powers get named (and descripped, though you won't ever see it) by SR - SubtleDoctor Arcane Schools code - More Subtledoctor's EE patches - Added Stalker Haste to sectypes - Vocalize fix for EE - Imprisonment graphical effect fix - Wail of the Banshee sound fixed - Greater Command secondary spells fixes - Skelgrsu gender fix - IWDEE & EET compatibility - Dispel Magic/Remove Magic inconsistencies fixed - Regeneration spells made undispellable - Fire Shield now protects from Insect spells effect - Skip Enchante Weapons for EE's - Vampiric effects (Larloch's, Vampiric Touch, etc.) now don't affect some new creature types (illusory, golems, undead, etc.). - Slow effect relegated for Un/Holy Word and Color Spray to properly work with the slow sectype - Added scrolls for MS8 (used Stone to Flesh scroll) & MS9 (new scroll, spell disabled for now) - Brought back Summon Fiend & Gate scrolls - Hidden 6th level Summon Nishruu from spellbooks - Divine Power & Mesthil's Acid Sheath fixed for EE - Enchanted Weapons names fix - Cleric Gust of Wind fixes - Conjure Animals fixed - Baby Wyvern weapon was unequipped - Planetars regeneration fixed - Emotion: Despair saving throw penalty fixed - Disintegrate saving throw types fixed - Tenser's Transformation & Divine Power ApR fixes - The spell selection variant of Ice Lance's icon was messed up - Phantom Blade was missing its special effect. - Fixed hidespl_bgee.2da and added hidespl_iwdee.2da - Various smaller bugfixes - Tra fixes - Updated Weidu to 24600 V4 - Beta 15 (15 June 2017) - updated by kreso - more fixes to Haste_slow and petrification code (hope I AM DONE with it) - Imprisonment fix - Haste reverted to AoE - Free action was preventing petrification - included HLAs from KR as optional component - Pro Elemental Energy casting time made instant, subspell has casting time - Flame Arrow damage slightly nerfed (save removed so it's 1d6 missile + 1d6 fire) - Waves of Fatigue buffed - it's now marked as a disable, it does what it's name suggest (increases fatigue level by "a day's worth"), it's effects are stackable - storm shield now works vs inc.cloud as well and doesn't stack with itself - insect-type spells no longer panick the target, they make them berserk for 6 seconds on failed save - priest spell magic resistance is no longer dispellable by spell removals - Physical Mirror spell is nerfed; it can block only one melee attack per combat round (this also removes the nonsensical "you cannot cast more contigency yada yada" message) Same goes for wizard's Reflected image. - Globe of Blades is tweaked to be a buffed version of Blade Barrier, doing 2d6 damage per 2 seconds and no longer allows a save - disabling effects from Chromatic orb can now be countered by Break Enchantment - Ray of Enfeeblement is now coded as disable - Wizard spell Detect Illusion power fixed so it bypasses spell protections - (Minor) Globe of Invulnerability and Spell Trap duration set to fixed 2 turns - workaround for Imprisonment - 5 rounds after it's cast on a character, he will reapear (but will die instantly). - Wail of Banshee has a no-save Deafness effect, 2 rounds duration V4 - Beta 14 (25 December 2016) - Update to WeiDU 240 - various fixes, a few more EE string ref issues fixed - many code improvements (thanks Kreso) - fixed an issue with Shaman spells being applied to all divine spellcasters - fixed a compatibility issue with Dispelling Screen and EE - Icelance's projectile animation fixed, scroll range fixed, new sound effect - Summon Shambling Mound icon fixed - Find Familiar changes temporary reverted, school changed from Conj to "Universal" - Otiluke's Resilient Sphere save changed from vs spell to vs breath - ProElemental Energy was not working correctly (missing 2da file) - Vitriolic Sphere added to 4th lvl spells (School: Conjuration) - Shadow Door's "maze" effect no longer has a save penalty (it was -4) - Prismatic Mantle weapon immunity lowered to +2 (as vanilla), on-hit