Jarno Mikkola Posted February 8, 2022 Share Posted February 8, 2022 36 minutes ago, CamDawg said: Cespenar dialogue Erhm, wtf. That's a BG2 character, what does it do in IWD ? Quote Link to comment
AZL4N Posted February 9, 2022 Share Posted February 9, 2022 Thanks! Let me know if I'm able to help with things. Also had a thought about Wind of Heaven. A very crude solution could be just adding 100% acid resistance. I can only recall a few instances of enemies using acid damage and that was relatively early in the game. Quote Link to comment
Dan_P Posted February 9, 2022 Share Posted February 9, 2022 (edited) 20 hours ago, AZL4N said: Also had a thought about Wind of Heaven. A very crude solution could be just adding 100% acid resistance. I can only recall a few instances of enemies using acid damage and that was relatively early in the game. I thought of this as well. Acid resist would work on a first playthrough, but if doing a repeat run on HoF, you could abuse it against Bombardier Beetles. Another way could be to use a custom projectile for Death Fog, but changing the damage amount. Maybe something like 2d10 or 2d12? That's already double the damage per round of Cloudkill. That's more of a tweak than a "fix", but I don't think the escalating damage is a vital part of the spell, as it's only the first 2 rounds that do lower damage. The only real gameplay change is it would make the traps slightly more damaging if you set them off. Either way, the options seem to be changing the weapon or changing the spell, so it's a question of which one people care to keep more pure to the original game. Or alternatively, leave them alone (so no one can complain about changes), but add a line in Wind of Heaven's description that it only grants partial immunity to Death Fog. Edited February 9, 2022 by Dan_P Quote Link to comment
CamDawg Posted February 9, 2022 Author Share Posted February 9, 2022 Yeah Dan_P, that's pretty much where my thoughts are. The ideal solution is to get the WoH to behave by altering the item but I'm pretty sure I've exhausted my options there. The alternative is to modify Death Fog, but unless we can do it without loss of functionality then the net effect is changing Death Fog in all situations to fix something that occurs in a fraction of situations (when it intersects with WoH). All this makes it likely that we'll have to settle for a description change. And yes, please keep the bug reports coming in. Quote Link to comment
CamDawg Posted February 24, 2022 Author Share Posted February 24, 2022 (edited) To do: inventory BAM for light crossbows (ixbow04) lacks a shadow when picked up, as does the HQ variant (ixbow09). LCB BAM is also used in BG and BG2 with the same bug. edit: Now with pictures. Edited February 25, 2022 by CamDawg Quote Link to comment
CamDawg Posted February 26, 2022 Author Share Posted February 26, 2022 Version 9 is out, fixing the stuff mentioned so far in this thread. Links and changelog in the first post. Quote Link to comment
eyre Posted December 14, 2022 Share Posted December 14, 2022 Bug Report: fixpack introduces a CTD issue with Tiernon's Sundered Shield (DNTSHD1.ITM). Line 4212 of setup-iwdfixpack.tp2 specifies an invalid modifier type for parameter2 of the CLONE_EFFECT function call: LPF CLONE_EFFECT INT_VAR match_opcode = 88 opcode = 89 parameter2 = 13 END // add missile damage reduction Changing the parameter2 argument to 0 solves the issue (and also matches modifier type for the opcode 89 effect present in the upgraded version of the shield DNTSHD2.ITM). Quote Link to comment
CamDawg Posted December 17, 2022 Author Share Posted December 17, 2022 On 12/14/2022 at 3:47 PM, eyre said: Bug Report: fixpack introduces a CTD issue with Tiernon's Sundered Shield (DNTSHD1.ITM). Line 4212 of setup-iwdfixpack.tp2 specifies an invalid modifier type for parameter2 of the CLONE_EFFECT function call: LPF CLONE_EFFECT INT_VAR match_opcode = 88 opcode = 89 parameter2 = 13 END // add missile damage reduction Changing the parameter2 argument to 0 solves the issue (and also matches modifier type for the opcode 89 effect present in the upgraded version of the shield DNTSHD2.ITM). Thanks, this is fixed in v10! Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.