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DavidW

Gibberlings
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Everything posted by DavidW

  1. It is probably easier to address these issues my side than Lefreut's, so do report them on ToF's site. It would also be good to confirm which game this is and exactly which version of the UI (the weidu.log doesn't seem to be attached to your post).
  2. This is another case where I don't really need a regexp, it's just for my convenience (and outweighed by its translation issues). As of v35.11, string @3 in spell.tra should just be the complete description of Protection from Fire (i.e. duration 1 turn per level), and strings @4 and @5 won't be used. (I should warn in advance that if and when you look at translating ToF, it does a lot of string substitution, and it's not as easy to eliminate it!)
  3. That is pretty funny, yes. Will check it out, though I have no ideas just yet!
  4. No, they’re both baatezu (=devils). Sound like a bug; can you post your weidu.log?
  5. The reason they fight separately is largely technical: they're not immune to each other's breath weapons and it's too fiddly to script them to avoid each other. (The secondary reason is that 'extended sequence of dragon fights' is new in ToB, whereas there's already a 2-dragon fight (the Ascension version of Abazigal).)
  6. Honestly, not really. I guess if you want a number, I’d probably go for 75 or 80 in IWD and a little higher for CHARNAME in BG. But I’m not confident of that.
  7. Good catch, thanks. It's supposed to accept either version but that was only working for the 'new_school' variable. Fixed locally, will be in SCS v35.11 and ToF beta 8.
  8. This gets done by a straight substitution, swapping the string '+2' for '+4'. It sounds like I'm being too casual assuming that regexp works on other languages. This is a good example of what we were talking about previously - in this case I don't need to do it that way, I was just saving time. As of v35.11, string @40900 in stratagems/lang_som/spell.tra will be the complete description of Defensive Harmony (i.e. the original one with +2 swapped for +4). This is an error in the mod documentation. It actually does 6d12 damage (same as IWDEE). Thanks for catching it; fixed for v35.11. As of v35.11, string @40800 will be used as the description for ADHW, unless it's set to 'NO_CHANGE'.
  9. There’s a bug introduced in v6 that messes with kit display and that I’ve only just caught. It’s cosmetic, should be fixed when beta 8 drops (probably late this week).
  10. I see it, yes. Still puzzled why it didn't come up in an install check - I thought I checked SoD. Thanks in any case, fixed locally; will be in beta 8.
  11. No. Either 'yes, vacuously' or 'presupposition failure' depending on how you do the semantics of conditionals with false antecedents. They should basically be fine. You might find slightly odd behavior from monsters (especially spellcasters) in areas you've been to already where you haven't already killed them.
  12. Odd, it passed a clean install check on my system. Will take a look. If you want to bypass it, you can probably edit dw_talents/hla_feat/start_at_level_one.tpa and delete this line (around line 22): LAF start_at_level_one_pregens END
  13. Probably because I have to explicitly detect LEUI in order to patch the UI differently. This would require a bespoke detection of that specific menu and then a bespoke patch. Doable; might not get to it for a while though.
  14. ToF and SCS are in slightly different positions here. ToF is centrally built around UI edits, and I'm only willing to support stable, officially-released UIs, and then only if they don't themselves have lua bugs. In SCS, UI edits are a side dish rather than a main course, and I try to be a little more accommodating. I'm actually hoping I can get rid of the {K=n,C=p} stuff entirely on an SCS install, it's a by-product of ToF rather than something inherent to the mod. Can you say more about this?
  15. You can do this via dw_talents.ini. Just find the rebalanced_kits section and set the variable for any kit you don't want rebalanced to zero.
  16. Apologies, I'm mixing up report threads. (The underlying issue here is caused by a library that is common between the two games.) If you can give me a link to the official current version of dragonspear UI++ and a description of exactly where the issue occurs, I'll have a look when I get a chance. (I've had some trouble working out which version of dragonspear UI++ is official - there seem to be a bunch of forks.)
  17. Second January 10 list: Intentional, the description is supposed to be updated but it was broken. Fixed locally, will be in beta 8. Fixed locally, will be in beta 8. (The string is different in BGEE from BG2EE/IWDEE and I missed it.) Both it and Green Dragon Breath were getting the wrong projectile. Fixed locally, will be in beta 8. I'm continuing to set this one aside for the moment. That should have been fixed by the proficiency system debugs in betas 7-8. Intentional feature of the former levelling system, but not needed in the new one. 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. Added the Concentrated Venom feat as of beta 8 (though I'm a bit worried it's underpowered.)
  18. 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.
  19. Definitely not wasting my time, I didn't know about either of these. Fixed locally, will be in ToF beta 7 and SCS 35.11. The 'Stalker' one is fairly funny, it's because the spell has the same name as a ranger kit.
  20. ...not using it? It's at present unsupported by ToF, and using them together is likely to lead to much more serious bugs than this.
  21. Going on to the first January 10th list: Limitation of the previous levelling system, removed in the new one. I'll leave this one for now as the substantial changes to the levelling system may have fixed it en passant. Fixed locally, will be in beta 7.
  22. Found it. Fixed locally, will be in ToF beta 7/SCS 35.11.
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