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Demivrgvs

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Posts posted by Demivrgvs

  1. Quick replies...

     

    Aerial Servant

    Maybe add a mental battle akin to vanilla elementals or Protection vs Something check on party as in the case with fiends? So one actually must maintain proper wards if he wishes to summon an army of these.

    I do thought about making it work as per PnP, or at least more similar to other "not fully controlled summons".

     

    Could it normal melee be remade in a way that it would do no damage anymore, but instead will have a chance to apply a 1 round hold entangle + 8d4 damage in that round?

    What's the purpose of this change? The required animation could be problematic...

     

    When it comes to the creature itself I think I have to better define its role (e.g. glass cannon, tank, stealth, specialist, etc.) because right now it has pretty much everything (TONS of hit points, great AC, very high dmg output, PERMANENT IMPROVED INVISIBILITY, etc.). The 6th lvl 12HD Air Elemental simply pales in comparison.

     

    Animal Growth

    I think increasing damage, thac0, and hp seems working better for the Animal Growth. The STR/CON bonus might not give few merit for lower level animals such as rats, because those would have a few STR and CON. For example, if we assume the rats have 10STR and 10CON, the +4 buff would bring nothing in vanilla.

    Generally I would agree (for a party buff it would be impossible to balance imo), but here we know exactly the base STR/CON values of each animal and the boosted value (afaik the only other possible variable is Strength of One). ASI is the only spell not seriously buffed from the current solution imo and we can live with that imo. Those rats would still perform pretty much the same way with the small bonus (am I wrong?) because at mid-high levels their only purpose is to gain 1-2 rounds of distraction nothing more, and their only hope of effectively posing a threat imo is to be combined with Stinking Cloud. Correct me if I'm wrong...

     

    Anyway, I'm not discarding the more "mathematical" solution, I just think that increased STR/CON looks way more appropriate concept wise, thus I'll try to make that work if possible before discarding it completely.

     

    @bradinmemph the current concept of the spell doesn't really involve 2x size for various reasons. Your idea has some merit but I'm not convinced and it takes out the uniqueness of each summon imo (e.g. if you want a combo with Entangle pick ASV snakes).

     

    Time Stop

    Immunity to TS would affect PCs being immune to TS cast by allies, which is very exploitable.

    ^this

     

    On a side note, DavidW once said me I could disable melee attacks during TS because he stopped abusing it, but I never checked if he really did it.

  2. @412=~Obscuring Mist~ (arcane.tra)

    @412=~Animal Summoning VII~ (divine.tra)

     

    @402=~Grease (arcane)

    @402=~Obscuring Mist~ (divine)

     

    @406=~Burning Hands (arcane)

    @406=~Animal Summoning III~ (divine)

     

    Now why did u do that for? :)

    :spanking: Bad Demi, bad Demi.

     

    Still no clue what happened to Spell Shield patching code. I'll have to wait for Crevs (or Arda) for that.

  3.  

    I'm not at home and I cannot check it. Can anyone else reproduce the issue?

    Yes, something's messed up. I can't look for it now

    Oh, and Spell Shield fix doesn't work. Nothing gets patched, nor spell removals nor Spell Shield.

    WTF is going on?!? :schimpf: @Kreso, is it EE only or what? Regardless, can you try to comment out the following from the main tp2 to check if that's the source of the new issues? I'll be back at home within a couple of hours but unfortunately Crevs still didn't answered my PM. :(

    INCLUDE ~spell_rev\lib\ardanis_spell_shield.tph~
    LAF ardanis_spell_shield END
  4. A new build is up. I really need some feedback on summoned animals (keep in mind elementals will be very slightly nerfed, Aerial Servant in particular is OP) and on Animal Growth. The next build will refine these summons based on your feedback and add Magic Fang.

