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DavidW

Gibberlings
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Posts posted by DavidW

  1. Probably not (though thanks for the suggestion): there are hundreds of deities in the Realms and I don't want to spend my whole (modding) life writing new ones! My design goal for ToF was (a) to have a sufficiently wide range to give players lots of options; (b) to provide kits for most or all of the clerics you meet in the game, especially the joinable or fightable ones; (c) to build a robust system that in due course others could use to design their own kits.

     

  2. On 1/11/2024 at 3:37 PM, RoyalProtector said:
    • - Description of Favored Souls do not account for the Weapon Proficiency component's presence. As such it says things like "they can become specialized in the favored...". This has to be an error since with that component everyone can be specialized... The functionality is there, though, and in the god selection, the description seems fine.
    • - The second paragraph in the Favored Soul description seems to have more than one line break preceding it.

    Should both be fixed as of beta 9 (possibly beta 8).

    On 1/11/2024 at 3:37 PM, RoyalProtector said:

    Favored of Mask seems to try to Detect Traps with Advanced AI activated. Weird.

    The script thinks favored souls are shamans. I haven't yet tried to update the player AI scripting, so this one is still extant.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:

    Scribe Scrolls (tested with Favored of Mask) has in the description the following: "equivalent to XP_PLACEHOLDER xp per level of the spell inscribed" (also present when casting it)

    Fixed as of beta 9.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:
    • Scribe Scrolls doesn't work with kit-specific spells, such as Sleep in Favored of Masks. Limitation? Maybe it should have some feedback regardless?
    • -

    Intentional. Ideally there should be some feedback, yes, so leave this one extant.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:

    Assassin created in ToB ended up having x9 backstabs after leveling them up. I assume this is incorrect, as it is not documented...

    Bug, still extant as of beta 9.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:
    • Set Acid Trap uses the spell animation that you would expect but then it disappears and it looks like a regular trap on the ground. Additionally, it affects only one creature when it triggers, and it does also piercing damage. It feels like you set a regular trap over the acid trap. It's a bit strange.
    • - Set Exploding Trap doesn't work. Disappears as soon as it's set.
    • - Set Spike Trap does heavy magic damage and a bit of piercing damage. Seems incorrect to me (and again feels like it's a regular trap on top of it, though not visually). I would suggest making the damage all piercing.

    All fixed as of beta 9.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:

    Swashbuckler description states that they can specialize in thief weapons, and that they can achieve mastery in any melee weapon. The former should be deleted.

    Should be fixed as of beta 9.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:
    • Set Special Snare damage at low levels is not nerfed as per your components that does this for Set Snares (or at least the description does not reflect this)

    Haven't checked this one yet, probably still extant as of beta 9.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:

    Set Toxic Trap doesn't work (it's not set and doesn't trigger)

    Fixed as of beta 9.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:

    Shadowdancers should not have access to Trap Master Feat

    Hopefully already fixed in beta 7.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:
    • Shadowdancers should probably have Slippery Mind by default

    Not sure what this one means, sorry.

    On 1/11/2024 at 3:37 PM, RoyalProtector said:

    Shadowdancers should not have access to the HLA Traps

    Fixed as of beta 9.

     

  3. January 11 list 2:

    On 1/11/2024 at 2:05 PM, RoyalProtector said:

    believe this might have been discussed before, but shouldn't Favor of Ilmater be renamed to something more generic? I see that with a cavalier. Maybe Divine/Celestial Favor

    It's now Favor of the Martyr.

    On 1/11/2024 at 2:05 PM, RoyalProtector said:

    In SoA, Minsc and Jaheira keep "reacting" to something over and over. Like that pose your character has when attacking in between each attack (sorry, I'm not the best at descriptions in English). I think they're freaking out because of NPC customization. They cancel all orders you give them, but maybe it's okay, because after leveling them up the issue disappears.

    I think the rebuilt component will fix this but I haven't checked.

