Jump to content

Demivrgvs

Modders
  • Posts

    5,369
  • Joined

  • Last visited

Posts posted by Demivrgvs

  1. Sunscorch seems a little overpowered. ...

     

    Faerie Fire seems underpowered... give it a small AoE - I would have it work like Hold Person, you cast it on one target and other nearby enemies must save or also be affected. The spell description says the light is too weak to blind so it would function like a weaker Glitterdust.

    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.

  2. In case of BG2:EE, 'Remove Cleric Weapon Restrictions from Multi-Classed Clerics' is not working on Dual-Classed characters. (I has checked it works correctly on original BG2)

    I'll ask Mike and Arda if they can check it.

     

    Belt of Inertial Barrier (BELT10B.spl): Duration of Attack speed factor penalty is set to 0

    Fixed thanks.

     

    Blackguard cannot use Ravager and Ring of Kangaxx. I think that's not make sense. So I suggest to change their restrictions: Paladin -> Lawful Good

    I think it's a sensible workaround.

  3. Doom (sppr113): School is set to Enchantment (should be Alteration)

    It's only a typo (fixed now thanks). Enchantment is the intended school considering the Sphere is Charm.

     

    Holy Smite (sppr313): Duration of blindness is set to 0

    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.

     

    Paladin's Summon Fallen Deva (spcl935): (SR's) description Link is missed

    SR doesn't touch spcl935, is that supposed to be for Fallen Paladin or Black Guard?

     

    Resist Elements (spwi225): 'Protection From Spell' opcode's Resource is set to SPPR210 (should be spwi225). So it's possible to cast cumulatively now.

    Fixed thanks.

     

    Simulacrum (spwi804): In case of Single Class, It has only 50% of the level of the Caster. Not 60%.

    The opcode is hardcoded.

     

    And I suggest to use 'Removal: Effects specified by Resource [321]' opcode rather than 'Spell: Protection from Spell [206]' on Buff/Debuff spells, if that's possible. (as EE)

    That's EE-only though, and SR needs to work on both original and EE. :/

  4. 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. :devlook:

     

    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

  5. Spell Shield

    The description for Spell Shield doesn't mention Breach in the list of spells it protects against, yet it does.

    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

    And another thing, I noticed that the Cloak of Mirroring, which is supposed to deflect all spell damage, does not deflect FireShield/Acid Sheath damage, which seems inconsistent.

    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.

     

    Finally, I noticed that Protection from Magical weapons protects against projectiles such as Fire Arrows and Bolts of Lightning on one hand, but those projectiles can't hit creatures that are immune to normal weapons on the other hand, which seems inconsistent (they should be treated either as normal or magical across all cases).

    If you are not using IR I think there were quite a few things flagged as magical but with +0 enchantment in vanilla.

  6. The links remain the same with updates.

     

    Demi hasn't updated SR since April 13 (see name of topic). That's 7 months ago.

    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

    Thx for providing a link to v4! Went thru the spells and Improved Haste is now a usual Haste giving 1 apr but with no fatigue and it's aoe? these are some radical changes :)

    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.

  7. Pierce Shield doesn't seem to remove combat protections. I'm hitting Deirex with it and the console says Deirex: Pierce Shield but his combat defenses are still up (specifically, Protection from Magical weapons).

    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 also noticed that Spell Thrust doesn't do anything against Deirex, whereas Secret Word works perfectly.

    I cannot find any issue on ST. Maybe Deirex was using a spell protection higher than 5th lvl (e.g. Gr. Spell Protection)?

  8. Hi! May I try your beta? I've tried waiting patiently for an official release to BGEE for what seems like forever lol. I'm just dying to try your work. @Demivrgvs

     

    If you do have the spare moment to answer a few questions though. I'm playing with SCS and Item Randomiser mods at the moment. Any noticeable issues you can forwarn me of?

     

    Should I reinstall SCS after installing SR? Can I just install SRv4 and not have to worry about SCS compatibility?

