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[v35.17] Unexpected behaviour with planetars in time stop


Guest Ludwig_II

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Guest Ludwig_II

I am encountering a strange behaviour that I haven't witnessed in my previous playthroughs. In Twisted Rune in BG2EE, there is a lich and another mage both of which can cast time stop. They summon a few Fallen Planetars. If they cast time stop while there are planetars around, those planetars also do not do anything during time stop as others. However, as soon as the time stop finishes, it plays out like planetars actually continued hitting and hit me like 10 or so times, and I'm instantly dead. Even though there are other monsters there too, this behaviour seems to be only happening specifically for planetars. I am using Hardcore difficulty, and I have quite a few mods so SCS might not necessarily be the culprit. The other most likely candidate is Improved Twisted Rune component in tactics-remix. I'll write in that thread too in Beamdog forums. Here is my weidu.log in case it's relevant:

Spoiler

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BGGO/BGGO.TP2~ #0 #0 // BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu: v3.1
~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 5.1
~OOZE/OOZE.TP2~ #0 #0 // Athkatlan Grounds: The Ooze's Lounge - a new area under Athkatlan Slums: 2.94
~ALABASTERSANDS/ALABASTERSANDS.TP2~ #0 #0 // Alabaster Sands: the new area of Athkatla -> Yes, but don't patch existing save games: v1.7
~TANGLEDISLE/TANGLEDISLE.TP2~ #0 #0 // Athkatlan Grounds: The Tangled Oak Isle -> Yes, but don't patch existing save games: v4.3
~BRIDGESBLOCK/BRIDGESBLOCK.TP2~ #0 #0 // Athkatlan Grounds: The Bridge's Block: 1.91
~WHINHILL/WHINHILL.TP2~ #0 #0 // The Journey to the Whin Hill - a Baldur's Gate 2: EE quest -> Yes, but don't patch existing save games: v1.3
~GODCALL/SETUP-GODCALL.TP2~ #1 #0 // Call Of The Lost Goddess V 1.2
~GODCALL/SETUP-GODCALL.TP2~ #1 #50 // Install portraits for the major NPCs of the mod
~GODCALL/SETUP-GODCALL.TP2~ #1 #200 // Install AI voiceover for major NPCs of the mod (mostly in English)
~TIDINGS/SETUP-TIDINGS.TP2~ #1 #0 // Dark Tidings V 2.1
~CRUCIBLE/CRUCIBLE.TP2~ #0 #1 // Install Crucible -> Fully Voiced NPCs using AI: v2.3
~DEADGARDENS/DEADGARDENS.TP2~ #0 #0 // DeadGardens Installation: 1.0 -jasteys edit
~FOWLWISH/FOWLWISH.TP2~ #0 #0 // FowlWish Installation: 1.3
~ERRANTJUSTICE/ERRANTJUSTICE.TP2~ #0 #0 // ErrantJustice Installation: 1.0
~INLOVEUNDEATH/INLOVEUNDEATH.TP2~ #0 #0 // The Dreadful Tales: In Love, Undeath - a new quest and companion for BG2EE -> Yes, but don't patch existing save games: v1.7
~INLOVEUNDEATH/INLOVEUNDEATH.TP2~ #0 #2 // Xzele: Player-Initiated Dialogues: v1.7
~BLOODIEDSTINGSOFBAROVIA/BLOODIEDSTINGSOFBAROVIA.TP2~ #0 #0 // The Bloodied Stings of Barovia - a dark Ravenloft adventure for Baldur's Gate 2 EE: v2.1
~JUNIPERANDTHESTONELEECH/JUNIPERANDTHESTONELEECH.TP2~ #0 #0 // The Dreadful Tales: Juniper and the Stone Leech - companion and a quest mod for BG2EE ToB: v1.5
~JUNIPERANDTHESTONELEECH/JUNIPERANDTHESTONELEECH.TP2~ #0 #1 // The Dreadful Tales: Juniper and the Stone Leech - Player-Initiated Dialogues for Juniper: v1.5
~TOTDG/TOTDG.TP2~ #0 #0 // Colours of Infinity: Tales of the Deep Gardens -> Yes, but don't patch the existing save games: 12.91
~WHITEQUEEN/WHITEQUEEN.TP2~ #0 #0 // Colours of Infinity - The White Queen -> Yes, but don't patch the existing save games: 7.2
~PLANARSPHEREMOD/SETUP-PLANARSPHEREMOD.TP2~ #0 #0 // PlanarSphereMod, main component: v2.9
~PLANARSPHEREMOD/SETUP-PLANARSPHEREMOD.TP2~ #0 #623 // Planar Sphere Store: v2.9
~PLANARSPHEREMOD/SETUP-PLANARSPHEREMOD.TP2~ #0 #624 // Waukeen's Promenade Store: v2.9
~PLANARSPHEREMOD/SETUP-PLANARSPHEREMOD.TP2~ #0 #625 // Planar Sphere Return v2: v2.9
~SELLSWORDS/SELLSWORDS.TP2~ #0 #0 // The Sellswords mod for Baldur's Gate II: v9.1
~DC/DC.TP2~ #0 #0 // Dungeon Crawl: v13.1
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #0 // Lady Elgea's extended plot: Beta_7
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #1 // Anomen's extended plot: Beta_7
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #2 // Jerlia's Ore Shop: Beta_7
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #3 // Elven holy water in the Temple of Lathander: Beta_7
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #4 // Wave Blade in Treasury: Beta_7
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #8 // Silver Sword: Beta_7
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #9 // A Tunnel for Saradush: Beta_7
~HIDDENADVENTURE/HIDDENADVENTURE.TP2~ #1 #10 // Temple of Mask in Docks District: Beta_7
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Miscellaneous Enhancements -> With Additional Random Encounters: v3.5
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.5
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.5
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.5
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.5
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.5
~HEPHERNAANBG2/HEPHERNAANBG2.TP2~ #0 #0 // The Return of Hephernaan - a Baldur's Gate 2: EE NPC mod: v3.1
~HEPHERNAANBG2/HEPHERNAANBG2.TP2~ #0 #1 // Player-Initiated Dialogues for Hephernaan: v3.1
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.28
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.28
~SKIPCHATEAUIRENICUS/SKIPCHATEAUIRENICUS.TP2~ #0 #0 // Skip Chateau Irenicus: 3.4
