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Everything posted by Demivrgvs

  1. Demi rises once again Hi everyone, it's so cool to come here after 6 months and see that most of you are still around! @Kreso no homo but for handling Revisions on my behalf. Anyway, a few days ago I backed a kickstarter project many of you might be interested in: Pathfinder: Kingmaker. Take at least a quick look at it, it's worth it imo.
  2. I'll package a few things like this on my dropbox and then let agb1 know that a new build is ready. I still cannot make my github app to work again.
  3. The problem is that, just like Kreso, I can't reproduce the issue and it seems you are the only player experiencing this issue thus I have very little clue of what is going on on your install. That being said, I'm probably going to remove basilisks from MSIX (I really liked them but it seems they are too problematic).
  4. Welcome on G3 and thanks for the feedback! It has always been like this and I'm not sure I can block it. If I do, then a creature under a fire shield-like spell would be immune to enemy shields as well, letting him attack them without fear of retaliation. I can't reproduce the first issue while I can guess the second one might be caused by Spellhold Imoen cre getting FS (blue) by default, I'll check it. Are you sure? I'm sure plenty of testers used them just fine. Yeah we still haven't decided which of the two solutions is best. Do you prefer the +2 apr to single target version? It's not fully intentional. I should probably make IP not bypass (M)GoI because it's supposed to affect the enemy rather than the caster like mage's Detect/See Invisibility. Afaik I cannot do anything about this. That might be because of SCS script checks (no cast if failure is 50% or higher). For this very reason I had to change KR's Wizard Slayer attack because its 50% spell failure was actually working as a 100%. Fixed. I'm probably changing MSIX anyway... I'll check and fix if necessary.
  5. I see this is on purpose, as it is noted in main_component.tpaSo, is it on purpose that only the AI and player sorcerers can cast the spells? If yes why? Sorry I should have documented this. I've done that on purpose to "force" the use of MSVIII and MSIX because I needed feedback on those summons. That being said, I do thought about the possibility of doing one of the following things: 1) bring back fiend scrolls but only in very limited sources (e.g. Gate might be found only as a reward for giving the Silver Dragon eggs to the Lesser Demon Lord). I like that this would establish MS spells as the standard conjurer spells rather than unleashing unstable fiends even if you are not an evil bastard. I don't like that sorcerers would have an easiest access to them, but it's probably not a big deal. 2) Turn Cacofiend and Gate into HLAs as evil counterparts of Devas and Planetars. This is a bit more problematic though, and I fear it starts to go into KR territory rather than SR. Btw, speaking of MSIX it looks like everyone is asking me to replace Basilisks with something else...I'll see what I can do.
  6. Yeah I put that line there ages ago to eventually copy/paste it when I was ready.
  7. Wow, kudos to both of you. I'm not sure Mike will like the lack of documented commits, and most importantly the way we packaged it (source code only) but I guess he would have liked even less to share my screen again on skype to try figuring out why the hell my GitHub application isn't working...
  8. I'm f*****g sick of GitHub. After wasting all my spare time for the last 3 days trying to understand why it doesn't work anymore I simply give up for now. In the meanwhile, use the build stored here. - Update to WeiDU 240 - various fixes, a few more EE string ref issues fixed - many code improvements (thanks Kreso) - fixed an issue with Shaman spells being applied to all divine spellcasters - fixed a compatibility issue with Dispelling Screen and EE - Icelance's projectile animation fixed, scroll range fixed, new sound effect - Summon Shambling Mound icon fixed - Find Familiar changes temporary reverted, school changed from Conj to "Universal" - Otiluke's Resilient Sphere save changed from vs spell to vs breath - ProElemental Energy was not working correctly (missing 2da file) - Vitriolic Sphere added to 4th lvl spells (School: Conjuration) - Shadow Door's "maze" effect no longer has a save penalty (it was -4) - Prismatic Mantle weapon immunity lowered to +2 (as vanilla), on-hit effects slightly nerfed - Moment of Prescience AC bonus now bypasses the AC cap - Spell Trap no longer absorbs spells but it deflects up to 99 spell lvls (AoE too)
  9. I cannot speak for Kreso but if I don't manage to upload the full new build on github within 24 hours I'll give you my own via dropbox.