     

    V4 - Beta 9 (10 March 2015)
    - minor fixes (e.g. typos, few scroll targeting issues, Faerie Fire projectile, etc.)
    - finally solved an issue with Dispel Fix component making EE trolls "immortal"
    - restored a fix for Promenade cutscene (Irenicus Flame Arrow on PCs) which was not working on EE
    - Animal Summoning I "moved" to druid's 1st lvl spells (summon rats)
    - Obscuring Mist added to druid's 1st lvl spells, new icon
    - Animal Summoning II "moved" to druid's 2nd lvl spells (summon war dogs)
    - Animal Summoning III "moved" to druid's 3rd lvl spells (summon wolves)
    - Animal Summoning IV added to druid's 4th lvl spells (summon leopards)
    - Animal Summoning V added to druid's 5th lvl spells (summon giant snakes)
    - Animal Growth (+4 STR and CON, +2 to AC and saves)
    - Animal Summoning VI added to druid's 6th lvl spells (summon cave bears)
    - Animal Summoning VII added to druid's 7th lvl spells (summon polar bears)
    - Battering Ram now uses a new icon
    - Haste (and Improved Haste) grants +8 speed instead of 200% (should give better animation)
    - Dispelling Screen (player version) marked as SI:Abj
    - Spell Shield fixes fully implemented

  5. Sorry guys if I'm not participating to all the discussions, I'll try to catch up later.

     

    @brandinmemph the bad news is that you'll have to wait until tonight, around dinner, because I didn't managed to package all the stuff tonight (too many files involved, you'll see why). The good news is that you'll get all Animal Summoning spells from I to VII. ;)

  6. @Arda, like Kreso says I fear you lost a few changes while you were away. See below.

     

    My 2 cents:

     

    Protection from Weapons & Mantle spells

    I'm all for removing/replacing Protection from Normal Weapons as I guess V4 buff (can stack with PfMW) still doesn't make it remotely appealing (my idea was to replace it with a defensive Alteration spell). Concept-wise I don't know if Fire Shield granting immunity to non-magical weapons makes any sense, while I may try to justify Acid Sheath with something (e.g. it would corrode normal weapon?).

     

    I'd like to point few things: I never liked Protection from Magic Weapons and the mechanic around it, but it has to stay for AI sake imo; the only reason I didn't add here immunity to non-magical weapons is aVENGER's AI.

     

    I turned Mantle into an extremely powerful Fire Shield variant, so powerful that right now attacking it is suicide imo.

     

    Long ago I do suggested to turn Improved Mantle into a mass spell but it seemed the vast majority of players were against it. I'm saying this only because now you guys are suggesting to add this feature to Absolute Immunity. Anyway, if beta testers can give me some feedback on what I did here I actually love the current Moment of Prescience (+20 AC/saves - similar to one of Arda's suggested tweaks) and if it works well for AI it allow us to remove a useless almost-copy of Mantle while adding an extremely powerful spell to the Divination school (which is super cool imo).

     

    When it comes to Absolute Immunity, with the current buffs Kreso isn't the only beta tester who's telling me it has become as appealing as Time Stop if not more in certain cases.

     

     

    Improved Invisibility

    ...the whole idea that II people can be target by attacks but not spells is kind of weird. I'd love to make this a bit more organic: maybe be targetable by both, if and only if you give your position away...

    That's pretty much how it works within SRV4, though you need See Invisibility (2nd lvl) or True Seeing active to target the II creature with spells.

     

    Or maybe a chance to go full invisible every 12 seconds, and a chance to become semi-invisible every 6 seconds...

    The latter is not doable. I kinda like it, if we could make it so that you become fully invisible again only when you are not giving your position away for that round. Making it grant full invisibility again ever x seconds could still be fine but I don't like that you could get fully invisible a split second after swinging your heavy flail 5 feet away from your target.

     

    It shouldn't ruin the AI because See Invisibility and True Seeing would constantly reveal the position every round, and SCS loves to use Oracle which fully dispel II.

