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IR Revised V1.3.800 (2022 January 11th)


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Mind Shield is an interesting idea, I'll have to re-read the lore description and see what fits and decide from there.

Edwin's Amulet...I actually did nerf that to be only 1 slot per level (although gave him a +3 saving throw vs death bonus as a very minor exchange, since death saves aren't a mage strength), but too many people complained so I ended up reverting it because screw it, I don't use Edwin and if people want a very overpowered Edwin I guess it's really none of my business (and also, it is how the vanilla amulet works and what people have come to expect)...which is kind of how I feel about the proposal to give Staff of the Magi True Seeing. If people want overpowered combinations, fine - it doesn't affect me.

Edited by Bartimaeus
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I don't really want to add a bunch of single-item mini-components to the installer...which leaves me wondering what the best option for doing it instead is. Subtledoctor always advances the "just patch everything after the fact, bro" method of doing these things, but I *hate* writing up patches: they're a lot more work, and also the underlying files can change and render patches broken. But given that any tweaks I'd include would probably be very minor and unlikely to be subject to change, maybe that's the way to go.

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2 hours ago, pochesun said:

wow a lot of new commits, cool stuff. 

Also yesterday i recalled we had some issues with Horn placement (lich deryl and wrong crit type in file or somethign like that). Just wanted to remind its not fixed. If it is - nothing to worry about :)

Yeah, I'll write up complete patch notes and release a new proper version sometime soon, once I have everything off my list.

The whole Horn of Kazgaroth thing ended up being a bit more confusing than I expected. For the time being, I reassigned the Horn to Lagole Gon instead of any version of Deril (there are two different versions, and you won't necessarily see the version of him that used to carry the Horn). So either kill him or pickpocket him for it.

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On 12/19/2020 at 4:11 AM, Bartimaeus said:

which is kind of how I feel about the proposal to give Staff of the Magi True Seeing. If people want overpowered combinations, fine - it doesn't affect me.

The "More Style for Mages" mod already includes several options for changing the Staff of the Magi, so people already have options. I wouldn't bother messing with it unless you have a particular vision that you think is awesome.

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V1.3.300 released.

Changes:

  1. Blackmist now applies Blackmist's blackmist on 15% of attacks made with Blackmist (instead of being manually activated via an ability). The blacksmith's Blackmist's blackmist blackmists the blacksmith's Blackmist's blackmist.
  2. Boots of the Gargoyle no longer have 3x Stoneskin, but rather have a 5 skin Stoneskin that triggers every turn. Is this a terrible idea? A warning is given in the description that it should not be used with other Stoneskin effects.
  3. Ravager has a makeover: loses the Cloak of Fear abiltiy in exchange for a Terrifying Aura that causes fear AND paralyzes enemies within 10' every round at a -2 saving throw vs. spell. Additionally, Ravager does poison damage (1D6 at +4, 1D8 at +5). A pretty decent top-end halberd option again, I think.
  4. Dagger of the Stars' Stardust ability applies 100% of the time (from 25% for +4 and 33% for +5), now has a -2 saving throw penalty, but the effect only lasts 1 round (used to be 2).
  5. Tansheron's Bow's Phantom Arrow has a 50% chance of paralyzing enemies, 50% chance of causing fear (...technically, the fear effect happens 100% the time to help make it obvious when an enemy gets held, but it doesn't really make a difference...unless the creature is paralysis-immune but not fear immune?).
  6. Ixil's Pinning ability gets a -2 saving throw penalty for now (and its damage is increased from an erroneous 1D4 + 5  to 1D6 + 5).
  7. Angurvadal's Flame Whip now has a -2 saving throw penalty.
  8. Runehammer and Harbinger's Banishing ability now has a -2 saving throw penalty.
  9. The Wave's Smashing Wave and Fire Eating abilities now have -2 saving throw penalties.
  10. Suryris' Blade now always has a 100% chance of occurring (before it was 50%), but the Staggering effect is only -1/2 APR instead of the full -1 APR.
  11. Cloak of Nature's Vengeance now has a 33% chance of striking (up from 25%).
  12. Rod of Terror's fear-causing ability now applies 100% of the time (up from 33% - seemed odd for a weapon literally called the Rod of Terror, especially when the same effect on other weapons worked 100% of the time).
  13. Club of Detonation's Detonation ability now has a 20' radius (up from 15').
  14. Horn of Kazgaroth drains 15% of your health (up from 10% - matches Claw of Kazgaroth). Also, located on Lagole Gon proper now instead of trying to place it on Deril.
  15. Boots of the Shifting Sands grants immunity to Earthquake (though I still don't want these boots to even exist).
  16. Impaler has a minor vorpal effect (15% chance with a saving throw vs. death, but no penalty).
  17. Spear of Lordly Might receives a +1 APR bonus (up from +1/2 - needed to be better to compete with the other better spears).
  18. Ring of Kangaxx has an Energy Drain ability instead of Minor Drain and Finger of Death - use with SRR for its much more powerful version of Energy Drain!
  19. Staff of the Magi loses the 1x Reverse Magic, but receives permanent True Seeing and 3x Remove Magic (cast at wielder level).
  20. Ring of Invisibility's Invisibility lasts for 5 turns instead of 1.
  21. Ilbratha's Mirror Image lasts for 5 turns instead of 1.
  22. Staff of the Woodlands' Barkskin lasts for 5 turns instead of 1.
  23. Spell Turning from that one item that has an activatable Spell Turning now lasts 5 turns instead of 1. No, I don't remember off-hand what item that is, but trust me, it's 5 turns now.
  24. Spell Deflection from that one amulet lasts now lasts 5 turns instead of 1.
  25. There is a setting in settings.ini to nerf Edwin's Amulet from 2 spell slots every level to just 1 + receive a +3 saving throw vs. death - defaulted to off.
  26. There is a setting in settings.ini to increase the power of Bracers of Defense AC (effectively, the unique/high quality Bracers of Defense will receive a mixed AC bonus - e.g. Bracers of Defense AC 5 will set the character's AC to 6, but then also give them a flat +1 bonus to take it back down to 5, making these mildly useful even for characters already wearing armor) - defaulted to off.
  27. Book of Infinite Spells now has 20 different spells it can flip to. It occurred to me that the book had True Seeing, which is Conjurer's main weakness in lacking - so I decided to kind of overhaul its selection for both flavor and functionality in shoring up what I felt were specialists' most missing spells. The vanilla version of this had...
Fireball, Invisibility, Protection from Evil, True Seeing, Burning Hands, Spell Turning, Wyvern Call, Stinking Cloud, Lightning Bolt, and Farsight.

