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DavidW

Gibberlings
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Posts posted by DavidW

  1. Second January 10 list:

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    2 dragon breath abilities in Dragon Disciples when leveling them up. Not sure if it's bug or the description is not saying how many uses you get (says once per day)

    Intentional, the description is supposed to be updated but it was broken. Fixed locally, will be in beta 8.

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    When using Stonefist and the saving throw is failed, it shows the message "You don't remember Aldeth's brother, most interesting"

    Fixed locally, will be in beta 8. (The string is different in BGEE from BG2EE/IWDEE and I missed it.)

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    Black Dragon breath doesn't do anything. No effect or damage

    Both it and Green Dragon Breath were getting the wrong projectile. Fixed locally, will be in beta 8.

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    Invalid quick slot items error happening with Green Dragon Disciple too when leveling up

    I'm continuing to set this one aside for the moment.

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    I haven't the faintest clue how this happened, but while testing in SoD, leveling up Dorn gave him 33 proficiency points (and he did not get the base 1 proficiency point in everything either). EDIT: It seems to happen if a character receives any amount of XP while they are at level 0 with 0 XP. I tried with Khalid, he had 2 XP for some reason and got 34 proficiency points.

    That should have been fixed by the proficiency system debugs in betas 7-8.

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    NPCs can't die until you level them up to the end goal level, I assume by design?

    Intentional feature of the former levelling system, but not needed in the new one.

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    As a suggestion,  would you consider changing the projectile for Green Dragon Disciples breath attack, seems a bit underwhelming visually and functionally (small cone). How about something like spitting a Cloudkill type effect that last for 2 rounds, doing heavy damage?
    If I remember correctly, that's what green dragons do, they spit poisonous gas. Other options that occurred to me were recoloring other projectiles like Cone of Cold's or the Red Dragon's...

    See what you think now the projectile is correctly set. (I'm reluctant to do a 2-round effect because it doesn't track actual green dragons, either in PnP or the Watcher's Keep one.

    On 1/10/2024 at 1:22 PM, RoyalProtector said:

    And speaking about poison, a feat to increase Poison Damage much like Spirit of Flame could be interesting... If anything so it can compete with the others damage-wise (even if damage options are limited).

    Added the Concentrated Venom feat as of beta 8 (though I'm a bit worried it's underpowered.)

     

  2. This is a quick update to beta 6, mainly to fix an annoying residual bug in proficiencies for dual-class characters.

    Full changelog:

    • Fixed a residual bug with the proficiency system that was affecting dual-classed characters.
    • Ability score modifiers should work on Siege of Dragonspear and throughout EET, for real this time.
    • The pregenerated PCs are now set to 1st level if you install low-level abilities, and get their proficiencies assigned correctly if the revised proficiency system is used.
    • Fixed even more cosmetic issues where odd symbols were sometimes displayed next to class names.
    • Shadowdancers no longer get the Trapmaster ability
    • Fixed a minor issue with the Wand of Spell Striking in the 'more consistent breach' spell tweak.
    • Fixed a library bug which meant the new Fiendish Warding spell was given to some non-evil joinable NPCs.
    • If you have installed the remove-alignment-restrictions components, Beastmaster documentation no longer assumes they are good-aligned.
    • Installing both the 'wider grand mastery' and 'revised proficiency system' components no longer leads to duplicate lines in class descriptions.
    • Elementalists cannot be installed unless you are using both the IWD spells and the new arcane spells. (This was always the design intention but an error in the ini file was blocking it.)
    • Water elementalists have overcome their self-doubt, and are now correctly documented as unable to use fire spells, instead of water spells.
  3. Going on to the first January 10th list:

    On 1/10/2024 at 12:13 PM, RoyalProtector said:

    NPC customization component. Can only level up NPCs one by one instead of directling jumping to the required level. Limitation?

    Limitation of the previous levelling system, removed in the new one.

    On 1/10/2024 at 12:13 PM, RoyalProtector said:

    With NPC customization, characters are getting unexpectedly extra kit abilities. Example, leveling up Dorn will give him 2 Aura of Despair and Absorb Health where only 1 was expected. Should probably account for level 1 abilities. It seems unreliable somehow though, because in a different test, Dorn got 2 Absorb Health, but only one Aura of Despair as expected. Strange

    I'll leave this one for now as the substantial changes to the levelling system may have fixed it en passant.

    On 1/10/2024 at 12:13 PM, RoyalProtector said:

    Beast master description specifies pseudodragon and fairy dragon as possible familiars since in vanilla they can only be good aligned. This should probably account for more loose alignment restrictions component.

    Fixed locally, will be in beta 7.

  4. OK, I see the problem here: there is a specific issue with dual-class characters, generated by other shifts (and also just a typo in the dual-class detection block).