effects slightly nerfed - Moment of Prescience AC bonus now bypasses the AC cap - Spell Trap no longer absorbs spells but it deflects up to 99 spell lvls (AoE too) V4 - Beta 13 (21 September 2016) - many minor fixes - Concentration check is now on by default on SR install - fixed an issue with NRD blocking Wild Mages at character creation spell screen - global rebalance of pretty much ALL summons - global rebalance of HLAs (turned into 1/day innate abilities, minor tweaks) - added a few custom sec types (haste, slow, petrification, insects) - Cause Wound spells bypass PfMW but can be blocked by Spell Deflection and GoI - Gust of Wind counters insect spells - Icelance added to druid's 3rd lvl spells - Call Woodland Beings summons 1-2 dryads, plus a nymph at higher lvls - Find Familiar turned into an innate ability (fixed EE string issues) - True Strike changed to +4 thac0 and +5% chance to score critical hits for 3 rounds - Icelance added to 3rd lvl spells (School: Evocation) - Pro Fire/Cold/Ele/Acid spells merged into a single ProEnergy at 4th lvl (select 1 element when cast) - Dispelling Screen turned into a party-wide protection vs. dispel - Death Knight Unholy Fireball dmg is now half fire half magic (undead are immune to the magic half) - Demilich Soul Trap save penalty from -6 to -4, the maze effect no longer use INT drain - Demilich Howl save penalty from -6 to -4 V4 - Beta 12 (31 December 2015) - various fixes or minor refinements - improved bams for many spells (by DreamSlaveOne) - KR's Revised Saves temporarily added to main component (for those without KR) - some non-damaging spells (Entangle?, Grease, Web?, Resilient Sphere? etc.) no longer flagged as 'hostile' - Burning Hands dmg from 1d4/lvl (max 5d4 at lvl 5) to 1d6+1d6/2 lvls (max 5d6 at lvl 9) - Obscuring Mist tweaked to make ranged attacks from outside less effective (description needs refining) - Shocking Grasp dissipates only on successful hit, can hit any creature and bypass PfMW - Chill Touch's effects are applied via spl (will turn useful to make Lesser Restoration cure it) - PfMW tweaked to allow "weapons with +7 enchantment" to bypass it - Stone to Flesh disabled, petrification cured by Break Enchantment - Monster Summoning VIII added to 8th lvl spells (summon umber hulks) - Monster Summoning IX added to 9th lvl spells (summon basilisks - first draft) V4 - Beta 11 (5 December 2015) - Improve EE support by converting text to UTF-8 - Add support for EET - Update to WeiDU 238 - various fixes (e.g. typos, string references, bams, etc.) - Break Enchantment casting time from 3/4 (cleric/mage respectively) to 5, range from touch to short (10') - Dispel Magic merged with Remove Magic, party-friendly AoE reduced from 30' radius to 20' - Haste's fatigue effect prevents further use of Haste or Improved Haste until expired - Spell Shield no longer absorbs multiple Pierce Magic/RRoR/Pierce Shield - Pierce Shield now removes specific protections too V4 - Beta 10.1 (13 April 2015) - Spell Shield fixes should now work on BG1EE too - fixed various scroll assignments for new spells - ASII and ASIII spell levels fixed V4 - Beta 10 (11 April 2015) - various fixes (e.g. 100th attempt to fix Spell Shield, Dimension Door scroll fixed, etc.) - Wild Mage spells no longer appear on spell selection screen (they were not selectable anyway) - Animal Summoning spells slightly re-worked (no PC classes, fixed HP values, minor tweaks) - ASI bats should finally work on EE too - Magical Stone duration reduced to 2 turns (to fix a weird EE bug), casting time from 5 to 1 - Obscuring Mist no longer party friendly, added +2 AC penalty, removed hostile flag - Magic Fang added to druid's 3rd lvl spells (+1/+2/+3 enchantment to summoned animal's weapons) - Spike Growth added to druid's 3rd lvl spells - Animal Growth STR/CON bonuses replaced by +2 thac0/dmg and +50% HP (still grants +2 AC/saves) - True Seeing force visible effect triggers every 3 sec instead