~SKIPCHATEAUIRENICUS/SKIPCHATEAUIRENICUS.TP2~ #0 #102 // Deal with skipped NPCs -> All available NPCs: 3.4
~SKIPCHATEAUIRENICUS/SKIPCHATEAUIRENICUS.TP2~ #0 #200 // More realistic opening cutscene: 3.4
~COWLEDMENACE/SETUP-COWLEDMENACE.TP2~ #0 #2100 // Appropriate Items for High-Level Spellcasters: 1.0.1
~AL_ITEM_PACK/AL_ITEM_PACK.TP2~ #0 #0 // Arcane Treasury mod: v1.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #0 // SoD to BG2:EE Item upgrade by Daeros_Trollkiller: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #5 // Update resist type for original Shadow Dragonscale Armor for consistency with new variants:  Acid -> Magic Damage): v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #7 // Force all import-able SoD items to be available in their normal locations ****Requires starting a new game**** -> All importable items with Voidhammer +3: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #9 // Change Cromwell's equipment to be more in-line with his forging skills: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #16 // Allow choice of weapon imported from Baldur's Gate into Irenecus' dungeon -> Staff Spear +2: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #26 // Allow choice of armor imported from Baldur's Gate into Irenecus' dungeon -> Chain Mail +3: v2.0.5
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #28 // Allow choice of item imported from Baldur's Gate into Irenecus' dungeon -> The Claw of Kazgoroth: v2.0.5
~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #0 // Unofficial Item Pack
~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #2 // Gourmet from Underdark
~MYSTIGAN/SETUP-MYSTIGAN.TP2~ #1 #0 // Mystigan the Merchant(ToB Required)
~SETUP-BOM.TP2~ #0 #0 // Boards of Magick item pack!
~DERATS_COMBINO/SETUP-DERATS_COMBINO.TP2~ #1 #0 // Kurosai the combiner: v3
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v52
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v52
~RUAD/RUAD.TP2~ #0 #0 // Ruad Ro'fhessa (SoA): v29.4.0
~RUAD/RUAD.TP2~ #0 #10 // Ruad Ro'fhessa (ToB): v29.4.0
~A7-WARESOFTHEPLANES/A7-WARESOFTHEPLANES.TP2~ #0 #0 // Wares of the Planes: 1.2
~FORGOTTEN-ARMAMENT/FORGOTTEN-ARMAMENT.TP2~ #0 #20 // Add New Items to the Game: v4.2
~SPSTUFF/SETUP-SPSTUFF.TP2~ #0 #4 // Creslyn's BG2 Item Pack: v14
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #150 // Category Portraits (Recommended) -> Random: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #20 // Replace Low Quality TOB & SOA Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #30 // Ust Natha Drow NPCs: 1.01
~ZG_IWD_VOICES/ZG_IWD_VOICES.TP2~ #0 #0 // Icewind Dale Voice Pack for EE 2.6+: 1.0.0
~ZG_IWD2_VOICES/ZG_IWD2_VOICES.TP2~ #0 #0 // Icewind Dale II Voice Pack for EE 2.6+: 1.0.3
~ZG_BGNPC_VOICES/ZG_BGNPC_VOICES.TP2~ #0 #0 // Baldur's Gate NPC Voice Pack for EE 2.6+: 0.3.0
~ZG_NWN_VOICES/ZG_NWN_VOICES.TP2~ #0 #0 // Neverwinter Nights Voice Pack for EE 2.6+: 0.3.1
~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.8
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2000 // Install all spell tweaks (if you don't select this, you will be given a chance to choose by category): Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2500 // Add 9 new arcane spells: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2520 // Revised Elementals: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #20000 // Introduce new races and subraces: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40000 // Eliminate class/race restrictions and most class/ability score restrictions: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40190 // Revised Paladins and Blackguards: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40400 // Rangers use Icewind Dale-style spell memorisation: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40450 // Thieves gain the Evasion ability (on a successful save for half damage against abilities that require you to dodge, take no damage): Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40600 // Revised shapeshift powers for druids and avengers: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40610 // Druids use cleric XP and spell tables: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40650 // Revised speciality priests of Lathander/Helm/Talos/Tempus/Tyr: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40660 // Modified cleric stronghold quest for priests of any god except Lathander/Helm/Talos: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40753 // Adjust opposition schools for speciality mages (see readme for details) -> Use custom opposition schools: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40800 // Require speciality mages to memorize at least one spell per level from their speciality school: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40850 // Speciality mages automatically get one speciality spell at each level (where possible): Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40900 // Allow multiclassed and dual-classed mages to become specialists and wild mages: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40925 // Bloodlines for sorcerers: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40950 // Dragon Disciples can be disciples of any chromatic dragon (Red/Blue/Green/Black/White): Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #41000 // Rebalanced and revised kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50000 // New wizard specializations: elemental specialists: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50100 // New wizard specialization: Force