    I should do a rerelease to fix this, but I don't have time till this evening; in the meantime, you can hotfix by dropping the attached into dw_talents/sfo/lua and then reinstalling.

    ui_detect_class_kit.tph

  5. OK, moving (finally!) onto the second list of issues:

    On 1/9/2024 at 9:10 AM, RoyalProtector said:

    Shadowdancers should not have Trap Master feat available, as they cannot set traps

    Fixed locally, will be in beta 7.

    On 1/9/2024 at 9:10 AM, RoyalProtector said:

    Viconia starts off with 97 MR, instead of the expected 27. Becomes immune to magic, of course, at level 10.

    Fixed as of beta 5.

    On 1/9/2024 at 9:10 AM, RoyalProtector said:

    Viconia has two versions of Cause Serious Wounds, they have different descriptions each (maybe some issue with darkcloak of shar...)

    Fixed locally, will be in beta 7 (and SCS 35.11 and the next update of IWDificatin - this is an IWDSpells bug).

    On 1/9/2024 at 9:10 AM, RoyalProtector said:

    NPCs that join you at the start of the campaign don't have set the weapon proficiencies at 1 for everything, like when you create your own character. Is this a bug or limitation?

    Should now be addressed, as of beta 6: they get sensible proficiency allocations.

    On 1/9/2024 at 9:10 AM, RoyalProtector said:

    And those NPCs also don't seem to benefit at all from stat-based bonuses (saving throws at least) -- and actually not even your own character does for some reason (with 18 DEX, 18 CON, 18 WIS, as a bard -- no bonuses, works in BGEE).

    I had thought this was fixed as of beta 5, but it turns out there was a bug in that code. Fixed locally (and tested); will be in beta 7.

    On 1/9/2024 at 9:10 AM, RoyalProtector said:

    Have you thought of including tweaks for weapon styles in your weap. proficiency tweaks? Never liked them much myself. The worst parts are probably sword and shield (generally not very useful) and a second pip in single weapon style. SubtleDoctor had a mod that tweaked the styles considerably in a more interesting way, such as adding a shield bash chance to the style, though I'm unsure that sort of modification would work with yours anyway, and I'll always prefer a tweak integrated in your mod if possible.

    I hadn't really; I'll consider it, though given my backlog don't hold your breath.

    On 1/9/2024 at 9:10 AM, RoyalProtector said:

    NPC customization component I assume is required so you can give them feats in the previous levels before they join, if any, right? The readme should probably warn about this (apologies if I missed it though).

    I've added this to the documentation.

     

  6. There is a proof-of-concept version of this in beta 6 of Talents of Faerun.

    As a point of interest, you can change things through the UI without UI edits. Just run a spell in the level-1 ranger CLAB that applies an effect to the ranger conditional on given value of HATEDRACE.

  7. Beta 6 is now out. The main point of this release is to have a systematic go at fixing the various problems on level-up that have been turning up all over the place. To that end, the 'NPC customization and management' component has been rewritten from the ground up (its interactions with other components were the cause of most of the problems) and various other bits of lua and WEIDU code have been tightened up. I'm optimistic this will solve most of these problems, but I've been wrong before. I've addressed a bunch of other issues, but I still haven't got to the long lists of detailed spell-by-spell/ability-by-ability bug reports. Hopefully next version...

    Full changelog:

    • Rewritten the 'Improved NPC customization and management' component from the ground up; hopefully it's now a lot more robust, but we'll see! (It also now allows rangers to choose their favored enemy.)
    • Automatically assigned appropriate proficiencies to NPCs, if the revised proficiencies component is installed and NPC customization and management isn't.
    • Fixed some bugs caused by interactions between various components that affect proficiencies.
    • Fixed some more cosmetic issues where odd symbols were sometimes displayed next to class names.
    • Blocked compatibility problems in IWD installs where the broken file '#bonecir.spl' has already been removed by another mod.
    • Mantle spell tweak correctly lets ordinary Mantle protect against +3 weapons.
    • Fixed some glitches with the monster summoning spell tweak.
    • You can now dual-class into specialist mage kits.
    • If you remove alignment restrictions, the select-favored-enemy screen no longer refers to rangers as 'protectors of good'.
    • Svirfneblin should now get their magic resistance at higher levels.
    • Noted that the subrace component is incompatible with starting a new game in Heart of Winter(!) and disabled that option if it is installed. (There is a possible, albeit awkward, workaround to this. I'm assuming few people use this option but if I'm wrong, let me know.)
    • New component: rangers get revised favored-enemy categories, and can reselect their favored enemy every third level. (Yes, I should be fixing bugs before adding new components, but this one was a fairly straightforward spinoff from the new 'NPC customization and management.'
    • Suppressed the (cosmetic, but annoying) display on levelling to 1st level that tells you you have 18 million trillion proficiencies.
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