lynx Posted October 8, 2015 Share Posted October 8, 2015 fixed sanctuary and summon insects in the meanwhile. Spell slots depend on tables shipped with the game, with three exceptions: specialists always get a +1, chargen gets +1 and clerics get bonus spells depending on their wisdom. Plus Edwin is a special snowflake, but that's from his item. to be honest, the tutorial is not something I care much about. I don't think I've ever ran it. we do tob saves differently, so the save game list is less crammed, but you can physically move the files between save/ and mpsave/. Link to comment
tormentor Posted October 8, 2015 Author Share Posted October 8, 2015 I've now got seperate installs of SoA and ToB for testing. The dialogue overriding spell learning still happens in SoA as well. Most people won't care about the tutorial, it is nice for new players though and it does give a bit of additional exposure. Spell slots depend on tables shipped with the game, with three exceptions: specialists always get a +1, chargen gets +1 and clerics get bonus spells depending on their wisdom. Plus Edwin is a special snowflake, but that's from his item. Hmm, vanilla SoA does give a new mage the spell selection from ToB though (5/4/3/2.) I deleted the cache folder to be safe. Running vanilla SoA (same game data) with wine, new mages get 4/4/4/4. Where does GemRB get the ToB spell selection from in a SoA game? Going to check out the sanctuary spell now. Thanks for the fixes! Link to comment
lynx Posted October 8, 2015 Share Posted October 8, 2015 from tables like http://gemrb.org/iesdp/files/2da/2da_tob/mxsplxxx.htm (unfortunately not all are listed fully). I'll need more info on how to reproduce 6.. Worked fine in my test. Hold person allows a save vs spells, so that's why it didn't always work (plus some creatures are immune). The height of its orby graphics is a known broader problem (RE challenge, really). Same for spook. chill touch works fine for me. The thac0 effect also has a save, so that explains it. Link to comment
SyntaxError Posted October 8, 2015 Share Posted October 8, 2015 Hold person allows a save vs spells, so that's why it didn't always work (plus some creatures are immune). The height of its orby graphics is a known broader problem (RE challenge, really). Same for spook. So is the bug then that we aren't printing this info out (or that it erroneously is checking the subtitle setting)? Link to comment
lynx Posted October 8, 2015 Share Posted October 8, 2015 we don't give any saving throw feedback to the game screen (only console), except with the hidden iwd2 setting in iwd2. It's the same old todo as combat rolls, which you added a part of. Link to comment
tormentor Posted October 8, 2015 Author Share Posted October 8, 2015 #2: Sanctuary still doesn't quite work correctly. I can cast spells like Larloch's Minor Drain or Holy Smite on enemies with impunity and keep my sanctuary active. Sometimes the enemies wake up at what seems like the start of the next round? In original SoA, I lose sanctuary as soon as I begin casting such a spell. Even summoning or Dispel Magic immediately remove the sanctuary in vanilla - anything that could potentially affect an enemy. I'll need more info on how to reproduce 6.. Worked fine in my test. Have Jaheira cast Protection from Lightning and have Imoen throw a lightning bolt at her. Jaheira will say "My weapon has no effect!" #8 Summon Insects is still buggy for me: "Lightning Mephit did 1 damage to Lightning Mephit" Hold person allows a save vs spells, so that's why it didn't always work (plus some creatures are immune). The height of its orby graphics is a known broader problem (RE challenge, really). Same for spook. So if it actually works, then why the problem with Ghoul Touch? Target getting the paralyze icon, so the spell must have hit, but target can still move? Not convinced. And fear spells should make enemies flee, that can't just be an icon display problem. And if SoA character creation allows a mage the wrong amount of spells, then the tables must be faulty. Link to comment
lynx Posted October 8, 2015 Share Posted October 8, 2015 ghoul touch also seems fine here, the gnoll got held and stayed that way. sanctuary: different thing. We rely on a particular byte in the spell's flags to determine whether to consider it as hostile or not. Larloch's doesn't have it set, nor the actual spell it uses to make a difference. At least the latter has a damage opcode, which we could use to manually add the flag bit. Can't see how dispel or summoning would do the trick. So, more research is needed, no easy fix ... who cast it on the memphit? And in case you managed to save after casting the spell - you'll have to start afresh, it uses a sticky effect. re hold and icons: spells apply several separate effects and when poorly made, can partially apply. minute meteors are fixed Link to comment
Ishad Nha Posted October 9, 2015 Share Posted October 9, 2015 A Ring or Potion of Free Action will totally block a Hold Person effect, even if the save is failed. Ditto kit immunities. There were quite a few problems reported here but there were quite a few with the development of the Windows Gem. Link to comment
lynx Posted October 9, 2015 Share Posted October 9, 2015 wizard eye numbing and level number display in spell selection are also done. Working on improving globes of invulnerability — they're annoying, since they don't reject all spells (they're not like the protection from magic scroll). edit: done also added a Mobile section to the todo, since we lacked it Link to comment