     

    Not sure how this tweak would affect wannabe II spells such as Shadow Door and Mislead. I would probably not apply it to them, but that would complicate the spell description.

  7. How can a spell cast from a Druid count as mage spell? It is flagged as "priest spell - exclusion flag cleric". Can anyone reproduce this issue? o.O

    I believe that in the case you cast spells that cast other spells via effect(opcode #146 and #148), and that spell then is set to be Wizard's(headers offset 0x001c flagged as 1), the Cowled get summoned. This has been in many mods earlier... and fixed in most.

    Yeah but Charm Person and Animal doesn't cast a sub-spell. The only thing I can think of is NWN-style Spell Deflection patching code which does indeed make all AoE spells work with a shell-system. I'll ask Crevs to check it if he can.

  8. Hold Animal or Person (Lv3 Druid) counts as a mage spell, can be detected by Cowled Wizards.

    How can a spell cast from a Druid count as mage spell? It is flagged as "priest spell - exclusion flag cleric". Can anyone reproduce this issue? o.O

     

    Raise Dead Scroll: Raises the dead but as a yellow circle that cannot be interacted with. Interesting thing is Rod of Ressurection has the same effect. However, spells like Raise Dead, Harper's Call, and Ressurection work fine, as well as Raising from a Temple. This might need to be posted in IR.

    Another very odd thing. Raise Dead Scroll casts the original sppr504, thus having the former not work when the latter does is kinda odd. o.O

     

     

    P.S Sorry if the new build isn't up yet (it should have been yesterday) but my bathroom "exploded" and when I don't work I either help building the new one or going around buying all kind of stuff for it. :( I'll try to find some time to package it this Friday.

  9. @leania, I missed your reports because of your full page of custom tweaks. :p

    - The Root of the Problem's ability, Monster Bane, just provides +6 damage against monsters instead of 8 which is described in Item Index.
    - Boots of Speed gives +4 movement speed bonus instead of +5.
    - Girdle of Hill/Stone Giant Strength have been added (Both of these do not exist in vanilla BG and BG:EE even did not add these afaik), but both of these fix strength to 19/20 respectively, instead of adding str bonus.
    - All the armors including Robes, Chain, Plate mail, etc. are also usable by Thieves.
    - Thieves seem to be able to use arcane/divine spell scrolls. The spell scrolls could be put on Quick Items Slots. The weird thing is that the background color of the spell scrolls is semitransparent green. This color is only shown when Thieves are put it on the Quick Items Slots. I wonder what component of what mod causes this change... Hmm.
    - Horn of Kazgoroth's price was extremely high; 168750... Reputation was 11, which is average, and Charisma is also average, 10.
    - Wrong Boots of Stealth is used in BG:EE because the game seems changing the resource. The resource code is BOOT02ZH and the name is Worn Whispers (before identifying the item, its name is Zhurlong's Boots). The item gives +15% Hide in Shadows and +20% Move Silently.
    - Reload time of cross bow (I tested Light one only so far) is only occur when bolt hit an enemy. Is it due to implementation limit?

    - as mentioned here (that post needs a HUGE update) the Bane enhancement will now grant "only" +6 dmg for 1-handed weapons, while 2-handed weapons keep the current +8 dmg bonus

    - which is correct, as per description

    - then I guess those belts are not using the original file names (same as you noticed for the boots below)

    - ?!? I'll ask Crevs Daak to check if our code is responsible of this...

    - are you telling me Arda implemented "Thieves can read scrolls" without telling me? :D I'll check.

    - that's due to 1/day change probably, will be fixed by Stor Rev

    - since when BGEE use different file names?!? :schimpf:

    - known issue that I posted myself. It's an implementation limit yes, is it so bad? :(

  10. Helmet is wearable by Thieves now. Is it intended change?

    Obviously not, not idea what may cause it. I'll look into it.