    On 1/11/2024 at 2:05 PM, RoyalProtector said:
    • As discussed in the [BGEE/SoD] thread, importing from character files is broken for SoA and ToB too. I imagine importing from save files would be fine? Not yet tested... I imagine they would retain spell effects from feats and the like. [Might be fixed already, since component was rebuilt, pending to check]
    • - After leveling up Minsc to max and selecting the ranger endurance HLA, he has 2 Regeneration symbols in the portrait

    I haven't checked either of these yet. (Importing generally is likely to be a pain.)

    On 1/11/2024 at 2:05 PM, RoyalProtector said:
    • The description of Rangers states that they start with 2 pips in two-weapon style but Minsc only had one.
    • - The issue of Viconia having two Cause Serious Wounds is also present in Hrothgar character file. Lawful Neutral Cleric
    • - Air Elemental and Fire Elemental (lesser and greater) shapeshift have icon-less weapons.
    • - The Greater Water Elemental Shape is invisible to the user
    • - Shifting from Greater Water Elemental to another Greater Elemental Shape makes your character unable to move. Can be corrected my using CTRL + J.
    • - AC bonus from Empowered Animal Summoning seems to not work, as well as saving throws. I can't be positive because I don't know if forcing them into the party changes things, but it looks like those changes are not working.

    Should all be fixed as of beta 9.

    On 1/11/2024 at 2:05 PM, RoyalProtector said:

    In Avenger at least, the Conjure Animals spell is missing (which is mentioned by the feat in the previous line) -- that spell that conjured bears (I think).

    Not a bug, though it could be challenged as a bad design call. Conjure Animals is in the Summoning sphere, which clerics get but druids don't. I don't currently support spells being in more than one sphere, and druids have Animal Summoning III at the same level. Still, I have misgivings about this one.

    On 1/11/2024 at 2:05 PM, RoyalProtector said:

    (lesser) Elemental Shapeshift Bugs : I occasionally see a weird bug where I see a bird being unsummoned randomly when shapeshifting or in shapeshifted state.

    1. - Water Elemental Shapeshift:  Drowning Damage is poison type (probably intended) and is not as the description states just 1d3, the damage seems to tick 2 or 3 times (1d3 each)
    2. - Earth Elemental Shapeshift:  Knockback uses Save vs Polymorph and not Breath

    I haven't been able to reproduce the bird, albeit I haven't tried hard. The shapeshift is intended: it ticks per second, not per round. The earth elemental is a documentation error (fixed in beta 9): it should be save vs. petrification (i.e.,=polymorph).

     

  4. January 11 list 1:

    On 1/11/2024 at 12:15 PM, RoyalProtector said:

    Drow elf description: line about reputation says "- - 2 to initial reputation". Probably should be "- -2 to initial reputation".

    Fixed in beta 9.

    On 1/11/2024 at 12:15 PM, RoyalProtector said:

    Maybe there's a balance issue to take note... I created a blackguard with STR 18, DEX 15, CON 18, INT 10, WIS 10, CHAR 17. It started out with a -7 bonus to Save vs Death and Petrification, and -5 to Wand and Breath, -3 to Spell? Is this right? When I level her up in ToB, they all become negative except Spell, without the help of any items. Or maybe I'm missing something? Paladins have a similar situation.

    As discussed elsewhere, this is just a bug; fixed in beta 9.

    On 1/11/2024 at 12:15 PM, RoyalProtector said:

    Blackguards get "Fiendish Warding" but they don't ever get level 7 slots.

    Still extant in beta 9. (It's just cosmetic though.)

    On 1/11/2024 at 12:15 PM, RoyalProtector said:

    Infernal and Abysal pact can be cast to targets other than self. They also don't do anything other than damning you (no demon comes to help) if you cast on self. Uses enchantment lights, if that's an issue too.

    This is working as intended: these effects let you influence existing fiends, not summon new ones (so enchantment is intentional). I've tweaked the in-game documentation to make this a bit clearer.

