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DavidW

Gibberlings
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Everything posted by DavidW

  1. That’s roughly what I do (using a spellstate rather than a specifics).
  2. Again, this is harder to do than it looks, but I’ll have a look.
  3. “Gets” as in starts off with them, or acquires them on level up?
  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. Following this up: can you describe the exact bug?
  6. Thanks. Fixed locally, will be in ToF beta 7 / SCS v35.11.
  7. That's helpful, thanks. AI is already supposed to be tweaked that way, but obviously it's broken. (It's somewhat harder to do than it looks.)
  8. OK, moving (finally!) onto the second list of issues: Fixed locally, will be in beta 7. Fixed as of beta 5. Fixed locally, will be in beta 7 (and SCS 35.11 and the next update of IWDificatin - this is an IWDSpells bug). Should now be addressed, as of beta 6: they get sensible proficiency allocations. 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. I hadn't really; I'll consider it, though given my backlog don't hold your breath. I've added this to the documentation.
  9. Fixed locally, will be in SCS v35.11 / ToF beta 7.
  10. 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.
  11. I might be misremembering, maybe it's when they return that they force-join. In which case the bug is even weirder.
  12. 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.
  13. Right, but that wouldn't explain duplication. All I do in the imprisonment phase is force-join them into the party again. (Not that it's impossible that has weird consequences, to be sure.)
  14. That's weird (the duplication, not the double Imprisonment). No idea how that could happen. It might be a core engine issue.
  15. Properly externalizing the favored-enemy mechanic is on my to-do list for ToF... but yes, as you say I'd do it through edits to the UI rather than through dialogue. a chacun son gout.
  16. Drat, I meant to do this before releasing v35.10 but forgot. It's in v35.11 but I don't think it's worth pushing an immediate rerelease just to catch. Hotfix by dropping the attached into stratagems/ascension. yagashura.tpa
  17. Upgraded to v35.10. The main changes are a fix to the problem with sequencers, a tweaking of the random-scroll-drop component to become less stingy, and fixes for a bunch of oBG2 crash bugs. Full changelog: Innate sequencers/triggers should now be created correctly. Fixed some more cosmetic issues where odd symbols were sometimes displayed next to class names. Tweaked the random-scroll component to be less stingy. 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. Removed corrupted version of 'Demon Fear' which was causing crashes on some versions of oBG2. Tightened the logic around the creation of lich fear effects. Cornugon animations are set correctly on oBG2. Celestial SPECIFICS entry is now added correctly (this caused crashes on oBG2). Several spell tweaks weren't being marked as EE-only, which was causing even more crashes on oBG2. Water Weird animation is now correctly detected on oBG2. Eliminated one or two more cosmetic issues with odd symbols next to class names. Under-the-hood change: my function library now throws a warning if it can't find an IDS entry. In EE, a party-joinable bear (i.e. Wilson) maintains combat speed after resurrection. Mage spell choices should now cope properly with installs where the extra arcane spells are installed but the IWD spells are not. The verbeegs in the Temple of the Forgotten God have had a stern talking-to about the importance of duty and are recommitted to attacking enemies, rather than cowering at the back.
  18. Don’t worry - I think this is fixed on the next version anyway (release fairly imminent)
  19. Scrolls should be more generous as of 35.10.
  20. OK, I think I've figured this one out. Will be fixed in 35.10.
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