of 6 - Detect Alignment (mage version) moved to 1st lvl spells - Expeditious Retreat added to 1st lvl spells ("replaces" Protection from Petrification) - Monster Summoning I moved to 1st lvl spells (summon gibberlings, "replaces" Friends) - Monster Summoning II moved to 2nd lvl spells (summon green slimes) - Resist Elements added to 2nd lvl spells - Monster Summoning III moved to 3rd lvl spells (summon hobgoblins) - Fire Shield 50% fire res replaced with 40% resistance to both fire and cold - Monster Summoning IV merged with Spider Spawn (summon giant spiders) - Mestil's Acid Sheath uses a new icon - Monster Summoning V added to 5th lvl spells (summon ogres) - Dispelling Screen no longer stacks with itself, magic res bonus lowered to 25% - SI:Enchantment (AI-only) replaced by a copy of Mind Blank - Chaos merged with Sphere of Chaos (keeps Chaos name and icon with SoC effects and spell lvl) - Waves of Fatigue added to 5th lvl spells (friendly 30' AoE, no save, fatigued for 5 rounds) - Monster Summoning VI merged with Wyvern Call (summon wyverns) - Summon Nishruu merged with Summon Hakeashar (few stats adjustments) - Monster Summoning VII added to 7th lvl spells (summon otyughs) - Khelben's Warding Whip "new animation" (stole from UD's brain's Ego Whip spell) - Imprisonment no longer uses INT drain, removed projectile, new animation V4 - Beta 9.1 (16 March 2015) - various fixes - Animal Summoning I summons large bats instead of rats (rat animation caused ctds on EE) - Spell Shield patching code hopefully fixed by Arda V4 - Beta 9 (10 March 2015) - minor fixes (e.g. typos, few scroll targeting issues, Faerie Fire projectile, etc.) - finally solved an issue with Dispel Fix component making EE trolls "immortal" - restored a fix for Promenade cutscene (Irenicus Flame Arrow on PCs) which was not working on EE - Animal Summoning I "moved" to druid's 1st lvl spells (summon rats) - Obscuring Mist added to druid's 1st lvl spells, new icon - Animal Summoning II "moved" to druid's 2nd lvl spells (summon war dogs) - Animal Summoning III "moved" to druid's 3rd lvl spells (summon wolves) - Animal Summoning IV added to druid's 4th lvl spells (summon leopards) - Animal Summoning V added to druid's 5th lvl spells (summon giant snakes) - Animal Growth (+4 STR and CON, +2 to AC and saves) - Animal Summoning VI added to druid's 6th lvl spells (summon cave bears) - Animal Summoning VII added to druid's 7th lvl spells (summon polar bears) - Battering Ram now uses a new icon - Haste (and Improved Haste) grants +8 speed instead of 200% (should give better animation) - Dispelling Screen (player version) marked as SI:Abj - Spell Shield fixes fully implemented V4 - Beta 8 (9 February 2015) - fixed an issue with Dispel Fix component making EE trolls "immortal" - minor fixes (e.g. EE string references, GSD scroll, AoF stacking, casting animations, etc.) - fixed an issue with Talos Priest's Storm Shield not appearing under the innate abilities - Faerie Fire reveals invisible creatures with no save (-2 AC and full II dispel still allow a save) - Contagion requires multiple saves over time, each fail causes -2 penalty to STR/DEX/CON/CHA - Holy Smite affects all enemies, school changed to Evocation, save penalty removed - Unholy Blight affects all enemies, save penalty removed - Farsight now also reveals the whole map (pratically vanilla's Clairvoyance + Farsight) - Negative Plane Protection duration reduced to 5 turns, restricted to clerics - True Seeing fully counters IR's Cloak of Mirroring (the latter is "disabled" for 1 round every round) - Blade Barrier dmg slightly raised from 1d6 to 1d8, description fixed (no save instead of breath half) - Animate Skeleton Warrior no longer available to good aligned clerics - False Dawn now available to good aligned clerics - Summon Death Knight no longer available to good aligned clerics - Sunray now available to good aligned clerics - Holy Word affects all enemies, blindness/stun duration