Mage: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50200 // New wizard kits: Militant Wizards: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50300 // New sorcerer kit: Bloodrager: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50400 // New choices of god / goddess for speciality priests: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50500 // New class: Favored Soul: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #50600 // New blackguard kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55000 // Allow druids to multiclass as mages, rangers, and thieves: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55100 // Multiclass/dual-class barbarian/cleric and fighter/cleric kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55200 // Multiclass/dual-class barbarian/druid and fighter/druid kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55300 // Multiclass/dual-class fighter/mage kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55400 // Multiclass/dual-class fighter/thief kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55500 // Multiclass/dual-class cleric/mage kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55600 // Multiclass/dual-class cleric/ranger and druid/ranger kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55700 // Multiclass/dual-class cleric/thief and druid/thief kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55800 // Multiclass/dual-class mage/thief kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #55900 // Multiclass fighter/mage/cleric kits: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #60100 // Characters choose minor new abilities every three levels: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #60200 // Revised and expanded high-level abilities system: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80000 // Revised ability score modifiers -> Standard Talents of Faerun system (recommended): Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80150 // 3rd-edition-style THAC0s (somewhat faster progression for clerics/thieves/mages): Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #80160 // Revised Shields: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81100 // Revised Weapon Proficiency System: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #81200 // Revised Weapon Styles: Beta 12
~DW_TALENTS/DW_TALENTS.TP2~ #0 #90100 // Thieves gain skill points in multiples of five: Beta 12
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons [Lava] -> Only replace icons that aren't already unique: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #181 // Unique Containers [Miloch] -> Unique icons only: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds [Sabre, Baldurdash, Weimer] -> Keep class restrictions: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1226 // Adjust Cromwell's Forging Time -> Eight hours: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2152 // Wear Multiple Protection Items -> Allow armor plus one protection item [Angel]: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP Creatures [the bigg] -> For all creatures in game: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3130 // No ground traps: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3131 // No locked/hidden door or chest: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3175 // Disable Romances: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3351 // Create Interval Saves [argent77] -> Every 30 minutes (one save only): v15
~BUTCHERY/BUTCHERY.TP2~ #0 #10 // DrAzTiK's revisited fight against Tazok and DigDag [install before Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #11 // Rebalancing some generic creatures [install before Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #12 // Rebalancing Tazok and DigDag [install before Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #20 // Groumf and Bourrinos Encounter at Firkraag's Hideout entrance [install before Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #21 // Groumf and Bourrinos Encounter at Brynnlaw [install before Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #22 // Groumf and Bourrinos Encounter in the Underdark [install before Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #30 // Revisited fight against Wraith Sarevok in the Abyss [install before Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #32 // Add battle songs in some areas that do not have any [install before or after Stratagems]: v5.0.0
~BUTCHERY/BUTCHERY.TP2~ #0 #40 // DrAzTiK's Creatures [install before Stratagems, some following components need it]: v5.0.0
~TACTICS-REMIX/TACTICS-REMIX.TP2~ #0 #2 // "Kuroisan", the Acid Kensai: v0.8-beta
~TACTICS-REMIX/TACTICS-REMIX.TP2~ #0 #1 // The Ritual: v0.8-beta
~TACTICS-REMIX/TACTICS-REMIX.TP2~ #0 #3 // "Red Badge" Poison-Based Encounter: v0.8-beta
~TACTICS-REMIX/TACTICS-REMIX.TP2~ #0 #4 // Gebhard Blucher's Lich in the Docks: v0.8-beta
~TACTICS-REMIX/TACTICS-REMIX.TP2~ #0 #5 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks: v0.8-beta
