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Demivrgvs

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Everything posted by Demivrgvs

  1. Jarno and Toxin kinda answered for me but I'll give my 2 cents anyway... 1) It's not related to SR. Many asked for a spell to counter it but I doubt I can find a spot for it within SR. An Abjurer or Transmuter HLA within KR maybe? Overall, I don't see it as a big deal. I think +x weapon immunity and +y spell lvl immunity are two far worse mechanics within AD&D. 2) I was sure I gave it a save somewhere during the beta, but it looks like I didn't. I'll handle it. 3) I suggested to make them innates myself a decade ago, but for some reason I ended up never implementing it. For a while it was planned for SRV4, but I think we settled to let it for KR's revised mages instead. 4) My hands are tied on this. 5) It's as Jarno says, "an escape button", but it can also be used for fast traveling within big areas (that's why I made it affect the whole party whereas its caster only in PnP). It's up to beta testers to tell me if the implementation works or not though.
  2. Blindness lasts only 1 round right now. It could be extended to 2-3 but not more imo. Sunscorch already deals a good amount of damage, and Blindness was almost OP by itself as a 1st lvl spell. @Salk, I forgot about it sorry ( bad Demi, bad) can you point me out to your suggested description again? I fixed the typo on Dispel Magic thanks.
  3. The Faerie Fire you are talking about isn't SR's one because it already works like you are suggesting (very small AoE - exactly like Hold Person). I also made it work as a lesser Glitterdust as per PnP. Sunscorch is a bit too good yes, but not OP thanks to its relatively long casting time. I think I have to balance its dmg output a little bit and it will be fine.
  4. I'll ask Mike and Arda if they can check it. Fixed thanks. I think it's a sensible workaround.
  5. It's only a typo (fixed now thanks). Enchantment is the intended school considering the Sphere is Charm. Thanks for pointing it out, there's actually a bigger issue with the spell (only for caster lvl 1-5). I'll fix both right away. SR doesn't touch spcl935, is that supposed to be for Fallen Paladin or Black Guard? Fixed thanks. The opcode is hardcoded. That's EE-only though, and SR needs to work on both original and EE. :/
  6. Re-uploaded. I tried installing it and it worked fine for me now.
  7. I've reverted to the last stable build and added only a few things from my insanely messed up one. For the big update you'll have to wait a bit more, but only a bit, I promise. V4 - Beta 11 (5 December 2015) - Improve EE support by converting text to UTF-8 - Add support for EET - Update to WeiDU 238 - various fixes (e.g. typos, string references, bams, etc.) - Break Enchantment casting time from 3/4 (cleric/mage respectively) to 5, range from touch to short (10') - Dispel Magic merged with Remove Magic, party-friendly AoE reduced from 30' radius to 20' - Haste's fatigue effect prevents further use of Haste or Improved Haste until expired - Spell Shield no longer absorbs multiple Pierce Magic/RRoR/Pierce Shield - Pierce Shield now removes specific protections too
  8. Spell Shield It wasn't intentional on my side, I just discovered this is done by Arda's Spell Shield code (probably with vanilla's Breach in mind). Vanilla's Breach was flagged as "magic attack" to bypass spell removals (just like Pierce Magic and similar spells) and Spell Shield was your only way to block it, but SR/SCS changed that and now it can be blocked by any Spell Deflection variant. Overall I don't think it's a big difference (any opinion?) but if we don't feel the need to change it, tomorrow's build will at least has a correct Spell Shield description. Random stuff Are you talking about vanilla CoM or IR's one? If its the former (I think so because IR's CoM doesn't reflect damage at all) I seem to recall it reflected damage from spells flagged as "offensive damage" and those two spells are not. If you are not using IR I think there were quite a few things flagged as magical but with +0 enchantment in vanilla.
  9. Ehm... This last week I worked on a couple of things that seriously messed up my internal build (e.g. I moved ProFire and similar spells from 5th lvl to 4th, partially implemented MSVIII and MSIX, etc.) and stuff I'm not fully convinced (e.g. I "removed" Dispel Magic and renamed Remove Magic as such), but if I don't have a cool new build ready within 1-2 days I swear I'll just roll back to the last stable build (aka the one I share on dropbox with Mike) and release it this Friday. Haste Yep, I previously used a different solution (ImpHaste was giving +2 apr insteadof x2) but when we turned the 3rd lvl Haste into a single target spell I tried the current take on its Improved version. As always, feedback is welcome.
  10. Spell Shield fix I think I know what's going on then. Shame on me. P.S thanks man for reporting it, I should be able to fix it now and upload a new build asap.
  11. I'll try to squeeze in a few things than upload it either today or tomorrow. @Mike Any hope you can check Spell Shield's code and discover why Pierce Shield isn't affected? I fear Arda is too busy.
  12. Pierce Shield is not patched as it should by Spell Shield Fix code (no idea why, I'll ask Arda). It currently works fine only if it doesn't have to face SS, but if the target has SS then Pierce Shield is absorbed without destroying SS. :/ I cannot find any issue on ST. Maybe Deirex was using a spell protection higher than 5th lvl (e.g. Gr. Spell Protection)?