reduced from 10 to 5 and 1 round respectively - Unholy Word affects all enemies, reduced disabling duration as above, stun replaced with confusion - Dimension Door added to mage 1st lvl spells (keeps LoS limitation, may be renamed Dimension Step) - Obscuring Mist penalties to melee/ranged attacks reduced to -2 and -6 respectively, countered by TS - Shield protects from IR's Wand of Magic Missile - Haste no longer affect poison/regen/repeating EFFs, thac0/AC/save bonuses raised by 1, single target - Spirit Armor uses a unique animation (it had Armor of Faith one), grants +3 to saves vs. death - Fire Shield (Blue) temporarily disabled - Mestil's Acid Sheath added to mage 5th lvl spells - Disintegrate save changed from vs. spell to vs. breath - Improved Haste now works as a slighty improved "mass Haste" (no fatigue, cannot be countered by Slow) - Mordenkainen's Sword physical res lowered to 95% - Prismatic Mantle immunity lowered to +2 weapons (as per vanilla Mantle) - Mind Blank added to mage 8th lvl spells (replaces the previously added Gr. Globe of Invulnerability) - PW:Kill secondary effect vs creatures with 60+ HPs no longer has -4 save penalty V4 - Beta 7 (8 October 2014) - added dvsrv4here.mrk file for detecting the new version (SCS is already checking for it) - minor fixes and/or changes to many spell descriptions - charname innate Draw Upon Divine Might now matches the 2nd lvl spell - druids no longer get Mass Cure and Heal - AI will now use Greater Spell Deflection when casting the disabled spwi618 instead of Spell Deflection - Armor of Faith resistance limited to physical and magic dmg (no elements), duration increased to 5 turns - Sunscorch effects slighty altered, save changed from spell to breath - Resist Fire/Cold "replaced" by Resist Elements (25% res vs. all elements) - Cause Serious Wounds not properly working fixed - Mass Regenerate Wounds does not require a target anymore - Finger of Death no longer uses a visible projectile, doesn't affect non-living targets, save penalty from -4 to -2 - Fog Cloud "replaced" by Obscuring Mist (party-friendly for AI sake, slightly smaller AoE, shorter duration) - Haste duration fixed, cannot be hasted while fatigued - Melf's Minute Meteors school changed to Conjuration - Non-Detection flagged as spell protection (as a replacement for SI:Div it needs to be countered by spell removals) - Dispelling Screen casting time from 1 to 5, duration from 1 turn to 5, protects from Breach (temporary solution for SCS) - Banishment no longer allows a save (as per vanilla Death Spell) - Pierce Magic now properly works as per description - Mantle "replaced by" Prismatic Mantle (vanilla Mantle mixed with PnP Prismatic Aura) - Bigby's Icy Grasp still does damage on a successfull save - Improved Mantle "replaced" by Moment of Prescience (+20 to AC and saves for 4 rounds) - Bigby's Crushing Hand still does damage on a successfull save V4 - Beta 6 (August 21th 2014) - added SR's own Detectable Spells code (thanks to Arda) - re-arranged installer (tp2 and tpa files) - Remove Disabled Spells from Spell Selection Screens should now work fine on all platforms - small AoEs (e.g. Faerie Fire, Gust of Wind, etc) slightly increased from 60 to 65 to hopefully make them more consistent - invisibility spells no longer display Invisible/Mislead messages on the combat log - Magical Stone was not working correctly - Resist Fire/Cold casting time reduced from 5 to 2 - Mass Regenerate Wound added to druid's 5th lvl spells - Repulsion replaces the previously disabled 5th lvl Repulse Undead - Sound Burst animation had only 15% chance to trigger (ehm...sorry) - Slow save changed from "vs. spell" to "vs. polymorph", always cancel Haste (no save) - Melf's Minute Meteors do not consume Spell Deflection anymore, piercing dmg replaced with missile type - Cone of Cold uses a new much cooler animation, AoE cone has slightly smaller arc but longer range, dmg capped at 15th lvl - Wall of Dispel