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3020 // Replace many +1 magic weapons with nonmagical "fine" ones: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3540 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Revised handling of death effects like disintegration, petrification and imprisonment (party members who are disintegrated etc can be resurrected; imprisoned or petrified characters rejoin the party automatically; the game doesn't end if the main character is petrified or imprisoned): 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4135 // Revised resting: resting in the wild uses up provisions: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Revised inn rooms: more expensive, more benefits: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4163 // Increase the price of a license to practise magic in Athkatla -> License costs 30,000 gp: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4174 // Increase the price asked by Gaelan Bayle -> Gaelan wants 120,000 gold pieces: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4190 // Make Watchers' Keep accessible between SoA and ToB (warning: this will make it inaccessible until the end of SoA): 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 35.17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 35.17
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #8 // Improved Sahuagin City: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #10 // Improved Irenicus: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #11 // Improved Guarded Compound in the Temple District: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #12 // Improved Twisted Rune: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #14 // Gebhard Blucher's Improved Demon Knights: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #15 // Kensai Ryu's Tougher Kangaxx and Guardians: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #6 // Kensai Ryu's Improved Crypt King: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #17 // Kensai Ryu's Improved Copper Coronet: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #19 // Mike Barnes' Improved Small Teeth Pass: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #35 // Morpheus562's Improved Planar Prison Bounty Hunters: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #39 // Morpheus562's Improved Drizzt (BG2EE): v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #23 // Tougher Fire Giants: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #32 // Morpheus562's Tougher Githyanki: v0.8-beta
~TACTICS-REMIX2/TACTICS-REMIX2.TP2~ #0 #33 // Morpheus562's Tougher Yuan-ti: v0.8-beta
~BUTCHERY2/BUTCHERY2.TP2~ #0 #41 // Butchery in Irenicus Dungeon (Dwarves) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #43 // Butchery in the Forest of Tethyr (Animals and Druids) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #44 // Butchery in the planar sphere (Demonic creatures) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #45 // 3 butcheries in Spellhold (Golems, Vampires and Trolls) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #46 // Butchery outside de'Arnise Keep (Trolls) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #47 // Butchery in Windspear Hills (Orcs) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #48 // Butchery in Umar Hills (Wolves) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #49 // 2 butcheries in Trademeet and outside Watcher's Keep (Animals) [install) after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #50 // 2 butcheries of Golems in Suldanessellar and Watcher's Keep (Machine of Lum the Mad floor) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #51 // Butchery of Yaga-Shura revisited [install after Ascension and Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #52 // Butchery in the Druid Grove area (Animals and Druids) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #53 // Butchery in the Beholder Hideout (Fanatics) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #54 // Butchery in Bodhi's Hideout (chapter 2, before Underdark) - Vampires [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #55 // Butchery in Bodhi's Hideout (chapter 6, after Underdark) - Vampires [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #56 // 2 butcheries of Sahuagins in Sahuagin City and Watcher's Keep (Githyanki Encampment) [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #57 // 4 butcheries of spiders in Pai'Na's Hideout entrance, Temple City (Unseeing Eye Plot), Watcher's Keep first floor (Altar level) and in the area outside Sendai's Hideout [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #58 // 6 butcheries of skeletons in the lower tombs of Athkatla, Shadow Temple Land, Spellhold, Watcher's Keep (Last Seals), and 2 in Nyalee's Hideout [install after Stratagems]: v5.0.0
~BUTCHERY2/BUTCHERY2.TP2~ #0 #80 // More enemies scattered throughout the game [install after Stratagems]: v5.0.0
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v3.1a
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v3.1a
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #600 // Add expiration notifications for item buffs: v3.1a
~HIDDENGAMEPLAYOPTIONS/HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 4.7
~POLYDISP/POLYDISP.TP2~ #0 #10 // Revised and Fixed Dispel Magic Effect: v1.00
~POLYDISP/POLYDISP.TP2~ #0 #40 // Spells of the Seventh Circle and above cannot be brought down by Dispel Magic: v1.00
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2040 // XP for Traps, Spells and Lockpicking -> BG1 values (default): 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2056 // XP for killing creatures -> Custom value: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2061 // XP for quests -> Decrease to 75%: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.10.2.1-alpha
~EEEX/EEEX.TP2~ #0 #2 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.10.2.1-alpha
~BUBB_SPELL_MENU_EXTENDED/BUBB_SPELL_MENU_EXTENDED.TP2~ #0 #0 // Bubb's Spell Menu Extended: v5.0.3
 

