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DavidW

Gibberlings
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Everything posted by DavidW

  1. Probably because I have to explicitly detect LEUI in order to patch the UI differently. This would require a bespoke detection of that specific menu and then a bespoke patch. Doable; might not get to it for a while though.
  2. 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. Can you say more about this?
  3. 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. 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: Intentional, the description is supposed to be updated but it was broken. Fixed locally, will be in beta 8. Fixed locally, will be in beta 8. (The string is different in BGEE from BG2EE/IWDEE and I missed it.) Both it and Green Dragon Breath were getting the wrong projectile. Fixed locally, will be in beta 8. I'm continuing to set this one aside for the moment. That should have been fixed by the proficiency system debugs in betas 7-8. Intentional feature of the former levelling system, but not needed in the new one. 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. 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. Definitely not wasting my time, I didn't know about either of these. Fixed locally, will be in ToF beta 7 and SCS 35.11. The 'Stalker' one is fairly funny, it's because the spell has the same name as a ranger kit.
  8. ...not using it? It's at present unsupported by ToF, and using them together is likely to lead to much more serious bugs than this.
  9. Going on to the first January 10th list: Limitation of the previous levelling system, removed in the new one. I'll leave this one for now as the substantial changes to the levelling system may have fixed it en passant. Fixed locally, will be in beta 7.
  10. Found it. Fixed locally, will be in ToF beta 7/SCS 35.11.
  11. That’s roughly what I do (using a spellstate rather than a specifics).
  12. Again, this is harder to do than it looks, but I’ll have a look.
  13. “Gets” as in starts off with them, or acquires them on level up?
  14. 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
  15. Following this up: can you describe the exact bug?
  16. Thanks. Fixed locally, will be in ToF beta 7 / SCS v35.11.
  17. That's helpful, thanks. AI is already supposed to be tweaked that way, but obviously it's broken. (It's somewhat harder to do than it looks.)
  18. OK, moving (finally!) onto the second list of issues: Fixed locally, will be in beta 7. Fixed as of beta 5. Fixed locally, will be in beta 7 (and SCS 35.11 and the next update of IWDificatin - this is an IWDSpells bug). Should now be addressed, as of beta 6: they get sensible proficiency allocations. 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. I hadn't really; I'll consider it, though given my backlog don't hold your breath. I've added this to the documentation.
  19. Fixed locally, will be in SCS v35.11 / ToF beta 7.
  20. 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.
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