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DavidW

Gibberlings
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Posts posted by DavidW

  1. A critical bug in beta 8 slipped through just before I finalized it, sorry.

    I'm currently travelling and can't straightforwardly upload a new version. For the moment here's a hotfix, that works before or after installing.

    BEFORE INSTALLING: drop the attached files 'ui_system_call.tph' and 'ui_externalize_hlas.tph' into the dw_talents/sfo/lua folder, and the file 'systemcall.ini' into the dw_talents/sfo/lua/data folder.

    AFTER INSTALLING: drop the attached files 'm_dw_osd.lua' and 'm_dw_osf.lua' into the override folder. If you have installed the 'low level abilities' or 'revised high-level abilities' components, also drop 'm_dw_hlf.lua' into the override folder.

    m_dw_osf.lua

    ui_system_call.tph

    ui_externalize_hlas.tph systemcall.ini m_dw_osd.lua m_dw_hlf.lua

  2. My original design goal was to make sure every priest in the core game (not mods, and not SoD for now) had an in-game priest kit. I didn't read Quayle's bio carefully enough.

    I think we have:

    BG:

    • Branwen: already had Tempus
    • Viconia: Nightcloak of Shar (cleric kit)
    • Yeslick: Axe of Clangeddin (fighter/cleric kit)
    • Tiax: Assassin of Cyric (cleric/thief kit)
    • Quayle: Nothing (my mistake)

    BG2:

    • Aerie: Air Elementalist of Baervan (cleric/mage kit)
    • Viconia: Nightcloak of Shar (cleric kit)
    • Anomen: Watcher of Helm (cleric kit)

    I should probably add Baravar but it's not a priority.

  3. That's a weird one. Will check. 

    EDIT: can't reproduce on a full ToF install on BG2EE or SoD - which is a relief, because believe it or not I do do some basic tests before releasing a new version and I'd like to hope I'd catch something that basic! Talk to me about your modlist and version of the game.

  4. EDIT: there is a critical bug in beta 8 that requires hotfixing. (I'll upload a new version as soon as I can but I'm travelling and can't straightforwardly do uploads). Get the hotfix here; it works before or after install.

    Beta 8 is out. This is a relatively large update, mostly addressing systematic architecture issues but also fixing a bunch of more specific bugs (though I am by no means caught up with the full list and ToF is absolutely still use-at-own-risk). One compatibility change worth flagging is that ToF should now be able to cope with mods that change the proficiency system, provided ToF is installed last (tested on the Tweaks Anthology BG and IWD proficiency components). There's also a component to make Barbarian a class, a new Barbarian kit (Barbarian Wizard Slayer), and two new Blackguard kits, Disciple of Asmodeus and Thrall of Orcus (the new kits are largely as proof-of-concept and to test the architecture).

    If these architecture changes are stable and address the remaining critical issues, I'm hoping to work through the list of specific bugs systematically in beta 9, but we'll see. (In any case don't hold your breath, RL and SCS are ahead in the queue). Thanks as always to everyone for helping test ToF, I couldn't do it without you.

    Full changelog:

    • New component: make barbarians into a class.
    • New component: make wizard slayer available as a barbarian kit.
    • New component: new blackguard kits (largely as a proof-of-concept and a test as to how well my system handles kits for virtual classes).
    • Fairly substantial rebuild of the code for handling proficiencies and proficiency documentation.
    • Fairly substantial rebuild of the code for hacking the UI, which should be generally more robust and in particular hopefully solves various issues with ranger enemy selection.
    • We should now be compatible with mods that change the proficiency system (like the various Tweaks Anthology components), provided they are installed before Talents of Faerun.
    • An earlier update had broken the system that puts virtual classes (e.g. druid) on the character sheet; it should be working again now.
    • Cleric/Mages who are also specialist mages should now be able to memorize their priest spells properly.
    • Fixed a couple of glitches with the rewritten 'Improved NPC customization and management' component.
    • Fixed a typo that was blocking install of the minor-abilities component on SoD.
    • Dragon disciples' additional uses per day of their breath weapon is now documented in-game.
    • Green and black dragon disciples' breath weapons get the correct projectile.
    • Dragon disciples' breath weapons have the correct in-game description.
    • Added a new 'concentrated venom' feat for mages, giving +10% poison damage and 10% resistance to poison damage, in parallel with Aegis of Rime, etc. (RoyalProtector's request.)
    • Fixed a few redundancies and formatting errors in subrace and ability descriptions.
    • The monk's description text now notes that they use Wisdom as an AC modifier.
    • Half orcs were not receiving their hit point bonus.
    • Ambidexterity was still leaving a residual -1 penalty to hit with offhand weapons.
    • Fixed a small bug in the batch-mode TP2.
    • Favored souls, and multiclassed priests, of Tempus now get an appropriate color scheme.
    • Quayle has reconsidered his flirtation with the worship of Baervan, and has reaffirmed his faith to Baravar, even though that means he no longer gets a cool new kit. Truly, the path of Baravar's faithful is a difficult one.
    • A new vaccination scheme against wyvern poison means that baby wyverns only do 1 hp damage per second with their poison, as per the documentation.
    • Removed an unintended poison effect from the hunting spider Avenger form.
    • We no longer bother blocking quick item use when shapechanged, since you can do it from the inventory screen anyway.
    • Characters using Dirty Fighting are now less chivalrous, and can affect women (but can't affect undead, monsters, and animals; there was a typo in the exclusion code).
    • Dirty Fighting now correctly displays 'slowed'.
    • Blackguards can now use Dirty Fighting.
    • The sphere system (and related components) now resets joinable characters' memorized spells (previously, some characters would have illegal spells, which could block spell slots).
    • The leveller component no longer gives extra spells to characters who multiclass from mage/bard to sorcerer or priest to shaman.
    • Fixed a subtle library bug which meant dummy kits were being added in an unnecessarily compatibility-unfriendly way.
    • Fixed a library bug that was inserting a blank into the description of innate versions of priest spells.
    • Malagents and necromancers of Talona should now correctly receive their Poison Weapon ability.
    • By popular request (and because I was persuaded on lore grounds) Aasimar is now available as a PC subrace in BG/BG2.
    • The 'stunned' string is correctly displayed when using Stonefist in BGEE.
    • Symbols weren't being correctly moved over to the Enchantment school.
    • Fixed a documentation error for Sol's Searing Orb (no in-game change).
    • Made a few changes to the 'Spell Tweaks' system to make things easier for translators.
    • Fixed a couple of glitches in Faerie Fire (notably, it is now properly blocked in daylight).
    • Tweaked Chromatic orb now correctly gives no saving throw against damage, for real this time.
    • Fixed several issues with Strength of Stone.
    • Under-the-hood change: new arcane and divine spells are added in 'normal' slots for spells if there are any available, and only added in 'extended' slots if normal slots are full.
  5. Those numbers look broadly compatible with my own observations: a slowdown of about 30-60 seconds at the very start of running the mod, and subsequent slowdowns at the start of every component. The 2.5 minute slowdown for SCS is if anything worse than I recall (but then the architecture of SCS has changed a bit since then).

