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Demivrgvs

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Everything posted by Demivrgvs

  1. I've fixed it locally by giving all those cres "new names" (this way the string ref won't matter and work on any game install) but I haven't commited it on GitHub yeah. RL is sucking me away but I'll try to upload something asap (I had tons of new stuff for SR and KR pretty much ready ). Other than that, is SR working fine on 2.0? Good question...they implemented the fix somehow, but I don't know if they fixed it completely as we did or not.
  2. I'm not sure what you mean...different shields have all the same color or all shields of the same type share the same color?
  3. Not sure how long have you stayed away, but: - Remove/Dispel Magic have been "merged" and only a party friendly Dispel exists now but with a reduced AoE from 30' to 20' - Spell Shield works as per vanilla (gameplay wise at least, we had to change how it's implemented to fix it) - Kreso tweaked Dispelling Screen to work as a sort of Mass Spell Shield against dispel (protects everyone from 1 dispel attempt); he tested it and it seems it's worth to implement for the next build - a save removes spell failure and halves damage (next EE patch is finally adding ToBEx concentration checks! yeah!); Fire Shield protects from them - you'll see soon enough Excludind (Un)Holy Word changes everything else is already there, but I hope a new build will pop up from an easter egg.
  4. Less than perfect, but it covers most of the spells. It won't protect you from the spells you cast yourself - I think this is somehow native to the engine. Wait a sec...are you sure about it? I may actually have no problem with it, but we should add that to spell description if it's true. What do you mean with "cover most spells"? If we missed some spells I can add them to the patching code. Is there some other flaw with the tweak?
  5. Yes. Wild Mages got it automatically and no one else could select it... Afaik it was hardcoded, no clab involved...there's not even a clab file for wild mages in my old vanilla install. I guess after EE change I have to either restore it or make it not flagged as "wild school".
  6. I actually changed the spell level of a few spells (e.g. Cure/Cause Wounds spells, ProFire&ProCold, Goodberry, Dimension Door, multiple summoning spells etc.), but that doesn't mean I love to do that yeah. We could move Spell Shield to 3rd lvl and make SCS use a AI-only version of it, but then we would just be giving players a huge unfair advantage because SCS mages would still use 5th lvl spell slots for it. I'm not too much into it. Also, don't forget Spell Shield can block a 9th lvl Spellstrike, thus its current spell level is well deserved imo. @toxin, try to fight beholder's with IR's potions, you'll find them a lot less annoying imo. Actually, I'd be curious to know if IR's potion make it too easy, I hope not. At least they cost a fortune with Store Revisions.
  7. Sorry guys I missed this...did we track down the issue last time? I think we didn't, becuse even now nothing comes to my mind...afaik I haven't touched wild mages spells. Jarno, any clue?
  8. The next build will include a few new spells, but I mostly focusedon fixing stuff, rebalancing summons, and revising quite a few things. The list of changes has become much bigger than expected. Must-have divine spells that I will add within 1-2 builds are: - Icelance - Striking Wave - Whirlwind I already have bams for them, but I still have to finish the work on the in-game animation for the first two. Divine spells that I may add sooner or later: - Frost Fingers - Creeping Cold - Lightning Storm - Tortoise Shell (I have the animation for it, but not the icons) - Mist of Eldath As you can see, they are all for druids. LOL
  9. Maybe it works only with ToBEx and they didn't enabled the tweak for EE. I'll try to check it on both installs...
  10. Are you sure you are attacking from behind the enemy? Afaik this component works fine because a few testers used it and reprted feedback on it.
  11. It has switched to open beta not long ago, and it's not really a "beta" anymore but rather a pre-release build. It will get an official release but if you are interested in it just get the current v4 build, you will not regret it.
  12. Thanks. Most players complained for years about faster characters (e.g. monk and barbarian) leaving the party behind and endangering themselves, and I was one of them. Ki Step (not to mention its upgrade) allows you to get even more speed when you truly need it. Yeah, it's an engine limitation, but as long as you pause the game to select the ability it works flawlessly. I think Ki Arrow needs a bit of refinement to remain appealing once you get Ki Shout, but other than that I think each ability has its own role. If you notice, abilities that are added to your general Ki Pool are listed as "Ki Pool (Ability_name)", while Quivering Palm and Slow Time are not - for balance reasons. I think we discussed about merging Quivering Palm into it as a sort of upgrade to Stunning Fist, but balancing it would be problematic imo because at high lvls you could use it up to 7 times per day. Removing DD animation makes sense indeed. Good idea imo. As discussed on the other topic, KR's monk have no weak saves (and allofthem go from average to excellent at lvl 1 if it wasn't for the bug). Having a mere 3% mr instead of +2 to all saves lowers the high lvl performance of the monk right now, sorry.
  13. Revised Saving Throws The 6/6/6/6/6 instead of 4/6/4/8/6 is intended. Priests have bad reflex saves average mental saves and good "constitution" saves while monks have average saves against everything. The bug of the current build is quite simple (the clab file still list vanilla's spcl819 with 3% magic resist instead of dvcl819 with +2 to all saves). I fixed it ages ago but never uploaded a new build, I'll try to do it asap, maybe this week end. Priests having average saves vs polymorph effects is not intended, I'll fix it too. KR nerfs those bonuses on purpose. Both vanilla and aTweak bonuses are insane imo. You're right, I should open a topic on that matter.
