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Bug Reports: IR v4 Beta


Mike1072

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On 9/18/2019 at 3:34 PM, ptifab said:

A really minor mistake, in potn19.spl, the effect 2 (playsound for duration is over) has an incorrect value of 600. Should be 60 (1 turn). Dunno if its IR or IRR related though (i have both installed).

It applies to both IR and IRR, thank you.

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On 12/28/2019 at 2:32 PM, ermo said:

Could someone with authority to do so kindly update the README on the Item Revisions page to point to the v4beta10 version?

It currently appears to point to the v2 one.

TIA

The v2 readme is accurate for v2, which is the last official release.

The readme in v4b10 is not completely up to date, which is to be expected, since it's a beta.  (It's perhaps not expected to remain in beta for this long a time.)  Part of preparing an official v4 release will involve updating the contents of the readme.

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Druid Stronghold:

For winning the duel and becoming the Great Druid, the player is awarded with a Ring of Protection +2 and the Clerics Staff + 3, which cannot be used by druids.

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The Longbow that requires 19 STR to use ("Strongarm?" Something like that, I forget) claims to have +30 damage in its item description.  Which is patently ridiculous, but also (thankfully) incorrect.  Inspection in NI reveals its "launcher" ability header has 2d6+12 damage.  Normally with launchers, the projectile handles damage, so I guess this is added on top of the normal arrow damage?  Which would be 3d6+12 total.  Still pretty ridiculous, even though its weapon speed is set to 10.  It might be interesting if it had a "set final APR to 1" effect similar to that halberd in BGEE, but that effect is EE-only AFAIK.  This probably needs rebalancing, and in any event the description should be made accurate.

(In case I'm the one who ends up fixing this, consider it a 'note to self.' ;) )

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1 hour ago, subtledoctor said:

The Longbow that requires 19 STR to use ("Strongarm?" Something like that, I forget) claims to have +30 damage in its item description.  Which is patently ridiculous, but also (thankfully) incorrect.  Inspection in NI reveals its "launcher" ability header has 2d6+12 damage.  Normally with launchers, the projectile handles damage, so I guess this is added on top of the normal arrow damage?  Which would be 3d6+12 total.  Still pretty ridiculous, even though its weapon speed is set to 10.  It might be interesting if it had a "set final APR to 1" effect similar to that halberd in BGEE, but that effect is EE-only AFAIK.  This probably needs rebalancing, and in any event the description should be made accurate.

(In case I'm the one who ends up fixing this, consider it a 'note to self.' ;) )

It has a strong damage bonus, but I thought it was more in the realm of a simple +6, not +12 or +30 or 2D6 + 12. It sounds like something has gone wrong there.

Edited by Bartimaeus
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Feedback to some of subtledoctors patches:

  • Silver weapons vs Loup garou etc - check for Flame Tounge and Werebane
  • Mareks antidote works as intended - check
  • Daystar does not do damage anymore when equipped - check
  • Bracers of Speed - still an anmiation when triggered, and no fatigue effect anmyore - I think this was not intended?

 

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On 1/31/2019 at 1:23 PM, Lianos said:

Bracers of Speed
When the 5% fatigue effect triggers, the character performs an animation like he is casting a spell. This is annoying, as he stops attacking.

On 1/31/2019 at 7:53 PM, Bartimaeus said:

Bracers of Speed: brac11.eff needs to be set to type 1 instead of type 0, already fixed in IRR.

On 8/4/2020 at 3:03 PM, Lianos said:

Feedback to some of subtledoctors patches:

  • Bracers of Speed - still an anmiation when triggered, and no fatigue effect anmyore - I think this was not intended?

I've been reviewing subtledoctor's patches for inclusion and can confirm that his patch still has the animation issue, while it's been resolved in IRR.

However, there seems to be a bigger problem here.  I did some testing on BG:EE and all of the different implementations are applying the fatigue effects to the creature being hit rather than the wielder.  I even did a little digging and tested out subtledoctor's suggestions from this other topic and experienced the same result.