Magic "replaced" by Dispelling Screen - Flesh to Stone slows for 3 rounds (no save), on 2nd round target must save at -4 penalty or be petrified (hold2 opcode) - Improved Haste grants immunity to Slow, can "override" Haste but not vice-versa - Pierce Magic nullifies target's magic resistance for 2 rounds - Tenser's Transformation cuases -2 penalty to casting speed and saves vs. spell instead of blocking spellcasting - Prismatic Spray casting time from 7 to 1 followed by 1 sec pause, save penalty from -6 to -4, fire/acid/electrical dmg changed from 20/40/80 to 10d6 for each dmg type, uses Color Spray animation (it more properly covers the effective AoE and looks slightly better imo), AoE cone has smaller arc but longer range V4 - Beta 5 (August 1st 2014) - temporary manual solution for few Detectable Spells related issues (will hopefully be replaced by Arda's code) - re-arranged sec types (this will hopefully turn useful for a few cool things) - Cause Wound spells, Slay Living and Harm have been heavily revised (more details online) - Cause Light Wounds and Cause Moderate Wounds added to cleric spellbook - Fog Cloud thac0 penalties fixed - Haste, Improved Haste and Slow now fully cancel each other thanks to a dedicated sec type - Haste duration set to 1 turn (increased for low levels, decreased for high levels) - Slow thac0/AC/save vs. breath penalties increased from -1 to -2 (vanilla had -4 thac0/AC) V4 - Beta 4 (July 24th 2014) - added a new optional component: "Spell Deflection blocks AoE spells" - minor text fixes (e.g. typos, erroneous BGEE string references, etc.) - minor fixes to various spells (e.g. power lvl, duration of some effects, etc.) - Spell Immunity "replaced" by Wall of Dispel Magic (immunity to dispel, dispel on attackers) - Spell Shield restored to its classic version (SCS was overriding it anyway) - Disintegrate automatically destroy a Mordenkainen's Sword - Wail of the Banshee save penalty changed from -6 to -2 - Larloch's Energy Drain effects on the caster last 5 turns instead of 1 - Black Blade of Disaster school changed to Conjuration (minor "fixes" for BGEE) - Absolute Immunity grants invulnerability to both physical and magical dmg V4 - Beta 3 (July 22th 2014) - tons of small "adjustments" to make the build work fine with BGEE - Sanctuary duration reduced to 6 rounds - Armor of Faith grants 10% res against all dmg types, 2 turns duration - Draw Upon Divine Might capped at +3 STR/DEX/CON at 9th level, no longer causes fatigue - Grease save against knockdown is made at +2 bonus - Charm Person save is made at +2 bonus (it was +3 in vanilla) - Blindness replaced by Fog Cloud (halved line of sight, -4/-8 melee/ranged thac0 penalty) - Haste fatigue duration reduced from 5 to 3 rounds - Lightning Bolt dmg dice reverted from d8 to d6, save penalty increased from -2 to -4, projectile speed increased from 20 to 60 - Skull Trap dmg dice reverted from d4 to d6 but capped at 10d6 (SCS did the same to balance its own 3x triggers) - Dire Charm save is made with no penalty - Hold Monsters save penalty reverted from -4 to -2 - Phantom Blade no longer deals increased dmg vs. undead - Spell Shield now grants immunity to dispel effects (only a temporary solution - part of a bigger plan) - Horrid Wilting save penalty reduced from -6 to -2 - Bigby's Clenched Fist "replaced" by Bigby's Icy Grasp (dmg type changed to cold, small refinements) V4 - Beta 2 (July 21th 2014) - enabled all components for BGEE and BG2EE - Blade Barrier no longer allows a save, dmg reduced from 3d6 every 3 sec to 1d6 - Regeneration fixed so that only clerics get the 7th lvl variant - Non-detection tweaked to properly work against Detect Invisibility & True Seeing - Protection from Missiles duration reduced from 2 turns to 1 - Protection from Normal Weapons can now be used with PfMW - Cone of Cold casting time reduced from 5 to 1, added a 1 sec pause (a la Burning Hands & Agannazar's Scorcher) - Breach no longer removes Protection from Evil, Magic Circle against Evil, Fire Shields and Blade Barrier - Spell Deflection spells fixed and tweaked - Ruby Ray of Reversal reverted to single target as per vanilla - Khelben's Warding Whip school changed to Evocation (first step of a bigger plan) V4 - Beta 1 (July 20th 2014) - first closed beta With the release of SR V4 Beta 16, I'm closing this discussion. Please leave comments for SRv4b16 in this thread. Edited October 26, 2018 by Mike1072
