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DavidW

Gibberlings
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Posts posted by DavidW

  1. OK, I think this is fixed now - a bug that crept into disjunctive_substitution, and also an error in its application. Putting the attached versions of disjunctive_substitution.tph and druid_multiclass.tpa into dw_talents/sfo/lua and dw_talents/kit respectively should hotfix it. Thanks for spotting the problem.

    On 3/10/2024 at 1:41 AM, CrevsDaak said:

    Seems like my guess of !! evaluating to self-negating was correct, though rather than WeiDU doing so it is instead properly addressed in your code, both technically and in regards to its philosophical implications.

    I'm pleased someone spotted that!

    druid_multiclass.tpa disjunctive_substitution.tph

  2. 5 hours ago, subtledoctor said:

    First let's make something fun: a spell that casts Simulacrum on a hostile target, creating a friendly clone to help you fight that target. This is basically what is done to you in Durlag's Tower... and by Irenicus in Spellhold... and by the Spirit Temple witch in ToB... and in the pocket plane... jeez, this trope might be a bit overdone in these games.

    Mostly this is SCS, not the unmodded game. The Durlag's Tower encounter, Irenicus-in-Spellhold encounter, and pocket-plane challenge three, all use a fixed CRE file that's cosmetically disguised as the party, using PolymorphCopy or CreateCreatureObjectCopy. (In vanilla BG there's not even a disguise; that's added by BGEE). SCS replaces the first two with actual copies of the PC using a Simulacrum copy. The Spirit Temple witch battle copying is added by SCS, it's not in the vanilla game at all. (I ration myself to one use of this trick per game.)

  3. Just to clarify: it’s not currently a goal of mine to support aTweaks with SCS. Compatibility with mods that install after SCS is very complicated and usually requires active maintenance of the post-SCS mod to allow for SCS’s own evolution. Many years ago I was persuaded to work actively with aTweak’s author to facilitate mutual compatibilty, but that lapsed long ago. My official advice now is that people should either use SCS or aTweaks.

  4. Sorry not to have noticed this before.

    The change to c#5minhp.spl is harmless (it's riffing of the 101 immunity to petrification and adding additional immunity to petrification via spellstates - that's unnecessary, since c#5minhp.spl is never going to be used on Player1, but SCS can't know that, and it won't do Grey any harm having the effect).

    The culprit is c#7rest.spl, which contains the Raise Dead opcode (32) and which (I assume) is cast on Grey on party-join. The Raise Dead opcode has a little-used setting to restore the animation of the creature it's used on, and this component of SCS uses that setting to restore the animation of disintegrated or otherwise obliterated characters. It's getting the answer wrong for Grey, because the engine doesn't know about races other than the standard ones and so defaults to human... but in any case SCS doesn't need to patch this spell, because it only needs to use that opcode setting for Resurrection and it's being applied more broadly just because of code carelessness on my part.

    Fixed locally, will be in SCS v35.11. In the meantime, it can be hotfixed by just dropping the original version of c#7rest.spl (attached here, or else from c#greythedog/7thpmm/spells) into the override after installing SCS.

     

    c#7rest.spl

  5. OK, the saving throws are a bug, not a balance issue. (More accurately, they're a bug, or rather two bugs, in my code that attempts to address the balance issue.)

    All saving throws are supposed to be increased by 1-3 points (depending on class and save type) to allow for the effects of ability score bonuses. In addition, paladins are supposed to lose their hardcoded +2 to all saves (CHA bonuses are supposed to not to supplement it, but to replace it.) Neither was working correctly.

    Fixed locally, will be in beta 9.

  6. 1 hour ago, subtledoctor said:

    The only attempt I've seen at detecting game conditions and responding with a UI effect is yours - and if failed. So unless I hear otherwise, my assumption is this is simply cannot work.

    I think it's doable, actually, but it's slightly fiddly (requires script->UI communications, which is doable but delicate). I might see if I can rough something up if I have a chance.

  7. Various things in play here:

    - yes, saving throws are clearly too good, especially for paladins. I need to investigate that - the differences are large enough that there may actually be a bug somewhere

    - I am reluctant to have too-bespoke modifiers for ability scores. One goal of that component was to have a simple rule that does not vary by ability score (as 3rd edition D&D and later does).

    - To clarify: the suggestion is that the progression rate for THAC0 is unchanged but that there is a cap that's higher than the fighter cap of 0? I can certainly see the case for that, though even a 5-point penalty is quite severe especially given that fighters also get proficiency bonuses and probably the best gear.

  8. 3 hours ago, Ashlancer said:

    You are correct, thank you.

    Great.

    3 hours ago, Ashlancer said:

    Enrage tends to just turn out as a massive bloated list of effects in NearInfinity after tweaking.

    It's hideous, isn't it? A basic design issue in the Infinity Engine is that immunity to an effect also requires immunity to an icon, some strings, and some visual effects, and nothing logically ties them together. (I think IWD2 partly addressed it.)

  9. On 3/18/2024 at 6:13 AM, lynx said:

    I'm surprised this time nobody suggested using an existing version control system yet.

    It's a little more complicated than just using a backup tool on the main game (though probably solvable). Some mods also place marker and data files somewhere else, usually weidu_external. You would need to make sure changes there were reverted too - but (at least if you're coexisting with WEIDU mods) you don't want to back up the whole of weidu_external, because that's also where many mods store their backup directories.

  10. OK, addressing these now:

    On 3/14/2024 at 4:57 AM, Ashlancer said:

    Enrage does not actually progress beyond level 1, nor does it grant immunity to Fear, because you have placed all of the relevant immunities below Protection from Resource (SPCL321.SPL (Enrage)). Any effects ordered after this opcode get ignored by the spell, which is why vanilla applies it last in the file.
    - Barbarian Rage stacks infinitely with itself due to lacking a Protection from Resource (SPCL152.SPL (Barbarian Rage)) opcode altogether.
    - Barbarian Rage and Enrage are both granting immunity to Feeblemind at level 6, when both the in-game description and readme state that it should be granted at level 8.
    - Barbarian Rage and Enrage are both granting immunity to Berserk instead of Confusion at level 8. (where did this come from??)

    All fixed locally, will be in beta 9.

    On 3/14/2024 at 4:57 AM, Ashlancer said:

    Barbarian Rage is granting immunity to Imprisonment at level 14, when the readme doesn't make any mention of this change. Only the in-game class description mentions it. I'm not sure whether this was an intentional change on your part, since Minsc's Berserk doesn't even get the immunity to Imprisonment.

    This is intentional: Berserkers already get imprisonment immunity, and I don't see a good thematic, balance or lore reason to deny it to barbarians. The documentation now notes this (in passing).

    On 3/14/2024 at 4:57 AM, Ashlancer said:

    Several of the immunities are not preventing portrait icons or disabling strings when relevant.

    The only one I can see is Feeblemind (which is fixed locally and will be in beta 9; it's a library bug in lib_immunity). If there are others let me know.

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