     

    Flail, Spear, Bastard Sword, Battle Axe, Throwing Axe, War Hammer, Halberd, Small/Medium/Large shield, ... are usable by Thieves. Does the IR's component "Revised Backstabbing -> More Weapons Usable for Backstabbing" change like that?

    Revised Backstabbing does not have that "issue" on the original game thanks to ToBEx, but EE doesn't include the relevant flag. Within EE suitability for backstabbing depends on the item being usable by single-class thieves. In other words, this component will make all melee weapons usable by multi-class thieves also usable by single-class thieves. They will remain unable to put proficiency points into these weapon categories, however.

     

    Old Style Medium Shield (BG2 vanilla style) is added. Does IR add this or...?

    IR uses all possible variants of BG1, BG2 and 1PPlegacy shield animations. More variety! :D

  11. - Club: According to Readme it should be 1d4 but was 1d6 (I checked it via EE Keeper)

    - Spear: should be 2d4, but was 1d8

    - Throwing Spear: should be 1d8, but was 1d6 (I'm not sure whether this is just problem of the specific spear named "Javelin" or not. Anyway, there is only 1 throwing spear in BG:EE)

    - "Kazgoroth", not "Kazgaroth"

    - strange, ir_weapon_stat seems to correctly indicate 1d4

    - 1d8 is correct, it was a readme typo

    - there's no Javelin within IR, did EE added it?

    - Kazgoroth is the correct PnP name, not Kazgaroth, I intentionally changed it

     

    And, I found that there is no Wakizashi in BG:EE. Adding plain normal, +1, ... Wakizashi would be good. :)

    I'll add it to the to-do list. I doubt there will ever be a unique one though.

  12. @Mike feel free to improve the readme man, I simply did what I could to make it acceptable but you were supposed to do it in the first place :devlook:

     

    @janoha my fault sorry :( I uploaded a secret fix yesterday which actually caused that issue :D I'll be at home within 2-3 hours and fix it in a second. If you cannot wait, opent item_content.tpa with a text editor and rename Main_Bracers_Of_Speed into Bracers_Of_Speed.

     

    EDIT: fixed and re-uploaded. Let me know if it works fine now.

  13. In what file is there the 2d6 typo for Throwing Axes?

    The Readme. I replaced the old list of Weapon Changes with a huge table but it had a few typos (e.g. leania didn't noticed but spears too had incorrect dmg, 2d4 instead of 1d8).

     

    Speaking of that table, @those who can read it, do you think it's fine as it (e.g. single dmg column - from x to y) or do you think it would look better with multiple columns similar to Revised Shields table (e.g. Old Dmg column and New Dmg column).

  14. When I said "read the Readme and tell me what you think, what I need to refine, re-do, improve, etc." I was actually speaking of the readme itself, like typos, better descriptions, etc. :D but any feedback is always welcome so...

    Allow Spellcasting in Armor

    I really like the latest change which allows Bards to cast arcane spells without penalties while wearning armor. However, it seems that too many armor types are allowed. Leather and Studded Leather are enough imo. If Chain Mail is allowed, the merit of Elven Chain Mail would be really reduced.

    I'm a bit sympathetic to this and open to discuss it. As Kreso says Elven Chain is still a must for Mage multiclasses and I cannot even assure you all KR bards will be able to wear Chain Mail in the first place (surely the Skald and almost surely the True Bard, I'm not sure about Blade and Jester), but it's also true what Jarno says.

     

    Maybe a good compromise could be no penalties with light armors, and halved ones with chain mails, but that would open a problem in terms of implementation via KR when IR is not installed...

     

    Allow Thieving Skills in Armor

    The penalties given by wearing Studded Leather seems a little bit huge. 10~15% would be ok imo.

    That penalty is pretty much the only reason for a thief to pick leather armor over the studded one.

    Weapon Changes

    I think staff is too weak especially when we consider this is a two-handed weapon. +1 AC or some defensive bonus would be fit with staff and makes it much more differentiate with the other weapons imo.