IRR's has...

Fireball, Improved Invisibility, Stoneskin, True Seeing, Confusion, Spell Shield, Invisibile Stalker, Cloudkill, Domination, Skull Trap, Vocalize, Cone of Cold, Animate Dead, Lower Resistance, Greater Malison, Mirror Image, Breach, Haste, Hold Monster, and Pierce Magic.

 

Fixes:

  1. Wand of Fear erroneously had an unnoted -1 saving throw penalty.
  2. Store Revisions doesn't try to increase the size of bags that don't exist (critical install error on non-EE games in some circumstances)
  3. Gauntlets of Weapon Mastery's icon was weirdly highly oriented.
  4. Some icons for non-EE games got their offsets messed up when I fixed said icons for the EE games - now fixed.
  5. Axe of the Unyielding gets a slightly revised icon (this was one of my early attempts at fixing some of the terrible ToB icons, and I wasn't happy with it - I think it's mildly better and kind of passable now).
  6. Belt of Inertial Barrier and a number of other auras had stuff fixed and made more consistent (...hopefully).
  7. Potion of Speed was supposed to be non-dispelable - it is now.
  8. Robe of Arcane Might only gives a caster level bonus for arcane spells, not both divine and arcane.
  9. Another Symbol of Helm usability fix for Anomen.
  10. Fixed short bows missing their special short bow ground icon.
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Ouh boy, the first posts update , it's install order... and really bad timing.

.. no Generalized biffing, and ... no suggestion of EET usage(in EE games). And SCS before the other stuff. Now, yes, the BGT comes with some biffing, but you poared in the 1PP and IR that have relatively large media files, and Infinity Animations... , files that you do want to be biffed to be read in better order from a hard drive that has say 4 TBs space, to RAM that's more than 16 Mbs and the usage of the extended memory access is also recommended, a feature possible only if your fiendly familiar is around, to remind you.

Now, yes, the Infinity Animations still leads to the Biffing bug with the latest weidu.exe, but that can be fixed later...

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15 hours ago, pochesun said:

@Bartimaeus thx for the update.

any plans for SRR new version?

Not at this time. The only outstanding issue I have for SRR (that I can remember...) is that I wanted to make a more fair Dispel Magic, but I don't particularly want to work on that arduous process right now.

26 minutes ago, Jarno Mikkola said:

Ouh boy, the first posts update , it's install order... and really bad timing.

.. no Generalized biffing, and ... no suggestion of EET usage(in EE games). And SCS before the other stuff. Now, yes, the BGT comes with some biffing, but you poared in the 1PP and IR that have relatively large media files, and Infinity Animations... , files that you do want to be biffed to be read in better order from a hard drive that has say 4 TBs space, to RAM that's more than 16 Mbs and the usage of the extended memory access is also recommended, a feature possible only if your fiendly familiar is around, to remind you.

Now, yes, the Infinity Animations still leads to the Biffing bug with the latest weidu.exe, but that can be fixed later...

I have no advice to give on EET, for I have only installed EET a total of one time, and it was in a very barebones installation. I assume people who use EET will be able to figure out where EET should be installed based on other people's superior knowledge and advice. If it were me, I would assume that it would go in about the same place as BGT, but I'm not about to recommend that without knowing it. Furthermore, the list that I gave was more for people's edification on what order IRR/SRR/1pp (the three critical mods I modify) should be installed in, not an exhaustive list of everything that somebody might use (which I already said in that same original post). To my knowledge, where I put SCS is correct.

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11 minutes ago, Bartimaeus said:

To my knowledge, where I put SCS is correct.

So you want the SCS to not even be aware that the game was modified by your mod ? As that's the model it goes with this. That's fine ... but I wouldn't perhaps place it there, as you are then completely and otherly responsiple of any side effects coming from this.

The EET question is actually also involved with this as the EET_end is required to be installed before SCS in an EE game if you have EET installed, and so on and so forth.

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28 minutes ago, Jarno Mikkola said:

So you want the SCS to not even be aware that the game was modified by your mod ? As that's the model it goes with this. That's fine ... but I wouldn't perhaps place it there, as you are then completely and otherly responsiple of any side effects coming from this.

The EET question is actually also involved with this as the EET_end is required to be installed before SCS in an EE game if you have EET installed, and so on and so forth.

When we're talking about the secondary components of IR/R and SR/R which only apply some global tweaks, then I don't see why not. Is there a particular issue you have in mind? The main components should absolutely be installed way earlier, but my installation order already says that.

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