  13. I'll give you the link immediately. If you are only interested on SR: - Item Randomizer has very little to do with it except maybe moving a few scrolls here and there. - SCS needs to be installed after SR yes. - SR has no impact on your saved game, no need to start a new game imo If you are interested on IR: - afaik Item Randomizer still works but it doesn't fit well with IR's Revised Stores and item re-allocation component. - the only IR component which doesn't play save on saved games is the obove mentioned one because it re-arranges the position of quite a few items.
  14. Very strange... I'll try to investigate it immediately. Spell Immunity doesn't even exist anymore and its replacement, Otiluke's Dispelling Screen, doesn't grant immunity to spell removals. Mind you, Spell Immunity never granted immunity to spell removals either in vanilla (even if its name and concept would have clearly suggested it).
  15. Wow, small typo on the tps is causing it (SAY UNIDENTIFIED instead of SAY IDENTIFIED when assigning the string ref), fixed thanks. I'm doing a quick check but no other scroll seem tohave this issue. I'll send you guys a PM asap. Btw, tonight I should finally be able to package the new build. Wait for it maybe.
  16. PMs sent. I have a new buid almost ready since ages but I never find the time to package it guys sorry. I'll try to finish it tomorrow but I cannot promise anything because RL is sucking all my time.
  17. Really weird...I may suspect aTweaks for DK issue but the Skeleton Warrior script has always worked fine afaik. Does anyone else have similar issues?
  18. Mass Lower Resistance This request popped up quite a few times. On one hand I'm tempted to offer some solution, on the other hand I don't think there's any similar PnP spell. It would be easier if there was a non-PnP BG spell which could fit such role (half of BG spell protections and removals never existed) but I don't see any.
  19. Longtooth Is it a new bam from EE maybe? I gave it a new bam, but it should be a white dagger with long blade, not a full short sword.
  20. Sorry it has been a very busy week. I'll try to catch up more tomorrow but let's see... Freedom vs Imprisonment I think I made Freedom as powerful as it can be. It cures pretty much every negative status on the whole party, and such an effect cannot have a duration imo. Imprisonment isn't as annoying as it was in vanilla, but I'm still trying to figure out a way to make it even more "user friendly". For example I was thinking to make it "not permanent" and saying into the description that a permanent version requires more preparation, a ritual, or something like that. I'm not convinced yet though. On a side note, I was also tempted to add here a "slay gated demons, celestials, etc" feature (does imprisoned summons still screw the summon cap with the current solution?). Pierce Shield Not affecting specific protections was done because Spellstrike did ages ago. I have nothing against PS working as a full fledged Breach considering it's a freaking 8th level spell. Fire Shield & Acid Sheath counters As others already suggested, IR's spears and halberds are an option, but even without them you can just use ranged weapons. Getting a tank with high fire res shouldn't be that hard anyway, no? I admit acid res is more rare, but that's the point of the higher spell level. My issue was that Breach destroying FS along all other protections was making this kind of spell fully redundant. Well, then you should be worried by Fireballs and other fire spells as well, if not more (e.g. Incendiary Cloud anyone?). Btw, when I make charcoal fire to cook some grilled meat I do use a wooden stick to move the other sticks inside the flame, and I assure you that it may get a bit black but it doesn't suddenly get on fire. I would have to leave it inside the flame for a prolonged time for it to ignite. Free Action I never managed to decide once and for all if 'stun' should be blocked by FA, CC, or none of the two. It doesn't help that there are so many different causes of stun (e.g. physical attacks, magical attacks, mind affecting spells,etc.).
  21. @Jarno, you are right. Both IR and SR betas at this point would be fine if released (they already we almost a year ago imo), but unfortunately they miss few crucial things which I'm still having troubles handling (e.g. IR and 1PPv4). Strange considering similar regenerating sources such as Ring of Regeneration do work while sleeping/traveling, and I use the same opcode. I'll check it, but at least you are not missing out too much considering their relatively short duration (3 turns is not even 1 hour in terms of "in-game time"). Do you mean the one which gives magical paws to your animals, aka Magic Fang? If you are talking about Beast Claw which gives magic paws to you, that not from SR, probably Divine Remix (I considered it a useless addition because it shares the same spell level of Flame Blade). If itis Magic Fang, it looked ok last time I checked, and I don't know if the player we gifted me with those bams is still around to eventually tweak them.
  22. Yeah man, V3 is almost a bad mod compared to V4. I'm not sure either, but you may be right. I'll send you a PM immediately. P.S Welcome to G3.
  23. I'm not sure what you are asking for...longer duration? Just so you know, I don't want to encourage that silly super-buffs routine. If I was your DM I wouldn't even let you rest to regain all those spell slots often. Making rest almost impossible outside inns (*) would IMO make "spell management" more interesting (aka that silly pre-buff routine with dozens of buffs would be impossible), and most of all it would finally highlight the importance of non-spellcasters. (*) Random list of places where resting doesn't make any sense: Irenicus Dungeon (seriously? Is he fighting in the promenade for 8-16 hours?), Nalia's Keep, inside Firkrag's dungeon (you kill all his guards at the gates and neither the ancient dragon nor his archmage send anyone after you while you sleep for hours?), in a random corner of the Underdark, few doors away from an Elder Brain inside a city full of fucking psi monsters, within the streets of an elven city under attack, ... should I go on?
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