    Yes, we discussed this ages ago (there's a topic somewhere about adding a "parry bonus/penalty to different weapon types)", and I kinda agree with you. It's not a top priority though.

    About Halberd, Hmm... As far as I remember the 3 range was only for Spear in the past version of IR. And I think it was reasonable indeed. The current Halberd thus seems a little OP especially comparing with the Spear, if it still can swap damage type from slashing to piercing and vise versa. I don't know how many throwing spear is in game, but it seems not to be sufficient to share its unique feature to Halberd.

    Kreso answered for me.

    Throwing Axe's damage is a little huge. How could the throwing weapon have the highest damage?... And it even take STR bonus... 1D12 or less damage would be appropriate.

    yeah, 2d6 dmg is clearly a typo. It would be an insane weapon type! :D It's 2d3 (instead of vanilla's 1d6+1) with speed 4. Compared to vanilla it also has halved range but twice as fast projectile speed.

    By the way, is there no Throwing Hammer? I remember the IR has changed Crom Faeyr to be throwable, hasn't it? And there is a Throwing Hammer in vanilla, Dwarven Thrower. I hope IR adds plain Throwing Hammers, e.g., Throwing Hammer +1, +2, etc., in near future... :love:

    Actually I thought to keep returning hammers as rare as possible (only the two hammers you mentioned). It doesn't really make sense as a throwing weapon on a regular basis imo.

    Lastly, the reload time penalty must be tested in game... I'll play BG:EE soon with IR and give my impressions about it.

    Indeed. I already know a small flaw about it which is that the reload triggers only on successful hits, but hope it's not so noticeable in-game. I'm eager to get some feedback on it though.

    Do you consider to provide Speed Factor bonus from higher weapon proficiency? Since Fighters would generally wear heavy armor, i.e., Full Plate Armor, and prefer to use strong two-handed weapon like Two-handed Sword. You know, the cumulative Speed Factor penalties are tremendous...

    When you get increased apr you also automatically get increased speed. For example a Two-handed sword has speed factor 10 with 1 apr, but it becomes 5 with 2 apr, and 3 with 3 apr (thankfully, only a fighter with Grandmastery reaches that within KR). That's why those Speed Factor penalties are "tremendous", and if you skip Enchantment Doesn't Affect Speed Factor of Weapons all the system fails anyway, as all weapons pretty much get speed factor 1.

     

    Unless you consider to give Speed Factor bonus from the higher weapon proficiency and even better Speed Factor bonus by Two-handed Weapon Style in Weapon Style Revision, it would be better to reduce the penalties slightly.

    For the reasons explained above I would never improve those speed factor bonuses, I'm actually thinking to fully remove them from GM (+1/2 apr already grants increased speed factor indirectly).

    I think the Weapon Style Revision would be suitable to be included in IR. No? :devlook:

    Mmm...I'm not sure. It seems much more appropriate for KR, and I'll be full force on that mod within 1-2 weeks. Btw, with CrevSDaak's help I think we'll handle KR relatively fast, and I already have a lot of really cool stuff planned for it. ;)

  15. The new build is up. :)

     

    Crucial for the official release, read the Readme and tell me what you think, what I need to refine, re-do, improve, etc.

     

    I'd love to get feedback about Revised Critical Hit Aversion for both BG1 and BG2. I'm almost sure we'll need to add protection against critical hits on a handful more items.

