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DavidW

Gibberlings
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Posts posted by DavidW

  1. 19 hours ago, Guest some dude said:

    Has the reason for this bug been found yet

    No.

    19 hours ago, Guest some dude said:

    if yes will it be fixed in the next version?

    Either 'yes, vacuously' or 'presupposition failure' depending on how you do the semantics of conditionals with false antecedents.

    19 hours ago, Guest some dude said:

    Also will my v35.9 saves work in the new version, or must I start a new game?

    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.

  2. 1 hour ago, dispenseri said:

    Thanks if you can look into it, I was under the impression you personally wouldn't try to support the mod.

    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.

    1 hour ago, dispenseri said:

    (and character levels are also visually incorrect)

    Can you say more about this?

  3. 2 hours ago, rpmaster said:

    Meanwhile, are there any plans to unbundle revised vanilla kits component and to allow the selection of individual tweaks for them?

    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.

  4. 14 hours ago, dispenseri said:

    It works perfectly fine with SCS, just this little issue is there. I'm not using ToF personally though I look forward to trying it sometime

    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.)

  5. 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.)

     

  6. 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.
  7. 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.

  8. 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

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