@subtledoctor & @Bartimaeus, are you seeing the same thing?  (I recommend adjusting the probability chance in the .eff before testing.)

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8 hours ago, Mike1072 said:

I've been reviewing subtledoctor's patches for inclusion and can confirm that his patch still has the animation issue, while it's been resolved in IRR.

However, there seems to be a bigger problem here.  I did some testing on BG:EE and all of the different implementations are applying the fatigue effects to the creature being hit rather than the wielder.  I even did a little digging and tested out subtledoctor's suggestions from this other topic and experienced the same result.

@subtledoctor & @Bartimaeus, are you seeing the same thing?  (I recommend adjusting the probability chance in the .eff before testing.)

Though the .eff (brac11) casting the spell targets "self", the effects of the .spl itself do not, and instead do pre-target (2). I don't know enough about the set effect opcodes (248 and 249) to know how they're supposed to work, but I suppose the .spl doesn't carry over the targeting of the .eff and instead pre-target defaults to the attacked target. Simple fix by just setting each effect to self-targeting. Haven't used these bracers too much, guess I never noticed, haha. Tested...and that fixed it. However, for non-Revised IR/SR, that will create a new problem: SR uses the same .spl resource name (dvwinded.spl) for Haste's "fatigued" effect at the end of the duration, and it's the exact same resource with the same problematic targeting - only, it *needs* to be targeting 2 (pre-target) for Haste so that it affects the correct creatures. That's why I changed the resource for IR's Bracers of Speed to instead be "dvexhaus.spl" a while back, so there'd be no accidental overlap. I think you'd need to do the same, otherwise if you install IR after SR, then Haste will call a file with incorrect self targeting, while if you install SR after IR, Bracers of Speed will still have incorrect pre-target targeting. Thanks for letting me know!

The casting animation issue is obvious, of course - brac11.eff should cast use its cast spell opcode with instant spellcasting. Not sure why Subtledoctor didn't think it was necessary - thought it was odd at the time, since I very much recalled having to fix that, but didn't bother to question it.

Edited by Bartimaeus
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16 minutes ago, Bartimaeus said:

brac11.eff should cast use its cast spell opcode with instant spellcasting. Not sure why Subtledoctor didn't think it was necessary

Pretty sure I did that - I almost never use "cast normally" in opcode 146 effects - as well as set the header target of the subspell from 5 to 7, for good measure.  Though that latter might be unnecessary, and in any event it appears that the change was undone in some regression or other.  I would think that the effect target of the subspell effects should be 9 ("original caster")... but if you're telling me that target 1 works, then I guess it works. 

I also agree that the subspell should have a different name - when I did those fixes I was working with IR alone, not in combination with SR, so I didn't notice that.

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I went back and looked at your original notes, and you're right - what you *did* say is that it was already being cast instantly (you specifically wrote that it has a timing mode of 1, which is instant). But opening up the latest version of IR's brac11.eff shows that no it doesn't - it has a timing mode of 0 when casting dvwinded.spl, so the casting animation is still firing. Not sure what happened that that didn't appear to be the case for you at that time, but lord knows I've had a number of similarly incongruous situations occur to me over the years, so I can hardly blame you, haha.

Edited by Bartimaeus
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3 hours ago, Bartimaeus said:

Though the .eff (brac11) casting the spell targets "self", the effects of the .spl itself do not, and instead do pre-target (2). I don't know enough about the set effect opcodes (248 and 249) to know how they're supposed to work, but I suppose the .spl doesn't carry over the targeting of the .eff and instead pre-target defaults to the attacked target. Simple fix by just setting each effect to self-targeting. Haven't used these bracers too much, guess I never noticed, haha. Tested...and that fixed it.

Thanks, that seems to have done it.  It gets a little complicated when there are 4 different places defining the target.  I'll include the other changes as well.

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