  10. That spell doesn't belong to SR for sure. Can you give me a link to that forum page please? Edit: nvm found it.
  11. Another deadline, at best. Maybe not.
  12. You also have to edit cast spell opcode from 146 to 148 if you're editing it for yourself. Anyway,fixed thanks pointing it out. Btw, tonight the new build should be uploaded.
  13. My deadline is December 20. I hope to upload a new SR build this weekend though.
  14. The latest uploaded version is linked here - I can't edit Demi's posts. In all honesty, I'd wait a few days. It will be worth of it, especially if you r using EE. I'd also tweak some of SR spells (namely, Haste, Globes, and Spell Trap) but I need Demi's confirmation on it. Send me a PM with your plan man. I'll work on everything you need me to do.
  15. Here I am (for once I keep a promise). Let's see... Monster Summoning spells We discussed Trolls ages ago and I discarded them because their minHP death mechanic is some serious mess and cannot be handled properly by the AI. I said that if it was for me I would completely discard such a stupid mechanic, replace it with vulnerability to acid/fire (20-25%), give them in exchange either a bit of dmg res or a higher regen, and call it a day...but if I do that for summoned trolls without also patching all other in-game trolls we would end up creating an inconsistency. Am I wrong? Also, other than performing as good tanks, trolls don't offer anything special whereas I tried to use monsters with at least some special feature (disease, poison, confusion, petrification, etc.) and that why I picked the Otyugh for MSVII. Now it seems the latter's size is a real issue for its usability in certain areas but I don't see many other interesting options. Standard fire salamanders could be one but we already have efreeti as fire-based summon at the same lvl (albeit it's a completely different summon role). I checked the "Mind Flayer's Ogre" (aka the Ogre on steroids) and wow it's a 15HD ogre ! That being said, I'm not sure where this would go...I cannot see any ogre taking the place of basilisks as the top tier summon. Revised SCS Really nice job Kreso! Random Stuff Does it make any sense to make (Limited) Wish a Divination spell? That would solve lvl 7 and 9 lack of divination spells.
  16. I hope Demi will find some time to discuss this; I only tweak some code stuff with SR, not the spells or summons. I will, starting this afternoon.
  17. I haven't tweaked it, afaik it has always worked as a spell centered on the caster (30' AoE). @Salk, it's a really long story of trial and errors and RL issues. Don't worry, I'm fixing most of it.
  18. well... maybe today? (pretty please) I encountered a lot of problems (long story) but I can give you a link in the meanwhile: let's call it b13.1 It's not the full new B14 because I had to roll back to the old build and slowly re-add everything. For now it contains the following upgrades over b13: - Update to WeiDU 239 - various minor fixes - fixed an issue with shaman spells being applied to all divine spellcasters - fixed a compatibility issue with Dispelling Screen and EE - Icelance's projectile animation fixed, scroll range fixed, new sound effect - Summon Shambling Mound icon fixed - ProElemental Energy was not working correctly (missing 2da file) - Vitriolic Sphere added to 4th lvl spells (School: Conjuration) - Shadow Door's "maze" effect no longer has a save penalty (it was -4) Sorry for my usual messy (an understatement) release schedules.
  19. Could you disable it for the Revised SCS? I fully agree. Better stats, abilities, scripts, or simply replace with a different creature?
  20. ProElemental Energy is fixed only on my current build, not the uploaded one. Sorry for all the confusion, I'll upload a new build today (edit: tomorrow).
  21. B14 is almost there. I cannot promise more because I barely find the time to reply here, the first half free day I manage to get I'll package it.
  22. I've no idea why that spurious header with 0% chance to trigger would cause a ctd, and it doesn't on 3 different installs on my PC (old -bg2, BGEE and BGEE2), but it has no reason to exist anyway (it might be a left over from an internal build where the whip does a bit of magic dmg on hit), thus let's remove it and close the case.
  23. Yes and no, but it doesn't matter because as I said I cannot reproduce the issue. The spell works fine on my recently installed game. It could be acompatibility issue with some other mod but right now I have no clue...
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