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DavidW

Gibberlings
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Posts posted by DavidW

  1. 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.

     

  2. 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.

  3. 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.
  4. On 2/1/2024 at 10:20 AM, subtledoctor said:

    BUT I could totally see wanting to overhaul the mechanic itself. And although DavidW apparently hates it, I think the best way to do this is with an in-game dialogue.

    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.

  5. 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.
  6. Great!

    Incidentally:

    On 1/29/2024 at 7:00 PM, khagrin said:

    I can also start new ToB game and choose one of the sequencers during character creation and learn them.

    This is a known limitation: the spells need to be available for sorcerers, which means they also turn up on the mage spell-select screen if you create a high-enough-level character. It's fixable (on EE) using the library of UI-editing functions that I built for Talents of Faerun, but the fairly extensive UI edits required seemed overkill here. (If SCS detects that they've already been installed, it'll block mages from learning sequencers.)

  7. So: SPIN890 and DW#LICFI we've already discussed. Horrid Wilting and Searing Orb are from components that should have been flagged as EE-only. FINIMOCR is an Ascension bug, not an SCS bug (although since I maintain Ascension too, it's still my problem.) 

    Would you mind running a change-log on SPWI415, SPWI416 and (say) SPWI493? I'm not 100% sure where they're getting patched.

  8. On 1/28/2024 at 6:49 PM, CrevsDaak said:

    Note that this bug only occurs because of out-of-bounds opcodes being present in several spells modified by SCS or other mods (for example, Demon Fear and, as a consequence of being a direct copy of it, Liches' Fear aura).

    Which are the other examples? I'm normally pretty careful to avoid putting EE opcodes onto oBG2 resources but some may have crept through.

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