    On 1/11/2024 at 12:15 PM, RoyalProtector said:

    Something rather strange happens with high level paladins after selecting an Holy Aura in the feats: my character periodically casts some sort of Death Fog thing on themselves, as well as a rather distracting light effect around them (seems to triggers when a friendly is nearby). And you cannot rest, and FPS will probably take a hit eventually, so it's pretty critical.

    Fixed in beta 9.

  5. Ok, working through some of these, starting with January 10:

    On 1/10/2024 at 10:32 PM, RoyalProtector said:

    Shouldn't Aasimar also get resistance to Electricity? At least in NWN2, they had that. Tieflings on the other hand do match that, though maybe you're using a source I'm unaware of

    I'm following the 2nd edition AD&D Planescape.

    On 1/10/2024 at 10:32 PM, RoyalProtector said:

    Sunscorch by Aasimar doesn't have an icon in the innate abilities section (looks like empty space) and has no effect damage-wise

    Fixed in beta 9.

    On 1/10/2024 at 10:32 PM, RoyalProtector said:

    I cannot see the "pips" in the feats in BG2EE. Tested in ToB, Fighter.

    I don't think the HLA display ever showed feats; certainly I don't know how to make it do so.

    On 1/10/2024 at 10:32 PM, RoyalProtector said:

    Whirlwind Attack (after using the feat that upgrades it) only works once. Casting it again does nothing. Without the upgrade, it works normally.

    Fixed in beta 9.

    On 1/10/2024 at 10:32 PM, RoyalProtector said:

    Upgrading HLAs (like deathblow) is not reflected in the spells you character has or at least the strings (for example deathblow will still say it kills up to level 10 enemies)

    There's not much I can do about that, unfortunately. I could change the description to note that the ability is improvable, I guess, but I haven't done so yet.

    On 1/10/2024 at 10:32 PM, RoyalProtector said:
    • Summon Elemental Prince seems to always say that they don't answer your call. Tested with Earth Elemental Prince
    • Thunderstorm seems to have the old Burning Hands animation for some reason on affected enemies, but obviously doing electric damage

    Fixed in beta 9.

    On the suggestions, I've increased the damage of Fury of the Pack by 50%. The others look like good ideas but I haven't had time to implement them.

  6. On 3/8/2024 at 12:07 PM, subtledoctor said:

    I know this is a year old but I happened upon it and it struck me: PW:Silence really is a bit underpowered against mages - specifically against SCS mages who almost always have Vocalize at the ready.

    Is it, though? It has a very short casting time, doesn't permit a saving throw, definitely forces the mage to waste a round countering it, and if timed well can disrupt what they're doing this round too. Not too bad for a 6th level slot, particularly given an action economy where generally there are more player actions than enemy spellcaster actions.

  7. 3 hours ago, Kyros said:

    Ok, well that's unfortunate. And you have the same SCS setup than me?

    I didn't check - this is on a clean full install, choosing the first option on any multiple-option install.

    If I had to guess, my guess would be that it's an engine-level problem where something in your setup doesn't like ToBEx. But it could also be some odd combination of component options. Sorry not to be more help.

  8. Going into the weeds a bit: the description of a spell lives in a certain string ref (strref) in the file 'dialog.tlk'. The spell file itself references that strref. SCS reads the strref assigned to it and changes it to include the new spell description. In the unmodded game, the exact same strref is assigned to the scroll description. If the spell and scroll descriptions in your game differ, something must have reassigned the scroll description to a new strref.

    Do you know how to do a WEIDU change-log? If so, could you run one on SCRL84.ITM ?

  9. Thanks for these.

    • Ice Knife is fixed locally, will be in 35.11 (and ToF beta 9).
    • Strength of Stone and Chromatic Orb were fixed in ToF beta 8 but I haven't had a chance to roll those fixes to SCS yet. They'll be in SCS 35.11.
    • I can't reproduce the bugs with scroll descriptions. Do you have any other mods installed? (It's possibly a library fix on my local version that hasn't got to the public release yet.)
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