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Demivrgvs

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Posts posted by Demivrgvs

  1. 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.

  2. Call Woodland Beings

    Call Woodland Beings is too good relative to Animal Summoning IV.

    ...

    I would replace Animal Summoning IV on the Nymph's spell list with something a little less potent. Poison would be a decent option, since it's very level-dependent...

    - I agree. Sooner or later I'll make CWB scale with caster lvl and put there dryads for mid-low levels.

    - I agree again.

  3. 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.

  4. Wand of MM vs Magic Missiles

    Is there a difference between these two? I cast MM on a Battle Horror it saves every time. I use Wand of MM (with Kivan) and I succeds every time.

    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

    Can blow enemies through closed doors (I don't remember if there's anything to do against this?)

    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?

  5. Animal Summoning II and Animal Summoning III aren't much different from each other. Animal Summoning II summons 2-3 war dogs, Animal Summoning III summons 2-3 wolves. Stat-wise, they both do the same damage and have the same THAC0. The wolves have slightly better HP (21 vs 18) and slightly worse AC (6 vs 4). The wolves' special ability will give them +1 to hit for each other wolf nearby (pretty weak benefit), while the dogs can detect invisible (pretty much completely eclipsing Detect Invisibility, since it lasts six times as long and gives you minions to boot, although the range is shorter). The dogs also have marginally better saving throws than the wolves do (13/17/13/15/17 vs 15/17/15/13/17). I would probably increase the pack attack bonus to give the wolves a bit more of an edge.

    I did asked to test summons and give me feedback. :D 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).

     

    Ranger/Clerics are pretty powerful casters. Before the latest EE patch they they got full access to the Druid's spellbook

    Actually, I think Demi fixed that in KR over a year ago :D

     

    Yep. :) Anyway, Ranger/Cleric class shouldn't even exist imo, if anything I could imagine a Ranger/Druid.

  6. Obscuring Mist

    SCS uses a run-from-cloud specific code that can be found on stratagems/init/detectcloud.tpa. You just need to add the filename of the .spl file to the inlined table inside that file. If you do this, enemies inside the cloud will run away from it until they're out of it (that is, they run away from the invisible creature that shouts from the middle of the cloud).

    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). :crazy:

  7. Hi Demivrgvs,

     

    I am very interested in all revisions (items, spells, and kits). Could you possibly send me downloads link please?

    I want to test them in my ongoing installation based on BGT. I want to test SR with SCS and make sure all spells are used in the best ways possible by AI.

    As for items, it's the first version that can be installed in BG1.

    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.

  8. Somehow magically remembers their login information for G3 after five years.

     

    Greetings!

     

    I was wondering if I could perhaps receive a beta invitation. I was disappointed to realize SR wasn't compatible with the current enhanced editions, only to be greatly pleased that development for compatibility was still on-going.

     

    I'd be happy to report anything that may or may not blow up (as well as enjoying my favourite features from a most excellent mod).

     

    That said, you did mention a little earlier in the thread that you're possibly a few weeks away from an official release? In that case I'm not sure how much more beta'ing needs to be done. Heh.

    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. ;)

  9. Is there a way to download this beta?

    I've seen lots of mentions and praise for IR V4, but apparently everyone must have been beta testers, or i'm waaay worse at finding stuff on the net than I thought I was :)

    Yeah, I think I have more than 100 beta testers. :D 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. ;)

  10. Well that explains that then :p I thought I saw some inconcistences between my version and what Kreso wrote about.. Will Beastmaster feature in the next version? (And any comments on content/ possible ETA? :) )

    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)

  11. Wild Empathy

    Does not summon a wolf at level 4. Does not function at will.

     

    Bestmaster

    Has Find Familiar as innate. Not Animal Companion. Has Both ASI and ASIV as level 1 spells, ASII and ASV as 2nd level spells and ASIII and ASVI as 3rd level spells with ASIV as 4th level spell.

    The Beastmaster isn't even included within the uploaded build, only Kreso has tried an alpha version of it. :D Wild Empathy upgrade was supposed to be there instead, I don't remember why it didn't make it.

  12. Waves of Fatigue

    It should also Display String:Fatigued.

    Mmm...does EE use the same string reference?

     

    Animal/Blood Range

    Is Blood Rage from SR or from IWD? That spell is... crazy...

    If it's SR, it needs a reduced casting time. If it's IWD, please ignore this.

    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.

  13. @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.

  14. Well, it's for Silence, I just didn't know if it covered Deafness as well.

     

    If it does, then it's a cheap, easy fix and I don't think Deafness/Holy Word is OP. Doesn't IR introduce potions of Vocalize?

    Vocalize cures silence, not deafness.

     

    Cure Disease was for some reason curing blindness and deafness in vanilla. It still does within SR.

