Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Demivrgvs

  1. 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.
  2. 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).
  3. 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.
  4. Yeah I put that line there ages ago to eventually copy/paste it when I was ready.
  5. 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...
  6. 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)
  7. 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.
  8. My deadline is December 20. I hope to upload a new SR build this weekend though.
  9. 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.
  10. 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.
  11. 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.
  12. Could you disable it for the Revised SCS? I fully agree. Better stats, abilities, scripts, or simply replace with a different creature?
  13. Very strange, it worked fine for years. o.O It ctd at character creation? EDIT: check your PMs, it could be that I exceeded the max lenght of the class description because the "secret build" I gave you yesterday includes the new Charge Attack ability.
  14. My eta was yesterday. Bad Demi,bad! It should be a matter of days. Paladin's +2 to all saves is hardcoded. Monk class is fine too imo: - without KR -> no weak save plus high magic resistance - with KR -> no magic resistance but best saves in the game
  15. Hi! Wait a sec, deva/planetar models doesn't work on EE? We found no use for saves vs. wands but we used polymorph saves for a few effects such as slow, polymorph and petrification. I'm not sure if you are asking to merge an already existing tweak into SR or if you are suggesting that we should code that tweak... Actually the game almost never do that "natively". Saves vs. spell cover something like 90% of spell effects while other saves are very rarely used (e.g. Fireball doesn't use save vs. breath without SR). Save vs. death is used a bit more consistently but it doesn't cover all 'fortitude' saves.
  16. I added KR's revised saves to SR a few builds ago. As Kreso says, it is a necessary tweak even without KR because SR's saving throws system doesn't really go well with vanilla's one where save vs spell covers 99% of things. On a side note, b14 is closer thank you might think but in the meanwhile a quick fix for anyone wanting to use b13's Icelance: put this file into your override (no need to re-install) to fix a mistake I made on its projectile animation.
  17. I am talking about the original games spell in BG2, and the penalty sets the score to red, which means it can be easily restored. Afaik, no.
  18. Find Familiar I have no personal experience but aren't you able to cast this spell again if/when your first Familiar dies? Yes, and no. You get a permanent -1 CON penalty if your familiar dies. Everyone and their mother would re-load there imo. In your dreams. Unless you are suggesting that as a tweak.
  19. Find Familiar Because having to lear&memorize that spell makes little sense considering you can only cast it once (for the entire game). I also planned to use its scroll for MSI (I ended up using Friend's scroll instead) and to free 1 spell slot for an eventual new one (it may not be needed though). Overall, I guess within SR I may revert this change (I don't want SR to mess with kits), KR will do it if we want all mages to get it by default, but I may do what Kreso suggests if I end up needing the spell slot (there's no point writing the spell on your spellbook, just cast it via scroll and you're fine).
  20. This was reported already, else where... Demi screwed up the spell in the latest v4 b13 release. It seems so, but it it's not what the Imp suggested on the other topic because: - main spl has spell type innate - spell header has ability location innate slots (4) It must be something else... That being said, it should not appear on the speelbook! Could it be that the "learn spell" mechanic puts it there by default even if it is an innate? In that case I have to remove the scroll, hide the spell, and add it to clab files.
  21. Sorry I've been away for the 20 km Strongman Run (epic stuff), I'll try to catch up asap. @Graoumf great! I'll update it immediately. @Shin you'll have to install "Force_No_HLA_Repeats" in the .ini be used to make the AI play fair with this, but I guess we can ask Kreso tomake it the default option for Revised SCS.
