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Demivrgvs

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Everything posted by Demivrgvs

  1. My plan was: - new KR build either late tonight or tomorrow after dinner (probably the latter) - new SR build on Sunday (it's not a major update, only a few fixes/tweaks and maybe a bunch of new spells such as MSVIII and IX) - new IR build...I have no idea. Either I do some quick stuff (e.g. wands) if we deem an update as necessary (is there any real issue?) or I take some time to finally hande BG1 Store Revisions (for this I think I'll need some help too)
  2. Enchanted Weapon I'll try to add the missing darts asap. Idon't know if I'm interest on making a higher lvl variant of this spell because +3 enchantment is enough to hit 99,9% of all the in-game enemies, and +4/+5 should be reserved for really epic stuff imo. That's what you get for playing a game w/o Item Revisions, where bow's rate of fire is nefred to 3/2 apr. Strange, I thought I reverted that change on EW bows to let IR's code patch them. Speaking of which, I need to check if that code check for those bows or not. Typos I'll fix these thanks.
  3. You mean the "new animation" repeat itself over and over? Regardless, I'll fix it asap.
  4. Wands Leaving aside this has little to do with SR imo, you guys have almost convinced me. I already did the most time consuming thing as I think 99% of IR's items, not only wands, already have their effects turned into actual spl files. for those items it will be just a matter of flagging those spl files as "mage spells". I fear we'll have to add a .ini option to revert the change though because I'm sure some players will complain about it. @subtledoctor I think IR wands need to remain "independent" from SR for various reasons I mentioned before. And regarding the whole "Lightning Bolt wizard spell should mimic the Wand of Lightning - not the other way around", I don't agree, and that mechanic would not work with triggers.
  5. Call Woodland Beings - I agree. Sooner or later I'll make CWB scale with caster lvl and put there dryads for mid-low levels. - I agree again.
  6. Wands Ook, let's sort this out. Making wands using the actual spwi###.spl spells was the first thing I did ages ago, but I got plenty of complains from players who didn't liked the change to make Cowled Wizards to appear. Let's assume for now I have no problems with that behaviour (it actually make sense for them to not accept that), but why would they be mad about wands and not about all other items with X per day spells which are clearly not divine? Should I suddenly make all that stuff count as arcane spells too? Furthermore, many wands actually don't mimick any pre-existing spell (take for example Wand of Frost, of Paralysis, of Cursing) and some are clearly customized versions and not just wannabe copies (Wand of Lightning). Why should I make some wands cast perfect copies of mage spells while half of them wouldn't anyway? I opted for creating custom spl for all wands because I felt it was giving a decent level of consistency without changing too many things: a) Cowled Wizards appear when mages cast spells of their own, but accept spells cast from wands just as they accept all other spell-like abilities from items or classes b) all wands are free to be considered semi-customized If I had to design BG from the ground, I think I'd prefer: a) Cowled Wizards to appear when ANY spell-like ability is cast, unless of divine source b) ALL wands to use copies of actual mage spells The problem with that is that it involves way too much changes and work. I don't think it's worth the effort, and many players could actually complain about the new behaviour.
  7. Wand of MM vs Magic Missiles First guess: Battle Horrors are immune to Magic Missile spellfile, not to the projectile. IR's wand uses a different spellfile, and Vanilla's WoMM would have bypassed such immunity anyway because it was not working as a spell in the first place. I'm not at home and I cannot check, but if the Horrors can be checked somehow (e.g. class type? unique combination of ids?) then I can fix it on my side. If not, I would have to patch the creatures themselves. Gust of Wind Afaik no. I've purposedly limited the range of all "wing buffet" effects but even with a small pushback you can still get the issue. Thankfully I think it's a rare issue, isn't it? I actually fear Teleport Field could have a similar issue, doesn't it?
  8. I did asked to test summons and give me feedback. For example, why nobody pointed out that AS spells give "only" 2-3 animals while low level MS spells give 4-5 monsters? Regarding ASII and ASIII (leaving aside the saves, that's a mistake I'll fix - wolves will get better saves, precisely 13/14/13/12/14) my general idea to differentiate them was to make War Dogs defensive summons (better AC, anti-invisibility scent but poor thac0) and Wolves more offensive oriented (pack bonus is not that bad imo). If we agree on this I may try to enphatize it a bit more, for example adding the classic Trip maneuver to wolves. They d get it in PnP, but we have to keep it in check (e.g. relatively easy save) or we could turn wolves into "disabling monsters". Regarding war dog's Scent, it is actually intentional for it to partially replace druid's lack of See Invisibility/Invisibility Purge, but I don't want it to be as effective. If it's too good please tell me and we'll find a way to adjust it. I only used shorter range (10 feet instead of 30 - though dogs can move around and scatter to increase the AoE) but we can for example add a % chance of success too (e.g. 50% chance per round instead of 100% - multiple dogs would still keep it hugely effective if they don't scatter). Actually, I think Demi fixed that in KR over a year ago Yep. Anyway, Ranger/Cleric class shouldn't even exist imo, if anything I could imagine a Ranger/Druid.
  9. Obscuring Mist As Kreso says I wouldn't go for it. The spell isn't so dangerous to justify that behaviour, it would actually look silly to run away in fear from the mist imo. Especially with the upcoming refinements, as discussed above, the spell will be more AI friendly and not exploitable by players (*). (*) To make sure those outside the cloud cannot rain down arrows on those inside I added AC bonus vs. missiles to those inside it, but at the same time I cannot remove the thac0 penalty within the cloud or we would create the opposite situation where those inside are advantaged over those outside (albeit the reduced line of sight should greatly limit the possibility for those inside to target those outside).