 

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17 hours ago, Guest Ludwig_II said:

If they cast time stop while there are planetars around, those planetars also do not do anything during time stop as others. However, as soon as the time stop finishes, it plays out like planetars actually continued hitting and hit me like 10 or so times, and I'm instantly dead.

Are those Dark Planetars buffed with Globe of Blades, which they tend to insta-cast? If so, it does continue to tick during Time Stop (Beamdog didn't fix this original brokenness of timed effects actually persisting and being counted during a supposed Time Stop spell), so when the TS ends you're instantly hit with multiple GoB proccs each for 10d10 damage if you fail a save vs spell at -2. Try buffing your saving throws as low as possible with spells like Aid, Spirit Armor, or make sure the Dark Planetars are close to a Stoneskinned character or held at bay by a line of Mordy swords or expendable summons.

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It's globe of blades. It continues to apply it's effect during time stop. Moreover, since v35 planetars cast it on themselves instantly upon being summoned, even if the summoning happens inside time stop. And saving throw is changed from negates to 1/2, so it can be an insta gg scenario. 

Edited by Anterwaare
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So, fundamentally, this is about one broken spell interaction. Globe of Blades plus Time Stop, for a frozen pair in melee range, stacks up three rounds worth of damage and delivers it all at once when the time stop ends. Which, with the tweak to the spell that makes it do half damage on a failed save, guarantees a large burst of damage (30d10, save for half, average 82.5 on a successful save).

Blade Barrier works the same way, but does about 2/3 as much damage.

The spells, as currently constituted, work by setting up an op177 effect that applies an op232 EFF, which casts a subspell that actually does the damage once per round on anyone close enough. That indirection ... I don't think it's really needed in this case, but op232 does gain a lot of flexibility from being in an external EFF.

The triggers stacking up during Time Stop is quite hard to avoid; it works that way for for spells like True Sight too despite their different mechanics. But it would be pretty easy to prevent the damage from stacking up; just have the damage subspell grant brief immunity to itself after dealing the damage (op206, no string, duration zero). In my quick test, this resulted in my test victim taking exactly one packet of damage after standing next to the test cleric for the full duration of a TS, both times I tried it.