tormentor Posted October 10, 2015 Author Share Posted October 10, 2015 MGOI / fireball thing seems fixed, good job! Minute Meteors seems fixed too. Wizard eye fixed as well. Summon Insects still reporting "monster did 1 damage to monster." Jaheira is the caster. Tactic to reproduce: Put Imoen in there with stoneskin and MGOI as a monster magnet, then have Jaheira cast Insects (the level 3 spell obviously.) Level number in spell selection doesn't work for me in either SoA or ToB. 28 sound: characters interrupt each other's sounds or a character interrupts his own sound by double clicking. Perhaps the original engine automatically assigned a free sound channel so there would be no overlaps. Baby Wyvern morph looks fixed as well, indeed. Link to comment
tormentor Posted October 10, 2015 Author Share Posted October 10, 2015 29 Character generation: Creating a new Totemic Druid fails. The game hangs after character creation. [Python/ERROR]: Traceback (most recent call last):[Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/bg2/CharGenEnd.py", line 67, in OnLoad[Python/ERROR]: GUICommon.ResolveClassAbilities (MyChar, ClassName)[Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/GUICommon.py", line 185, in ResolveClassAbilities[Python/ERROR]: AddClassAbilities (pc, ABTable, Levels[0], Levels[0])[Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/GUICommon.py", line 224, in AddClassAbilities[Python/ERROR]: Spellbook.LearnSpell (pc, ab[3:], IE_SPELL_TYPE_INNATE, 0, 1, LS_MEMO)[Python/ERROR]: File "/usr/local/share/gemrb/GUIScripts/Spellbook.py", line 678, in LearnSpell[Python/ERROR]: raise RuntimeError, "Failed learning spell: %s !" %(spellref)[Python/ERROR]: RuntimeError: Failed learning spell: SPCL621 ! I took care to completely uninstall and reinstall GemRB (to catch potential stale files) but the error still happens. I can create all other druids and also mages without problem, it's just this kit. Donating in temples does seem fixed, nice. Link to comment
lynx Posted October 10, 2015 Share Posted October 10, 2015 can't reproduce the insects. I tried again and it just works. Also for the spell levels, where exactly did you mean this? I added it to the subtitle of the chargen spell selection window. Totemic druid was created normally in tob. Are you trying in soa? There's not really a good reason why it would fail. Link to comment
tormentor Posted October 10, 2015 Author Share Posted October 10, 2015 can't reproduce the insects. I tried again and it just works. Weird. I'll check in ToB then. Definitely does not work here o_O Also for the spell levels, where exactly did you mean this? It looks like this in original SoA: The spell level appears in the same row as "Mage book". Also notice how it gives you 4 spells there in SoA, where GemRB with the same game data gives you 5... 30 Character generation: Class selection: Mage: Kit selection window: Before the player selects anything in here, "Mage" is highlighted but another kit is active/displayed. The highlighting and kit selection/info display should match. I might have selected another kit and then went back, but in any case the mage kit selection window should take care to sync what's highlighted and what's actually displayed every time it's opened ("Mage" is the default unless class restrictions are at play.) Spell learning: Trying to write magic and failing (9 int and max difficulty to reproduce this) gives the wrong message. The spell does not appear in the book (as it should) but the message window says "You copy the spell to your mage book" and no sound is played (the failure sound should be played.) In other words: Successful spell learning behaves as it should, failure does not. Edit: I tried creating a totemic druid in ToB and it fails with the same error. Why does it say "failed learning spellxxx"? Druids don't need to learn spells, it's divine magic. Link to comment
lynx Posted October 10, 2015 Share Posted October 10, 2015 re soa vs tob. It doesn't matter which part of the story you're in, just whether tob is installed. My test was with hobgoblins in a soa dungeon for example, though data shouldn't really matter in this case. re mage book: yes, that's where I added it. I ignored the "mage book" part, so it would be more correct for sorcerers too. If you don't see the level there, you're not running the newest GUIScripts. Same thing could explain the druid (that's an innate btw), if you have some remnants of 0.8.1 laying around. 30. The first kit is the generalist mage, which is kind of a non-kit (no spell school). Link to comment
tormentor Posted October 11, 2015 Author Share Posted October 11, 2015 re mage book: yes, that's where I added it. I ignored the "mage book" part, so it would be more correct for sorcerers too. If you don't see the level there, you're not running the newest GUIScripts. Same thing could explain the druid (that's an innate btw), if you have some remnants of 0.8.1 laying around. I did a make uninstall, a fresh git clone, and removed manually all remnants of files in /usr/local/share/gemrb and /usr/local/lib/gemrb (make uninstall leaves a few files there.) Then I built and installed fresh. Same error... [Python/ERROR]: RuntimeError: Failed learning spell: SPCL621 ! Did you not check the new files into the git repo? re soa vs tob. It doesn't matter which part of the story you're in, just whether tob is installed. My test was with hobgoblins in a soa dungeon for example, though data shouldn't really matter in this case. My SoA install is separate from my BG2-with-ToB install. I do think that we simply don't have the same files. Edit: It does say "Level 1" in the mage spell selection now though. So the problem was that make uninstall did not clean out all files, or make install did not overwrite them. I guess. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.