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Demivrgvs

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Everything posted by Demivrgvs

  1. Know Opponent 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 as above, 'caster' will do considering rangers get them as well. 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.
  2. @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 ) 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.
  3. As you guessed, I'm waiting for icons/BAMs. There was some promising progress lately thanks to leania but it's halted for now. The spells you are looking for can only be found on my personal install, but many are incomplete, and some might never be released for various reasons. Yep, replacing old spells with new ones (e.g. Deafness->Sound Burst, Knock->Battering Ram, etc.) is the best way to ensure the AI will make use of them without the need of new scripts. Obviously care must be taken for new spells to behave properly when used by the AI.
  4. WTF?!? Is the projectile ok? Please don't tell me it's another issue like Cavalier's Shield Other (I still don't know why that spell or its projectile aren't working as intended). I don't know. Everything seems fine, but it doesn't work at all, none of the effects (glows, penalties, nothing). I'll check it out again, will let you know tomorrow. Re this - the problem is in .pro file it seems. I changed it to one Glitterdust uses, now it works. It doesn't make any sense but at least we know what to do to fix it, a new projectile. The more I look the current one the more it looks fine though. Btw, could it be the AoE is too small? What Shield Other and FF have in common is an extremely small party friendly AoE.
  5. WTF?!? Is the projectile ok? Please don't tell me it's another issue like Cavalier's Shield Other (I still don't know why that spell or its projectile aren't working as intended).
  6. Cool! I'll let you know what needs to be done then! I'm working on the readme this afternoon but it's extremely time consuming and I get frustrated/annoyed every 5 minutes.
  7. Yeah, the animation looks more "fluid" or "normal", if you want. I'll try it myself asap. If it indeed looks more fluid I think we can ignore the "issue" I mentioned. Even for a Barbarian the difference between +9 and set 200% is probably almost impossible to notice. Btw, the re-uploaded build also fixed the "self targeting".
  8. @n-ghost as Dakk says you should already have the links to the latest builds, don't you? @zenblack, Obscuring Mist still needs a lot of feedback. The nerf to -2/-6 has been done because they made me notice -4/-8 was making it work as an Improved Defensive Harmony (which is a 4th lvl spell) and the spell doesn't obscure close range vision too much (line of sight is only halved). I'm also still not sold on the "party friendly" state, albeit it makes AI life waay better. @kreso, I'm an idiot, I fixed scrolls targeting (which requires more changes) but not the spl ones (which takes like 1 second). Anyway, fixed and already re-uploaded. What do you mean with "set 200% doesn't do squat"? I can do what I did with the armor (did I do that for a reason? I seem to recall something like better animation) but it would ne an accurate 200% mov rate for certain characters (e.g. barbarians).
  9. @Salk, short story: CrevsDaak already answered your question before you made it, look up. Long story: having a portrait icon for "an incomplete protection" is generally not much useful (you generally remember what you character is wearing, don't you?) while being able to quickly now if a buff has expired is much more important. When you have a permanent portrait icon on you char because of item granting partial protection (e.g. a Ring of Fire Res) you cannot know when a buff runs out (e.g. ProFire spell expires but ProFire icon is still there because of the ring's 50% res). My wildest guess - Readme file + some polish. Sort of yes. Readme file is crucial. Add to that a few coding stuff here and there (e.g. xbows patching need to be changed) that either Arda or Mike need to do because I'm terrible at that. Unfortunately I've no news from Arda since like 2-3 months, while Mike is around but not really modding. It's a real shame because I think the current build would already be fine for an official release. The only thing that truly needs to be added imo is coding for BG1 part of Store Revision. Small stuff like changing a few specific items within the Main Component can always be done later via hotfixes without interfering.
  10. I kinda agree the belt could be made more interesting, but +4 STR is a bit problematic when it comes to game balance imo unless coupled with a revised STR table. - I probably can, but may I ask why? Without all the new icons many items will have at least incorret colors, if not wrong item type. - within IR items have a portrait icon only if they completely match a spell (that's the compromise I accepted, because if it was for me items would not have portrait icons at all). That robe doesn't grant 100% acid res like ProAcid spell, nor it prevent you from casting ProAcid on yourself. Examples of where an icon should be displayed now are Ring of Free Action (grants you full FA and makes it irrelevant casting the spell on the wearer) or Skin of the Forest (grants you +4 AC but cannot be stacked with SR's Barkskin, thus the portrait icon is there).
  11. Kill me please. Fixed. I'll re-upload in a minute. (Edit: done) I willingly left them out for now because I thought it was a waste of time until we are 100% sure of how we want Haste and Improved Haste to perform but I can include them for the next build. Yeah man, I agree Wish should be tweaked but I'm scared to tackle it. For example I don't even remember why it has 3 different versions of Improved Haste... Wai ):? I've probably missed a discussion somewhere. For various reasons: - it's the quickest way to make the AI automatically use the new spell against you - I needed an in-game scroll to make the spell available to players without manually adding it somewhere - I needed space for 4th lvl spells (I still assume 24 spells limit) and removing one which already has a twin spell at the same lvl seemed the best pick - I never liked FS(Blue) obscuring FS(Red) because of its "better dmg type" That being said, the spell may be restored sooner or later IF the two Fire Shields can be merged into a single spell, but I think the Spell Immunity like menu still has a few unresolved bugs/issues. It depends on the spell projectile, but when I tested V3 DD I do remember I could dodge a few spells and/or foil enemy casting (I specifically added an opcode to make the caster temporarily "not targetable" when he cast DD).