Edited by jmerry
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Sure, I'll run that test again with haste ... have the cleric use an oil of speed ... yes, Blade Barrier triggers twice as fast with haste active, with no reduction in actual duration. Looks like about five hits per TS instead of two or three. So that estimate goes up to ~140 average Globe of Blades damage on a successful save.

The anti-stacking tweak for the damage is looking even better.

Edited by jmerry
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Vanilla. The only SCS change here is the save behavior tweak: Blade Barrier and Globe of Blades are "save for half" rather than "save negates". Plus the scripting that has AI-controlled SCS planetars use their Globe of Blades spells regularly and has powerful enemy mages summon them.

Incidentally, my testing (near-vanilla, party of three with sorcerer, cleric, and dwarven defender) only showed one save message when the TS expired; it looks like all instances of the damage spell that hit in the same tick share the same saving throw.

Edited by jmerry
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18 hours ago, polytope said:

Beamdog didn't fix this original brokenness of timed effects actually persisting and being counted during a supposed Time Stop spell

The bane of my existence. Ugh, how much I hate all the weirdness in Time Stop effects. Not even its duration is consistent!

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16 hours ago, jmerry said:

But it would be pretty easy to prevent the damage from stacking up; just have the damage subspell grant brief immunity to itself after dealing the damage (op206, no string, duration zero). In my quick test, this resulted in my test victim taking exactly one packet of damage after standing next to the test cleric for the full duration of a TS, both times I tried it.

This is actually a fantastic idea, I've tried fixing GoB/BB before but somehow did not think about this.

ACTION_FOR_EACH barrierd IN sppr324d sppr725d melis02b sppr603d BEGIN
  COPY_EXISTING "%barrierd%.spl" override
    PATCH_IF SOURCE_SIZE > 0x71 BEGIN
      LPF ADD_SPELL_EFFECT
        INT_VAR
          opcode = 206
          target = 2
          timing = 10
          duration = 1
          resist_dispel = 2
        STR_VAR
          resource = EVAL "%barrierd%"
      END
    END
  BUT_ONLY IF_EXISTS
END

This should do it. Applies for a single tick, usually that's enough for this type of thing (otherwise, if there's multiple spells going off at once you won't get hit by one of them).

15 hours ago, jmerry said:

Blade Barrier triggers twice as fast with haste active, with no reduction in actual duration.

To deal with this, I changed the spell to work off a static amount of delayed casts (one implementation issue is that it currently stacks, however that's getting fixed as soon as the semester is over). I think it's better, but I mainly changed it because on >30fps, op232 seems to bug out if one pauses on its activation tick (which happens way too often), however blocking the damage subspell via op206 should make it so there is no insta-gibbing due to that bug (it'd still happen, and slow down the game/spam the textbox so it wouldn't be perfect, but on the EEs it happens rarely enough that op206 would be enough for sure).

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You can make that duration literally zero and it still works; that's enough to handle anything that comes in on the same tick. My test was timing mode zero, duration zero, resist_dispel zero - and it worked just fine, not even spamming the log. The only non-default parameters in that function call (if I hadn't just done it in NI) would be opcode, target, and resource.

On your list ... what's sppr324d? An IWD spell (Circle of Bones)? If so, that would require IDS-reading in order to identify it on installs that port over IWD spells to the BG series, because those don't come with fixed addresses.

Edited by jmerry
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Globe of Blades and Blade Barrier hitting people during a Time Stop is obviously a problem, but what if you are a cleric mage with one of these spells active and you want people to be hit by your GoB/BB during your Time Stop? This proposed solution seems like it would prevent that as well, unless I'm mistaken.
Also I don't think making these spells not get the double proc from haste makes sense just because there's another issue with them. You might as well make Regeneration, Disease and Poison effects also not be affected by Haste/Slow as well. I do realize this is a lot of work, but it doesn't make sense to single out GoB/BB effects. Just putting my opinion out there.

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I can see separating Gob/BB from things like regeneration and poison. regen and poison affect the actual body where as GoB/BB is outside the body. whether you would want that is another issue but you can justify treating them separately.

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