Baptor Posted April 29, 2016 Share Posted April 29, 2016 Gotcha, here's a screenshot of my pretty but ineffective dispel magic orbs. Link to comment
kreso Posted April 29, 2016 Share Posted April 29, 2016 Are you using latest SR version? Iirc, this issue was fixed some time ago. Link to comment
Baptor Posted April 30, 2016 Share Posted April 30, 2016 Are you using latest SR version? Iirc, this issue was fixed some time ago. Yes. I downloaded this one via Demi's dropbox link on April 7th 2016. So unless a new version came out since then, I have the latest. Link to comment
Mike1072 Posted April 30, 2016 Share Posted April 30, 2016 I'm not sure if Demi still keeps that archive up to date. The latest version can be downloaded from the first post in this thread. Link to comment
Baptor Posted May 3, 2016 Share Posted May 3, 2016 I'm not sure if Demi still keeps that archive up to date. The latest version can be downloaded from the first post in this thread. Yup that was it. Sorry guys was using outdated version. I'm back in business. Link to comment
Folas Posted May 8, 2016 Share Posted May 8, 2016 I can´t decide between sorc and wild mage with spell rev. I´m afraid the 5-spells-per-lvl approach of the sorc makes me miss out on too many awesome spells with this mod, on the other hand I´m planning on doing a tactical install and I need raw power. Also a bit off topic, but since I suspect many ppl here know the magic system as well as this mod very well I wanted to ask your opinion on the Wild Mage additions spells. http://mods.jo-ge.net/bg/dl/Spells.pdf Some of them seem like they would be insanely fun to use but others seem beyond cheesy, for example the very first spell in the list, Blade Shower. In context of SR, would you say those spells are game-breakingly cheesy? Link to comment
Ahrimal Posted May 20, 2016 Share Posted May 20, 2016 Protection from Magical Weapons seems to be broken in V4b12. It currently protects from non-magical weapons also; this seems to have been caused by "PfMW tweaked to allow "weapons with +7 enchantment" to bypass it", as the version of the spell found in V3 doesn't do this. PfMW currently has one instance of opcode 120 for each enchantment level it's supposed to protect against, but that's apparently redundant because, if used to protect against weapons of a certain enchantment level, the opcode protects from weapons up to and including that enchantment level. Oddly enough, this seems to include non-magical weapons. Prismatic Mantle also protects from +3 weapons, when it's supposed to stop only up to +2 weapons, per the description. This is on BG2EE v2.0. (what weapons have a +7 enchantment anyway?) Link to comment
Jarno Mikkola Posted May 20, 2016 Share Posted May 20, 2016 It's not a broken if it's "a feature". (what weapons have a +7 enchantment anyway?) None... except mod added bullshit weeaakkings. Link to comment
Fiann of the Silver Hand Posted May 21, 2016 Share Posted May 21, 2016 It's not a broken if it's "a feature". (what weapons have a +7 enchantment anyway?) None... except mod added bullshit weeaakkings. The Vampiric Touch items in vanilla are 10, for the record. Link to comment
Jarno Mikkola Posted May 21, 2016 Share Posted May 21, 2016 The Vampiric Touch items in vanilla are 10, for the record.Item ? That's a .spl ... the spell casts and doesn't produce an item... just a cast-able effect. That doesn't need a enchantment. Vanilla. Hmm, been sniffing at it, yeah ? You mean the "Vampite Touch" item(vamt01.itm etc)s ? I haven't actually ran to anyone/anything that uses those. Most of the vampire .cre files use the vamp.itm etc... items that drain the players levels. If the balance were to be effected, one should form all these to be uniform. Good point, too bad nothing actually has it in usage, that I see. The vampires a bit OP, yeah. The level drain is worse, at least from my point of view, than a magic melee attack ... Link to comment
Fiann of the Silver Hand Posted May 21, 2016 Share Posted May 21, 2016 I only mention it as the apparent upper range of the value. Being a low level spell, it was probably set to 10 way back in BG1 with the thought that they would always want it to bypass protections, before they worked on BG2/ToB and never made anything else higher than 6. Link to comment
Ahrimal Posted June 10, 2016 Share Posted June 10, 2016 (edited) Pierce Magic and Pierce Shield don't really 'pierce' anything. Both Pierce Shield and Pierce Magic seem to have most effects set to 0 power, and they return a "spell ineffective" string if used against someone protected by Spell Shield or Dispelling Screen, for instance. Also, the Pierce Magic in the Wand of Spell Striking doesn't remove Spell Shield. edit2: it seems that spwi805b isn't flagged as secondary type MAGICATTACK, which meand it's absorbed by GSD/Spell Trap if cast by anyone else than the character protected. Edited June 10, 2016 by Ahrimal Link to comment
Bartimaeus Posted July 20, 2016 Share Posted July 20, 2016 (edited) Is Break Enchantment (SPPR308, I think?) supposed to have opcode 169 - immunity to special effect icon (55 - stun) with permanent duration? Wouldn't that make later stuns' icons not show up on your portrait? It already has remove special effect icon 55 later down... I'm not sure what I was looking at, but it wasn't SR's Break Enchantment. (e): Priest's Poison sound effect after the poison has ended does not check for a saving throw - that is to say, if the creature hit by the Poison saves vs. poison when the spell is initially cast upon them, there will still be a sound effect of the poison expiring (...should a poison really have an expiring sound to begin with?) 60 seconds later. (e): On another note, Vampiric Touch's (SPWI314)'s level 5 effect (aka level 1 effect) does 2d6 damage instead of just a flat 6 damage, as it should do per the description. (e): In the level 18th version of Fire Shield, the fifth effect is an opcode 84 (reduced damage from magical fire) that is not in any of the others. (e): Protection from Missiles has a duration of 60 instead of the listed 120. (e): The sound effect for Disintegration has a save vs. spell instead of a save vs. breath. (e): Priest's Holy Smite has mismatched saves for the blindness and damage effects. Edited July 30, 2016 by Bartimaeus Link to comment
Jarno Mikkola Posted July 21, 2016 Share Posted July 21, 2016 There's a beta... 12 of them actually... and who's this demiurgus anyways ? Link to comment
subtledoctor Posted July 22, 2016 Share Posted July 22, 2016 DavidW disappears, leaving behind a perfectly stable version of SCS; fans shout "what's with this mod author?? can't we expect updates??" Demi keeps plugging away on SR, adjusting and improving; fans shout "what's with this mod author?? can't we expect it to ever be done??" You can't win... Link to comment
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