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Demivrgvs

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Posts posted by Demivrgvs

  1. BGEE v2

    BUG1: Almost all familiar .CRE and .ITM files are referencing wrong strings for their names and tooltips in SR.

    BUG2: HOBARCSU.CRE has a wrong tooltip string.

     

    Just saw the issue is already on GITHub.

    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?

     

    Another thing, is the MI fix and DM fix incorporated in BGEE or still needed?

    Good question...they implemented the fix somehow, but I don't know if they fixed it completely as we did or not.

  2. I was away from the game for some time.

     

    Could anyone give me information about what (if anything )has been changed recently concerning spells like:

     

    -dispel magic

    -spell shield and dispelling screen

    -all sorts of insects

    -holy/unholy word

     

    and is it download ready?

    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. ;)

  3. Also, how perfectly does AoE spell deflection work? I started BGT (from BG1), raised mage to lvl 5, experimented with Skull Trap and Minor Spell Deflection: spell deflection didn't protect me from skull trap that I casted near.

    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?

  4. Demi does SR intentionally remove NRD from the spell selection list?

    Yes. Wild Mages got it automatically and no one else could select it...

     

    I am also assuming that demi added NRD (and the chaos shield spells?) to hidspl, and the spells are added via clab.

    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".

  5. 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. :D

  6. Hi Demi,

     

    I have been looking through this topic again, and I was wondering if you are still planning to implement some of the cool spells mentioned here. In particular I liked Frost Fingers and Tortoise Shell.

     

    Are there still many spells left, that you want to include, but haven't implemented yet?

    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

  7. Yes, i'm attacking from behind the enemy, while hiding. I tried this again with a fresh install of bgee, with only this particular tweak installed, on a single class theif. the multiplier is listed as x2, penalties are disabled, and still no backstab. :(

     

    edit: I tried re-enabling penalties, and bumping my multiplier up with eekeeper. Its listed as x8, still not working, even with a shortbow.

    Maybe it works only with ToBEx and they didn't enabled the tweak for EE. I'll try to check it on both installs...

  8. How exactly does this new ranged backstabbing work? on a fighter/assassin, with a x3 multiplier listed for my composite longbow (I disabled the penalties in settings.ini), it's not triggering a backstab at all.

    this was tested on a gibberling outside candlekeep, from both melee range and across the screen. I met all of the backstab requirements as far as I know, it just doesnt seem to work.

    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.

  9. I have tested it yesterday and here is my first feedback.

    Thanks. :)

     

    ...it felt strange to see him walk like others without boots of speed as I am used to seeing him run after his opponents ^^.

    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.

     

    The ki pool abilities are interesting and the fact that you can choose several times the abilitie that you want to use more often in a specific situation like more wholeness of body to heal yourself after a difficult battle or ki arrows against wizards is very helpful but I'm not a huge fan to click twice, one to access to abilities and another to choose the one you want. The incantation is doubled but I know it's necessary to implement that way.

    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.

     

    When I read the description I thought that we would be able to choose multiple times the abilitie slow time but it's not the case and it's better to do it just once.

    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.

     

    About ki step which copy the dimension door animation, I would have preferred without it just like faster than the eye of refinements.

    Removing DD animation makes sense indeed. Good idea imo.

     

    Another point is about saves, normally the monk should have the betters. By reading the revised table STT forum, the monk has the priests or the fighters? 4/6/4/8/6 or 4/8/4/6/8?

    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. :(

  10. Revised Saving Throws

    About saves, I mentionned in the monk's forum that I found a mistake. If the monk had the priest ST he should have 4/6/4/8/6 with +2 bonus at level 14 so 2/4/2/6/4 but I had 6/6/6/6/6.

    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.

     

    Another point with saves, aTweaks implements revised ST bonus with dwarves, halflings and gnomes. Does KR compatible with it?

    KR nerfs those bonuses on purpose. Both vanilla and aTweak bonuses are insane imo.

     

    BTW I found out that there were also a revised xp progression, excellent but I haven't seen a dedicated forum to this. I didn't look for it deeply but I'd appreciate if you had a link ^^.

    You're right, I should open a topic on that matter.

  11. Hi guys, I'm going to make a new party on BGT with the new IRv4 and SRv4. For a long time I was still playing with old versions but I saw all the modifications that have been made and I think that even if the final release are not ready, these beta versions should work fine.

    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.

     

    Anyway I'd like to add KR because the idea is great but the task is tough ^^ and I wonder, all the indicated modifcations are implemented within the mod or does it concern only few classes?

    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. :/

  12. 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).

     

    I think it'd be awesome (i.e. I'm doing it myself on my end) if we had some actually static spell effects rather than the always-moves-with-the-person-it-was-cast-on. Resilient Sphere is supposed to be immovable, and something creatures can wander into and out of. Same with Silence 15' (except it can be cast on an object if desired). Perhaps we could see if an immobile InvCre casting these sorts of spells every 3 secs or so might give a better result.

    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.

  13. Great Mod SR.

    Thanks man. I hope you are using the now open V4 instead of the old V3. :)

     

    The readme should be updated to show that SR does that as well as add stun immune to the spell.

    No need for Pnp FA mod, then, if you can live with the spell update!

    I don't know why I'm not advertizing it much but yes, SR's Free Action doesn't block Haste effects.

     

    If you want item fixes, then PnP FA is still needed.

    Or just install Item Revisions as well. ;)

  14. Does Freedom protect from stun?

    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.

  15. Spell Deflection

    How does it work?

     

    I have just cast spell deflection (level 5 one). the rakshasa cast fireballs at me which were properly ineffective because the spell deflection protects from AOE. But then he cast confusion and it worked through the deflection and my dude got confused.

     

    In the end, he cast emotion: despair and it depleted the deflection but it was also ineffective like the fireball.

    I cannot replicate it. Can you give me your weidu.log or a change.log?

    Can anyone confirm the issue?

  16. Cleric's 7th lvl spells vs. Mage's 9th lvl spells

    See the games original games 9th level mage spell was the "same" level 7 cleric spell, this was due to balancing. There was nothing wrong with that... after all the mage and clerics progressed at a different rates in XP.

    Now as it's now, this is more of a balance issue in the Kit Revisions than in Spell Revisions.

    :rotflmao:

     

    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.

     

    My problem is not with clerics getting spells from higher wizard levels, rather with the inconsistency inside the cleric spell levels themselves.

    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.

     

    Btw mage contagion is diffirent from the cleric contagion and more powerful (with a bigger spell level).

    It's intentional to make up for the higher spell lvl required to cast it.

    Make all spells have casting time 1 or 0

    Demi what is your opinion on the "all spells 1 or 0 casting speed" option? Its just an option, it wouldnt harm anyone who would choose to not install it? I want it so much or the mod similar to it.

    Sorry, it's really the opposite of what I want SR to offer.

  17. @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.

  18. Break Enchantment

    Also, currently break enchantment doesnt remove silence

    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. ;)

     

    So here's another idea: Weakness (Str/Dex/Con penalties) plus a casting speed penalty, no save, 5 rounds. So you can still fight, you can still cast, but are less efficient at both. To me that sounds like something that might result from exposure to the voice of an angry god...

    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. :devlook:

    @subtle that looks like Symbol of Weakness which is already available at the same spl lvl. :)

    @Jarno Chant 2, The Revenge? :D

     

    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?

  19. Spell Shield

    Is the spell shield supposed to give immunity to dispel magic?

    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. :D

     

    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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