  12. The new build is up. There's quite a few "prototype stuff" there to test, thus I hope to get some feedback. The next build shout not take long, it will contain A LOT of stuff for druid lovers. V4 - Beta 8 (9 February 2015)
  13. - LOL it's using Ball Lightning's animation (aka the old SR's Storm Shield). Fixed. - D&D 5th edition put it at lvl 2, but I think lvl 1 suits it even more and I have much more space there too anyway. - well, conceptually Mind Blank should work against Oracle, making it a sort of Chaotic Command + Non-detection. Considering its spell lvl I didn't thought it could be a balance problem, was I wrong? Making DS detect is as SI:Ench makes sense considering we wanted it to "secretly" replace that for AI use. Btw, I'll quickly fix a couple of things, add a few more things and re-upload it asap during the evening.
  14. @matronicus, I told you to wait exactly because I knew the usual link was not a safe download as before Anyway, I fixed the typo (punlst should have been punlst.pro) but wait a bit more before I re-upload the build.
  15. @beta testers, a new build is up but wait for tomorrow when I post the new change-log before using the usual link again. I need kreso to check a few things first. Sure, I'll send you a PM.
  16. @subtledoctor thanks for reporting, even minor things like this are important imo. - strangely priest version is correct despite having replaced Rigid Thinking, only mage one had wrong casting animation - fixed - fixed - Death Spell has been "replaced" by Banishment so Abjuration is correct here - cloud spells belong to Conjuration within SR - fixed
  17. - I can fix it in a sec, but now that I think about it, is such string necessary in the first place? Does it display correctly on EE? - fixed. It was already fine in my install, I guess I forgot to update dropbox tra file - strange, it looks fine. I'll double check asap. - mmm...I guess you suggest it so that spell protections can deflect it, but do we want it to consume 3 spell lvls of protection? Regarding MR I'm torn but pretty much all item abilities bypass it. Anyway, really glad you like it. - yes, I already thought about it. Speaking of which, Holy Smite and Unholy Blight are changed for the upcoming SR build (still scheduled for this weekend). Let's just say that part of the tweak is on the same direction: "user friendliness". Well, I hope it's a good sign.
  18. RL happened. But it will be out either saturday or sunday. I've used this time to squeeze in a few more things.
  19. @Subtledoctor, I can partially agree on some of your changes, but there are a lot of suggested changes which look kinda arbitrary imo, and some that makes absolutely no sense imo.
  20. Mmm ok, point taken. The problem is that afaik even if ToBEx now allow us to put sub-spells a la Spell Immunity into contingencies/triggers it still isn't flawless (I'm not sure, but I think it has issues with the pause mechanic and/or potential infinite spell loop?). Overall, even if it looks nice on paper it's just not going to be worth the effort imo.
  21. Isn't it more or less how it's already working within V4? Death Gaze instantly paralize, and then kills you on 5th round unless dispelled in the meanwhile. With SR's FtS you get instantly slowed and then petrified on the following round. I do said I'm open to tweak it (e.g. petrified on 3rd round? save vs death after petrification or die? etc.) but I think we are pretty much doing what you are asking for. Kinda pointless imo. If you can target a mage or druid (aka they don't have spell protections up) then using a 6th lvl spell to remove Stoneskin is likely the least efficient move possible. Just cast Disintegrate and obliterate it, even Hold Person is better then your suggested Stone to Flesh. Otoh, your ideas on StF affecting golems are nice, but I did suggested to make this spell affect golems ages ago and very few players seemed to like it, or care about it. Furthermore, I'm always reluctant to do something with absolutely no connection to PnP (Demi waits for Jarno to say this is not PnP but a videogame).
  22. - fixed - Mmm...I did that only because many players consider the armor almost OP, but it can restored depending on feedback as I liked it. - ops, +3 saves vs. death has to go yes. The description is ugly because the effects are ugly Jokes aside, you think 5 separate Save lines would be better?
  23. Improved Slow Because of the hardcoded "2x casting time penalty" even the 3rd lvl Slow is devastating against mages, but at least it's a low lvl spell "easily" blocked by MGoI. Improved Slow would have an even harsher save penalty (impossible to resist for mages), bypass even the best GoI, affect liches and rakshasas, etc. The "mass" part cannot be changed imo, not only because it's as per PnP, but mostly because as a single target spell would almost fully overlap with Flesh to Stone. Flesh to Stone I already tweaked FtS to not use petrification opcode making it much more "user friendly". I did not received much feedback on its new implementation though.
  24. Slow opcode doubles casting time, Haste does not affect it. It has always been like that, Spell Revisions just made it clear in the description. I do not like it (as well as I don't like that Slow doesn't halves apr 1 to 1/2, or that Haste doubles the frequency of repeating EFFs, etc.) but I cannot do anything because those opcodes are hardcoded. IF DavidW could make SCS detect Slow/Haste status in a different way I would gladly fix/tweak the spells. Btw, when it comes to Improved Slow, it's a "mass spell" in AD&D and that's the only thing that would differentiate its role from Petrification, but if you notice it's the last one on my list of suggested spells for the 6th lvl. That's because I was not convinced of it myself.
  25. @leania yep, without forgetting to report eventual bugs and that feedback on everything is always welcome. Btw, Store Revision doesn't touch BG1 at all right now, I think Arda was working on it but I am a complete noob on that.
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