    That might be tolerable for end users (though a 10% slowdown for SCS is not nothing in a mod which already takes far too long to install) but they are intolerable for development, in the quite literal sense that I put LABELs in some years ago, couldn't tolerate the slowdowns, and took them out again.

  6. On 3/3/2024 at 1:34 PM, RoyalProtector said:

    But I think David wants to keep to the races present in IWD.

    Not necessarily (I don't think genasi are in IWD).

    There are two constraints here. On the technical side I'm restricted to the in-game sprites. Half-yuan-ti are okay because they can basically be green-skinned humans. Goblins would be kind of okay because they can be green-skinned halflings, though it's not completely ideal. Dragonborn and other exotica aren't really viable, at least not without compromising my production values.

    The other issue is that I don't think an implementation of subraces will really be fully adequate unless it replicates IWD2's recognition of your subrace in dialog. I'm not going to get to that any time soon (after clearing the ToF / SCS bug list I have WoP to pay attention to, and then another project) but it's still an in-principle goal, and of course the more subraces, the harder it gets.

  7. 24 minutes ago, Elder Enigma said:

    My apologies if I sounded like an a*****e, I was just surprised how low you set the cost for that feature that's all.

    You're fine.

    Thinking more about this, I now recall that the reason for the pricing is that the spell requires an actual diamond. They cost 1000gp, and I didn't want to mess with the in-game economy too much by changing the price of diamonds. The difficulty in finding diamonds is a further constraint on the spell. (The ini-controlled cost is for resurrection in temples.) That makes it a bit fiddly to give too much fine control on the price.

    28 minutes ago, Elder Enigma said:

    I do have Forgotten Armament that add items to the game, so I can potentially sell them, and 'No Depreciation in Stores' component from Tweaks Anthology.

    Players can also stack potions that grants pick pocket stat to increase and then steal items from various merchants then potentially sell them to the black market thief, which can get the player a lot of gold.

    If you want to do that kind of thing I'm fairly relaxed about you having tons of gold. I don't play that way and SCS tends to be calibrated to my own playstyle.

    29 minutes ago, Elder Enigma said:

    is it possible to have Revised handling of death effects like disintegration, petrification and imprisonment component without that sub-component?

    Do you mean without the shifts to Resurrection? Yes, probably I can add an ini bypass.

    30 minutes ago, Elder Enigma said:

    how do the romance/s or characters behave when they auto-rejoin the party? For example: if Jaheira is kicked out of the party too many times she dissapears forever.

    It should work fine. The romance kick-outs rely on the character's script running while out of the party; they don't get a chance here.

  8. 2 minutes ago, AL|EN said:

    Yes, DESIGNATED is not necessary for completely new mods if you are providing LABEL's all components. Having to not provide DESIGNATED sends a clear message to the modders: "When you want to check if one of my mods/components is installed, use LABELS.". It's safer that way.

    I recommend against this. I agree with Cam that you should use DESIGNATED whether or not you are using labels.

  9. 2 hours ago, Elder Enigma said:

    Well I don't know, it happened to me only with Viconia for now. The colors probably got messed up when she auto-rejoined the party after being permanently killed.

    The color change is automatic and hardcoded. The component is supposed to apply a spell that reverses it on party-rejoin; it's obviously not worked in this case for some reason.

    2 hours ago, Elder Enigma said:

    Yes that's what I meant. I'm not saying it MUST be changed, it's just an opinion.

    I'm persuadable here; I think I set it to a fairly low number because I'm conscious it's competing with Power Word: Reload, but I may be forgetting the levels of gold you tend to end up with in appropriate stages of the game.

  10. 38 minutes ago, Elder Enigma said:

    This part of the component seems that messes up the color palette of the character after being resurrected, or atleast it did for me when I resurrected Viconia, it sets all four colors to a type of red.

    This is supposed to be overridden but clearly it's not working here. Is it all resurrected creatures or just Viconia.

    39 minutes ago, Elder Enigma said:

    I think 1,000 gp is SO cheap for such a game changing feature that I feel like cheating, and considering how much gold you can get in ToB from selling all the equipment enemies drop.

    I know it is possible to change the cost in the .ini file, but still.

    I'm a bit confused: if you think it should be higher, can't you just adjust it in the ini?

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