Demivrgvs Posted July 22, 2014 Author Posted July 22, 2014 Just wanted to say the beta is proceeding well. V4 - Beta 3 (July 22th 2014)- tons of small "adjustments" to make the build work fine with BGEE- Sanctuary duration reduced to 6 rounds- Armor of Faith grants 10% res against all dmg types, 2 turns duration- Draw Upon Divine Might capped at +3 STR/DEX/CON at 9th level, no longer causes fatigue- Grease save against knockdown is made at +2 bonus- Charm Person save is made at +2 bonus (it was +3 in vanilla)- Blindness replaced by Fog Cloud (halved line of sight, -4/-8 melee/ranged thac0 penalty)- Haste fatigue duration reduced from 5 to 3 rounds- Lightning Bolt dmg dice reverted from d8 to d6, save penalty increased from -2 to -4, projectile speed increased from 20 to 60- Skull Trap dmg dice reverted from d4 to d6 but capped at 10d6 (SCS did the same to balance its own 3x triggers)- Dire Charm save is made with no penalty- Hold Monsters save penalty reverted from -4 to -2- Phantom Blade no longer deals increased dmg vs. undead- Spell Shield now grants immunity to dispel effects (only a temporary solution - part of a bigger plan)- Horrid Wilting save penalty reduced from -6 to -2- Bigby's Clenched Fist "replaced" by Bigby's Icy Grasp (dmg type changed to cold, small refinements)
Dakk Posted July 22, 2014 Posted July 22, 2014 (edited) Just wanted to say the beta is proceeding well. V4 - Beta 3 (July 22th 2014) - Skull Trap dmg dice reverted from d4 to d6 but capped at 10d6 (SCS did the same to balance its own 3x triggers) Have you considered changing the trigger range from 15 to 10 (detonation still obviously 20). It makes more sense as a trap, and also slightly better as a trap as more baddies will be lured into range before it goes boom. Now it will damage enemies in the 15-20 range, while it would have a better effective range if it detonated later (i.e. when the first enemy is somewhat closer). For chucking directly into a fight on top of enemy it makes no difference. EDIT: Sorry, maybe I should have posted this in feedback or somewhere that doesn't clutter this thread. Feel free to move it. Edited July 22, 2014 by Dakk
Demivrgvs Posted July 22, 2014 Author Posted July 22, 2014 Don't worry, this is probably the right place to discuss the beta instead, I can always use the first post to gather all the change-logs. Btw, all those daring changes and you are only nitpicking a small thing about trap-like spells? Skull Trap You do have a point, but from my experience a 10 feet AoE is a bit inconsistent. We risk to create a situation where you have to "lead" the intended target directly on top of the trap to make it activate.
Dakk Posted July 22, 2014 Posted July 22, 2014 Don't worry, this is probably the right place to discuss the beta instead, I can always use the first post to gather all the change-logs. Btw, all those daring changes and you are only nitpicking a small thing about trap-like spells? Skull Trap You do have a point, but from my experience a 10 feet AoE is a bit inconsistent. We risk to create a situation where you have to "lead" the intended target directly on top of the trap to make it activate. Haha, yes! That's how I roll, don't you remember I'm totally fine with all changes, or better yet I really like them! Blindness/Fog Cloud The only change I'm not sure about is Blindness -> Fog Cloud. Blindness is such a iconic PnP (and Bg1 classic) spell it feels weird to eliminate it. Skull Trap Hmm, I suppose you have a point.