  14. IRv4 and SRv4 are labeled as betas but in ther current build they are both very stable and hugely better than the old v3 ones. KR's build currently includes Fighters (all kits, including Barbarian), Paladins (all kits), Rangers (excluding the Beastmaster) and the Monk (I love how we shaped it). Unlike IR and SR this is still a real beta stage. Most classes/kits are in great shape (all fighter kits, True Paladin & Inquisitor, Archer & Stalker, Monk) but others need a few fixes (e.g. True Fighter) or further revisions (Undead Hunter, and to a lesser extend Cavalier & True Ranger). I have some work done on other classes but not included in the available build. I hope to get back on it asap, but don't hold your breath. :/
  15. Obscuring Mist Bonus to hide in shadows seems logic, fine with me. Btw, if I'm not wrong the reduced line of sight should also allow to use the thief skill much closer to enemies (e.g. as long as your thief don't see an enemy). Ages ago I suggested to do this for Symbol spells (and Spell Trap, though that is a different story), but we never discussed it much. I'm not sure I'd vote for Silence affecting the area rather than enemies, because a save each round could make it really too good for such a low lvl spell.
  16. Thanks man. I hope you are using the now open V4 instead of the old V3. I don't know why I'm not advertizing it much but yes, SR's Free Action doesn't block Haste effects. Or just install Item Revisions as well.
  17. Not really the changelog I was asking for. Anyway, I don't see much stuff which could interfere with SR. Can the uninstal->reinstall process be the cause of geg strange issues? Because afaik no one else ecountered them (e.g. Confusion bypassing Spell Deflection). Mmm...
  18. I'm not sure what you mean... Freedom doesn't protect from anything, it "only" counters the specified effects. It can free a stunned ally, but it doesn't protect him from another stunning effect.
  19. Spell Deflection I cannot replicate it. Can you give me your weidu.log or a change.log? Can anyone confirm the issue?
  20. Cleric's 7th lvl spells vs. Mage's 9th lvl spells Come on man, do your homework better. Cleric's xp table gave them 7th lvl spells before mages could get 7th lvl spells, thus making their 7th lvl spells on par with mage's 9th lvl ones made even less sense in vanilla. KR's will help rebalance it, don't worry, but AD&D clerics not getting 8th and 9th lvl spells was actually quite right imo considering clerics have better thac0, more hit points, better armors, etc. If anything, clerics should have been getting higher lvl spells at a slower rate compared to mage, not faster, and mages needs to be slighty better than they are at lower levels. SR actually tries to fix this: - cleric's getting Gate as a 7th lvl spell was really OP, they now get the same lesser variant that mages get, Summon Death Knight - cleric's getting Confusion as a 7th lvl spell was silly imo, they now get (Sphere of) Chaos SR may be far from perfect, but at least give me credit for going on the right direction. It's intentional to make up for the higher spell lvl required to cast it. Make all spells have casting time 1 or 0 Sorry, it's really the opposite of what I want SR to offer.
  21. @Toxin see my post above, we probably wrote at the same time. Btw, Spell Deflection works against pretty much averything unless you don't like the AoE tweak, but I guess I cannot count on an optional component even if recommended.
  22. Break Enchantment Have you any mod installed? I just checked and everything looks fine (sec type on Silence is 'disabling' and BE removes it). Gust of Wind vs Insect spells @Toxin, point taken on Incendiary Cloud. Let's say I don't particulary like that either then. I do think "counters" needs to be a bit cheaper than the offensive stuff or the system would automatically makes high level casters omnipotent, but lvl 2-3 countering a lvl 7-8 is a bit too much imo. That being said, SR's Creeping Doom can still matter I guess because the target will not be able to cast GoW unless he makes a save first, and since V4 it also has a chance to poison multiple targets before insects are dispersed. (Un)Holy Word @toxin I'm more inclined to agree with Subtle when it comes tothese spells "power" - they are underwhelming rather than OP imo - but I can understand how annoying can be a 'mass 50% spell failure with no save' in a game where everyone and their mother relies on spells. Later editions nerfed deafness to 20% spell failure, but I cannot do it (it's hardcoded). Hopefully this whole discussion we'll force me to make these spells more cool and not just nerf them. Sounds good ... not perhaps the voice, but surely their ire and shady side of their button region. Erhm, how about a small negative and positive luck modifier ? 5 rounds, hmm, how about 1 or 2 rounds +1/10 round per every level. Yes, that's 6 rounds, eventually. @subtle that looks like Symbol of Weakness which is already available at the same spl lvl. @Jarno Chant 2, The Revenge? Two questions before I seriously start to design a possible alternative for these two spells: 1) do we want to keep the HD limits? 2) save, or no save?
  23. Spell Shield A few builds ago we merged Spell Shield with SI:Abj because I was trying to get rid of the latter, but it was not covering cases where the AI was casting both of them, thus we created Dispelling Screen which has already changed like 3 times in the last builds. Dispel Magic is the bane of BG magic system. Btw, I just noticed Spell Shield description still says it protects from Dispel Magic, but it actually doesn't. Fixed for next build thanks.
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