  10. Cool! Btw, it's not the first version which can be installed on BG1, I simply did more stuff for BG1 than I did for old versions. Unfortunately Store Revisions doesn't affect BG1 yet, but if you have suggestions for it you're welcome.
  11. I'm "a few builds" away from the final releases, but that doesn't necessarily translate into "few weeks". There's A LOT of stuff in need of testing and/or feedback for both IR (Store Revision, Revised Armors, Revised Critical Hit Aversion, eventual specific items, etc) and SR (all the new spells, all those summons, the current save penalty system, etc.). Anyway, I'll send you a PM right away.
  12. Yeah, I think I have more than 100 beta testers. Too bad 90% of them aren't really reporting much, but I hope it means the builds are working fine at least. Anyway, PM sent.
  13. The ETA mostly depends on how much spare time I get from my girl as she tends to monopolize my free time (too often with stuff I cannot care less), I need 6-8 hours, which means it could be out tomorrow, or a few days later. It will include: - quite a few fixes to the currently available classes - few adjustments (e.g. Barbarian's Cleave is improved and his Offensive Stance has been replaced by a Leap Attack - aka a Charge maneuver) - a first draft of the Beastmaster (the animal companion is more problematic than I thought) - the 4 rogues classes (True Thief, Assassin, Bounty Hunter and Swashbuckler)
  14. The Beastmaster isn't even included within the uploaded build, only Kreso has tried an alpha version of it. Wild Empathy upgrade was supposed to be there instead, I don't remember why it didn't make it.
  15. Waves of Fatigue Mmm...does EE use the same string reference? Animal/Blood Range It's in IWD as both Blood and Animal Rage, I assume they are both a lots alike, but different. IWDfication has the Animal version. So your's is the SR one, as the v4 divine spells thread indicates. SR doesn't add any new rage spell, at least not yet.
  16. @Pax_Empyrean, PM sent. @zenblack, Detect Alignment typo fixed thanks. Waves of Fatigue Wow, I actually wasn't expecting so many positive opinions on WoF considering it replaces the fan favorite Chaos. Cool! You guys pretty much summarized all the reasons that got me to both move Chaos at higher levels and introduce WoF.
  17. Vocalize cures silence, not deafness. Â Cure Disease was for some reason curing blindness and deafness in vanilla. It still does within SR. Â Yes, IR introduces Potion of Vocalize.
  18. Obscuring Mist Oooh, now I see what I was missing: casting OB from afar and being able to keep the party out of it while still in range to attack those inside. Mmm...what about reducing the spell's range? It's centered on caster in PnP, but for AI sake it needs to keep a target, still, short (10 feet) range instead of long range (30') could partially solve the issue, no? Alternatively, or on top of the above, its AoE could be extended from 20' radius to 30' (as all vanilla clouds). Â Regarding the other exploit, using arrows from outside the cloud, now I see that giving those inside the cloud a bonus to AC vs. missiles is actually better than the current penalty to ranged attack rolls. That should make ranged attacks less effective both within the cloud and from outside it, no? Â I'm busy on KR right now (should be out within few days) but packging a new SR build with few adjustments would be simple if you think it's worth testing the new solution asap.
  19. Obscuring Mist Guys, maybe I'm missing something but I don't follow you. How can a -2 AC penalty turn this spell into a Defensive Harmony variant? EVERYONE, enemies and allies, suffer -2 penalty to AC and -2 penalty to melee attacks, which means they sort of negate each other. An enemy within the cloud doesn't actually have a harder time hitting you in melee. Otoh, everyone suffer an additional -4 penalty to ranged attacks (btw, giving enemies such penalty is the same thing as giving AC bonus vs such attacks to allies). Ranged combat within the cloud is hampered for both enemies and allies. What am I missing? Granting everyone within the cloud invisibility would turn the area into a backstab fest, and only players would take advantage from that.
  20. Very small update. This should fix all the above mentioned issues. V4 - Beta 10.1 (13 April 2015) - Spell Shield fixes should now work on BG1EE too - fixed various scroll and or icons assignments for new spells - ASII and ASIII spell levels fixed I cannot reproduce this one, the spell seems fine with the correct exclusion flag.
  21. I checked and the spells level is correct. Does anyone else has such an issue? Fixed and re-uploaded.
  22. For those testing the latest build on EE, Spell Shield fix blocks the installation because BG1EE doesn't have a file, spin550, that every other game install has. Put this file into SR's lib folder before installing the mod to temporary fix the problem until Crevs updates the code. If you are playing on the original games or BG2EE you don't need the quickfix.
  23. FINALLY!!! Fixed and re-uploaded. Now I'll go to sleep because I'm pretty much already sleeping on the keyboard. Tomorrow I'll be around if some more quick fixes are needed.
  24. DreamSlaveOne made them. For some of them he started from Pacek's ones, for many he did everything on his own with a bit of creative help from Leania. I'll obviously give credit to them in the readme when that thing will be fully updated. Btw, you still haven't seen some of the coolest ones. I love Eyebite one for example. Maybe I'll manage to finally include ALL new spells within the next build. Anyway, rejoice, Crevs showed up at the right time and so here it is an hopefully fully functional new build for everyone. V4 - Beta 10 (11 April 2015) I'll seriously need some feedback on a lot of things, going from summons performance and the new spells implementation.
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