Demivrgvs Posted July 22, 2014 Author Posted July 22, 2014 (edited) Blindness/Fog Cloud The only change I'm not sure about is Blindness -> Fog Cloud. Blindness is such a iconic PnP (and Bg1 classic) spell it feels weird to eliminate it. Well, that's a daring change indeed. It's not written in stone that Fog Cloud has to replace Blindness in the official release but they perform an almost identical role and the beta was the right occasion to test it. As a completely new spell the AI would not use it, while SCS seems to use Blindness quite often and against warriors, exactly what FC is made for. Blindness had several "issues" imo: - it's almost a save or die when used by players against AI, even more so against spellcasters - good against PC warriors, but completely useless against PC spellcasters - its main concept (no line of sight) actually do not affect players at all, making it not a Blindness spell but just another "reduce thac0 variant" - I'm not sure if PnP Blindness is considered "a classic", but it surely isn't a cheap1st level spell there Fog Cloud tries to "play fair" and even if it's not full blindness it makes players at least experience a glimpse of what the original spell was supposed to make them feel - reduced line of sight. I admit that I would not mind FC to replace Blindness even on the final release, but it will depend on beta testers feedback, or if we find an even better looking solution. The beauty of having having this beta is that I can try things like this. Edited July 23, 2014 by Demivrgvs
Dakk Posted July 22, 2014 Posted July 22, 2014 (edited) Aye, you make a compelling case. And on the merits I agree with you! FC is way more fair regarding PC vs AI. My main objection is the point you yourself raise in the beginning: SCS (AI) usage. If Blindness was replaced with FC, with naming intact, then SCS would use FC, correct? If SCS use FC as it uses Blindness, would it work out? EDIT: I love the beta Edited July 22, 2014 by Dakk
kreso Posted July 23, 2014 Posted July 23, 2014 If Blindness was replaced with FC, with naming intact, then SCS would use FC, correct? If SCS use FC as it uses Blindness, would it work out? Yes and yes.
Dakk Posted July 23, 2014 Posted July 23, 2014 If Blindness was replaced with FC, with naming intact, then SCS would use FC, correct? If SCS use FC as it uses Blindness, would it work out? Yes and yes. I approve of this message
Baptor Posted July 24, 2014 Posted July 24, 2014 A BETA is being tested? Does this mean we are close to a EE compatible release?I would test it for you too if you are willing, I simply can't play BG without SR anymore.
Demivrgvs Posted July 24, 2014 Author Posted July 24, 2014 A BETA is being tested? Does this mean we are close to a EE compatible release? I would test it for you too if you are willing, I simply can't play BG without SR anymore. Yes and yes. If you are willing to test I'll give you a link to the beta via PM. You may wait until this afternoon though because I will almost surely release a new beta.
Demivrgvs Posted July 24, 2014 Author Posted July 24, 2014 (edited) @Baptor and Darkersun, check your PMs on BGEE forums. I wanted to include way more stuff for the new build but I'm too busy with RL. NWN-style Spell Deflection component is the big new entry (will need playtesting indeed) but the other noticeable change is another attempt at handling that damn Spell Immunity spell. As soon as I have time for it I will post more thoughts on this matter. V4 - Beta 4 (July 24th 2014)- added a new optional component: "Spell Deflection blocks AoE spells"- minor text fixes (e.g. typos, erroneous BGEE string references, etc.)- minor fixes to various spells (e.g. power lvl, duration of some effects, etc.)- Spell Immunity "replaced" by Wall of Dispel Magic (immunity to dispel, dispel on attackers)- Spell Shield restored to its classic version (SCS was overriding it anyway)- Disintegrate automatically destroy a Mordenkainen's Sword- Wail of the Banshee save penalty changed from -6 to -2- Larloch's Energy Drain effects on the caster last 5 turns instead of 1- Black Blade of Disaster school changed to Conjuration (minor "fixes" for BGEE)- Absolute Immunity grants invulnerability to both physical and magical dmg Edited July 24, 2014 by Demivrgvs
AL|EN Posted July 24, 2014 Posted July 24, 2014 - Disintegrate automatically destroy a Mordenkainen's Sword - Absolute Immunity grants invulnerability to both physical and magical dmg Holly crap! Those are my ideas from 10 years ago! Finally as a Mage I will crush my enemies laughing into their face when they want to hit me with their pathetic weapons!
Demivrgvs Posted August 1, 2014 Author Posted August 1, 2014 I've uploaded a new build. V4 - Beta 5 (August 1st 2014)- temporary manual solution for few Detectable Spells related issues (will hopefully be replaced by Arda's code) - re-arranged sec types (this will hopefully turn useful for a few cool things)- Cause Wound spells, Slay Living and Harm have been heavily revised (more details online)- Cause Light Wounds and Cause Moderate Wounds added to cleric spellbook- Fog Cloud thac0 penalties fixed- Haste, Improved Haste and Slow now fully cancel each other thanks to a dedicated sec type- Haste duration set to 1 turn (increased for low levels, decreased for high levels)- Slow thac0/AC/save vs. breath penalties increased from -1 to -2 (vanilla had -4 thac0/AC)
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