     

    Also, I'm in a current play through. Would you suggest starting a new game after installing SR?

     

    This is all assuming you're gracious enough to send me a link. Either way, it sounds like your project is very cool, good job either way.

    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.

  9. I also noticed that Spell Thrust doesn't do anything against Deirex, whereas Secret Word works perfectly.

    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).

  10. Monster summoning VII

    Found this at Gaius in the sewers. But there's something wrong (seems like a cut/paste issue), but I don't know if it's a local issue.

     

    attachicon.gifMonsterSummoningVII.jpg

     

    Cheers

    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 can beta too?

    If there is any room for another tester, I'd like to help as well!

    I'll send you guys a PM asap.

     

    Btw, tonight I should finally be able to package the new build. Wait for it maybe. ;)

  11. I would love to join the beta test if that is possible.

    I'd also love to join the beta for my new BGT play through.

    Hi, I'm also interested in beta-testing, particularly for the BG2 part.

    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.

    • When I summon Death knights and Glabrezu I can't control them, they just follow the caster. The weird thing is, if I reload I can control them directly.
    • With "Animate Skeleton Warrior" it's even weirder - the skeletons kind of follow the caster (sometimes they stop) but they don't even have selection circles.

    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?

  12. Mass Lower Resistance

    How about a "Mass Lower Resistance" (lvl7?) spell? Something like the 5th level spell but AoE. Sometimes you fight groups of creatures with magic resistance and hitting just one of them isn't enough (e.g. mind flayers). This only gets worse when they use magic against you (e.g. drow)...

    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.

  13. 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.

     

    I know rational consistency is rarely considered, but bathing a wooden stick in magical fire is mocking reality just a bit too much, no?

    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.).

  14. @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). :(

     

    Regenerating spells stops when you travel or sleep. Is that the intention? I'd think they should run until end of spell. Also I don't know if the AI could cast leftover regen spells on party when sleep or is this just due to them not working in sleep/travel?

    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").

     

    That druidic spell (I've forgotten it's name) which gives you paws, the icon is hard to see. I do not need action here, but other might think so. It's really a very minor issue.

    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.

  15. Wow SR4 is such a beauty. Even selecting spells for my druid is not easy anymore.

    Yeah man, V3 is almost a bad mod compared to V4. ;)

     

    Regarding Spike Growth I quote: ...damage each round that they remain within...

    Shouldn't that be skipped in this quote? I'm not native english speaking, but it sounds wrong.

    I'm not sure either, but you may be right.

     

    Hello! Loved version 3, it's a must-use mod in all my playthroughs. I've been reading about v4 for a while, and I thought I might offer my services as a beta tester as well.

    I'll send you a PM immediately.

     

    P.S Welcome to G3. :)

  16. After playing a while with the recent beta I can clearly say - 5 turn duration is just an annoyance.

     

    We already established there are very very few fights that last more than 5 turns (and even those that do are generally already decided at that point). I don't mind the resting that much, it's the casting that gets tedious - CC, DW, Aid, Bless, SS, NPP, PfE, BS, FA, MI, Blur, SD.... doing this every 5 minutes is not fun :) (what's worse, I can't get the SCS convenience hotkeys to work)

    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? :D

  17. Quick note: as Kreso says SR's Imprisonment is a bit less dramatic than vanilla, but most importantly demi-lich doesn't even use Imprisonment. Within SR/SCS Demilich Soul Trap allows a save, albeit a harsh one (I need to lower the save penalty from -6 to -4). That means you can for example take a Potion of Magic Shielding and be fully protected for 1 turn. Characters with really good saves vs spell (e.g. KR's Inquisitor or an enraged Berserker with his +4 to saves) can also withstand it easily if properly buffed/equipped.

     

    Demi, PM me with what you need; I'll probably have some time Friday/Saturday evening.

    Pay attention to what you ask for. PM incoming within 5-10 minutes. ;)

×
×
  • Create New...