     

    V4 - Beta 7 (26 February 2015)
    - Readme major update
    - re-organized installer
    - Allow Spellcasting in Armor makes Bards cast spells without penalties while wearing light armors (up to chain mail)
    - Revised Critical Hit Aversion should now work on EE too, Ioun Stones no longer get +1 AC (only helmets do)
    - minor fixes (e.g. descriptions, small effects targeting, displayed icons, etc.)
    - increased projectile speed of darts, throwing daggers and throwing handaxes from 20 to 40 (arrows/bolts have 60)
    - light and heavy xbows reload pauses user for 1-2 sec respectively instead of setting movement rate to 0
    - Protector of the Second grants immunity to critical hits
    - Mail of the Dead grants immunity to critical hits
    - Enkidu's Full Plate +1 to all saves replaced by immunity to critical hits
    - Helmet of Defense keeps immunity to critical hits when Revised Critical Hit Aversion is installed
    - Adventurer's Robe +10% physical dmg resistance replaced with immunity to critical hits
    - Dwarven Shield turned into a medium shield (BG1 had not a single unique specimen)
    - Shield of the Falling Stars enchantment lvl raised by 1, +10HP bonus removed
    - Kovera's Ring tweaked to reflect its unique role, grants +1 luck, custom bam and lore
    - Ring of the Phantom Wraith also grants immunity to critical hits

  16. What is the status of EE compatibility for Item Revisions? I've installed it on BGII:EE and there wasn't any errors/warnings.

    If everything goes as planned, Revised Critical Hit Aversion will finally be compatible with EE. This leaves only Revised Backstabbing and few ToBEx features not compatible with EE (e.g. Concentration Check is a MUST for me), but overall IR is already fully compatible with EE.

     

    Btw, all hail CrevsDaak :worship: he just gave me a shiny new surprise which I should be able to squeeze into tonight's build. A very easy hint: Allow Spellcasting in Armor component never looked so interesting for me. Now a certain class will write poems about it. :D

  17. Just have a quick question with bg2tweaks compatibility. bg2tweaks introduces the shapeshifter rebalancing and while I welcome it, it also comes with a few spell changes. How does that work with this mod?

     

    For example, allowing druids access to some cleric spells and changing conjure animals

    It depends on install order. If you install SR after bg2tweaks then you get SR spellbook. If you install that particular component of bg2tweaks after SR than your druid will get Sanctuary, Chant, Zone of Sweet Air (kinda redundant considering SR's Gust of Wind), Glyph of Warding (SR has Fire Trap), Righteous Magic. You may not get "Greater Bearweres" though because SR disables Conjure Animal.

  18. @beta testers: right now my dropbox contains a not finished new build, do not download it until I announce its release. It's up for internal tests on the Revised Critical Hit Aversion but it's not complete. I wasn't expecting you guys to re-download it but a couple of players already did and I want to avoid that more of you do. Don't worry, the build will almost surely be up either later tonight or tomorrow.

  19. Know Opponent

    Uh, I think there might be a small inaccuracy in wording of Know Opponent. It says: "When this spell is cast, the priest's eyes glow with magical energy etc".

    Are druids supposed to get it too? Because in my current build Jaheira has it. Druids can be viewed as some kind of forest priest ofc, but still, more vague word instead of "priest" would fit here better imo.

    In theory the term priest is used for both cleric and druid, but I admit it doesn't sound very well for the latter, and it gets even worse when the spell is used by a ranger. I guess replacing 'priest' with 'caster' is a simple solution.

     

    Druids should not get Know Opponent, they still have it because they have really too few spells already. As soon as I add them a couple more 2nd lvl spells (e.g. Animal Summoning II, Alicorn Lance) I will restrict it to clerics.

    Regenerate Wound spells

    Same with regenerate-type druid heals.

    Same as above, 'caster' will do considering rangers get them as well.

    Btw those regen spells are awesome and very distinct.

    :) Have you tried them in-game? Some players are asking me to buff them but I wanted to get more feedback first. Personally I think they are ok.

  20. @DreamSlaveOne yes man it would be cool! It may not look epic but I do like your bam for example, it's very clear and makes you instantly think "this is Waves of Fatigue" (don't tell me I'm wrong :D) which is what matters the most imo.

     

    I'll add you to a PM chat where we was working on this stuff, but it's probably even better if you create a topic like this to show your work. :)

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