  22. Let's keep in mind SR will have to work fine with vanilla's AI (or base EE's AI) because we cannot impose SCS, revised or not. Anyway, let's analyze suggestions a bit more... On a related note, it seems like you are trying to remove magic dmg from pretty much everything. a) even if we changed ProMagicEnergy as discussed below to still cover Horrid Wilting, I cannot imagine ProCold blocking Horrid Wilting, nor fire creatures taking dmg from it. Even the opposite, making it deal magic cold but bypass ProCold and deal no dmg to fire creatures, would seem starnge imo. The way I see it, magic dmg is the only dmg type which is vague enough to cover multiple things (positive energy from Holy Smite, negative energy from Unholy Blight or Cause Wound spells, necrotic dmg for ADWH, unspecified dmg for Disintegrate). b) a drastic change to a spell like Magic Missile without a really good reason can easily ged some dislikes from players imo. If we make it deal only missile dmg, can we still call it MM? Is it a matter of "concept" or there's also something gameplay related (e.g. you want it to destroy stoneskins?) behind your suggested tweak? c) ehm... Skull Trap deserve to keep magic dmg even more than the above two spells imo. A bit of slashing and/or piercing dmg from the exploding skull is understandable but having multiple creatures taking massive dmg from small splinters coming from a human-sized skull makes much less sense imo than assuming that the skull was just a mean to unleash a blast of negative energy. I'd suggest to make it deal 2d4 physical dmg with no save (slash/pierce?) on top of the curren 1d4/lvl negative energy dmg (when you get it 2d4+5d4 is pretty much like Fireball's 5d6), then if we want to set it apart from Fireball a bit more we could change its save from breath to either death or spell. d) my issue with turning ProMagicEnergy into Shadow Shield is that the latter never existed outside of NWN game, that's pretty much my biggest issue with our Dispelling Screen too. That being said, ProMagicEnergy never existed outside of BG. Let's assume we tweak it as per Arda's wish, should we keep the magic dmg res or not? MM could become too effective at disrupting spellcasting if SCS doesn't rely on Shield regardless of ProMagicEnergy (does it?), and what about Disintegrate (my tweak assumed ProMagicEnergy as a counter, and I don't see any alternative...)?
  23. Shaman Spells Wow, that's indeed a weird design decision from SoD. Anyway, if it's just a matter of updating the hide 2da it's an easy fix, no? I just have to add the following spells to that 2da: - Spirit Ward (sppr150) - Writhing Fog (sppr250) - Spiritual Clarity (sppr350) - Spirit Fire (sppr450) - Recall Spirit (sppr550) - Spiritual Lock (sppr650) - Ether Gate (sppr750) Dispelling Screen By the "old DS" do you mean my old DS (magic res and dispel on attacker?) or vanilla's SI:Abj? Anyway, I seriously need some feedback on the current DS, and imposing such change is good for that right now. Official Release It depends on how big each new build will be (for example I could upload a new one quickly just to fix the shaman stuff because it's a too noticeable issue imo to remain there for long). Ideally: - 1 or 2 builds to include all the new spells (Snowball Sworm, Phantasmal Killer, Ball Lightning, Freezing Sphere, Shades, Whirlwind, ...) - 1 last build to eventually fix issues with those new spells and finalize changes on all other spells Other than that SR is fine. I think we made it fully compatible with both old and EE games (b13 should have fixed all the remaining small issues).
  24. Ehm...I missed it before. Nice read, but I'll try to summarize it a bit to post it as mod description. Ok, let's see what players think about this DS. I wouldn't remove it. Just add a save for it, or lower its duration or even better let's make Lesser Restoration cure it. a) mmm...I see were that is coming from but I'm not fully convinced (only a truly "unspecified" dmg type would make perfect sense imo). Necromancy spells using magic dmg is kinda established right now... b) Mordenkainen's Force Missiles is still a good candidate to be added and it's supposed to do some concussive (crush?) dmg. When it comes to MM, full missile dmg would be odd imo, while splitting it could be interesting yes, but maybe too good. c) I was thinking to add some slashing dmg indeed, but magic dmg is fine there because it simulates negative energy dmg. Why do you think ST needs a change? Buff? Nerf? Trying to make it more unique? d) Arda is asking for this since 2010
  25. I haven't touched those spells at all... I'll look into it. - SR solution is better imo, but it makes fighting those creatures at mid-low levels a lot harder... - I think EE makes this redundant - Store Revisions should handle this... - Revised SCS should skip it - Revised SCS should skip it - Revised SCS should skip it
  • Create New...