     

    Yes, IR introduces Potion of Vocalize.

  15. 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).

     

    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?

     

    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.

  16. Obscuring Mist

    The +2 AC penalty just makes every fight with it even easier consider lowering this to +1. It is now far better than Defensive Harmony since the AI doesn't move out of it. Maybe there should be an attatched missile AC bonus for being in the cloud. This should curb it's power at lower levels. It's by far the best spell up to chapter 5 in BGT so far and you get so many.

    This actually makes sense. Also it will add even more utility to this spell (i.e. protecting your own party from enemy archers).

    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?

     

    Jarno is correct here - I can't remember why the idea was dropped however, maybe Demi does.

    Granting everyone within the cloud invisibility would turn the area into a backstab fest, and only players would take advantage from that.

  17. 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

     

    hmm cleric seems to get magic fang... was that oversight? or is that a me only anomoly?>

    I cannot reproduce this one, the spell seems fine with the correct exclusion flag.

  18. Just reinstalled all my mods and found something rather weird.

     

    Jaheira has access to all the animal summoning spells, but AS II and III are placed at level 4 along with AS IV. This only happens for her. I tested with a Figther/Druid and single class druid and both of them had the spells in their appropriate slot. This is most likely an issue with one of my other mods, but I thought I'd still mention it here.

    I checked and the spells level is correct. Does anyone else has such an issue?

     

    Monster Summoning III scroll uses the icon of MS I.

    Fixed and re-uploaded.

  19. Btw, the new bams are awesome - whoever made them - great job. The spell is fantastic!

    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. :party:

     

    V4 - Beta 10 (11 April 2015)

     

    - various fixes (e.g. 100th attempt to fix Spell Shield, Dimension Door scroll fixed, etc.)

    - Wild Mage spells no longer appear on spell selection screen (they were not selectable anyway)

    - Animal Summoning spells slightly re-worked (no PC classes, fixed HP values, minor tweaks)

    - ASI bats should finally work on EE too

    - Magical Stone duration reduced to 2 turns (to fix a weird EE bug), casting time from 5 to 1

    - Obscuring Mist no longer party friendly, added +2 AC penalty, removed hostile flag

    - Magic Fang added to druid's 3rd lvl spells (+1/+2/+3 enchantment to summoned animal's weapons)

    - Spike Growth added to druid's 3rd lvl spells

    - Animal Growth STR/CON bonuses replaced by +2 thac0/dmg and +50% HP (still grants +2 AC/saves)

    - True Seeing force visible effect triggers every 3 sec instead of 6

    - Detect Alignment (mage version) moved to 1st lvl spells

    - Expeditious Retreat added to 1st lvl spells ("replaces" Protection from Petrification)

    - Monster Summoning I moved to 1st lvl spells (summon gibberlings, "replaces" Friends)

    - Monster Summoning II moved to 2nd lvl spells (summon green slimes)

    - Resist Elements added to 2nd lvl spells

    - Monster Summoning III moved to 3rd lvl spells (summon hobgoblins)

    - Fire Shield 50% fire res replaced with 40% resistance to both fire and cold

    - Monster Summoning IV merged with Spider Spawn (summon giant spiders)

    - Mestil's Acid Sheath uses a new icon

    - Monster Summoning V added to 5th lvl spells (summon ogres)

    - Dispelling Screen no longer stacks with itself, magic res bonus lowered to 25%

    - SI:Enchantment (AI-only) replaced by a copy of Mind Blank

    - Chaos merged with Sphere of Chaos (keeps Chaos name and icon with SoC effects and spell lvl)

    - Waves of Fatigue added to 5th lvl spells (friendly 30' AoE, no save, fatigued for 5 rounds)

    - Monster Summoning VI merged with Wyvern Call (summon wyverns)

    - Summon Nishruu merged with Summon Hakeashar (few stats adjustments)

    - Monster Summoning VII added to 7th lvl spells (summon otyughs)

    - Khelben's Warding Whip "new animation" (stole from UD's brain's Ego Whip spell)

    - Imprisonment no longer uses INT drain, removed projectile, new animation

     

     

    I'll seriously need some feedback on a lot of things, going from summons performance and the new spells implementation.

  20. Yeah, I removed "spell on condition" effect and summon works fine. :)

     

    EDIT. Apparently, the game don't like how spell effect constructed. If I change original "every round" condition to "every round when attacked" - crash is gone. However, I have little to none knowledge how this things work, so I'll leave this to smarter people than me :D

    No idea why that condition doesn't work on EE, but I don't necessarily need it. All I care is that we can keep the bats! :) If there's a consensus on bats over rats because of their many advantages (flying, blindsense, etc.) I'll rename all those files because I cannot stand to see ratsu.cre/itm. :D

     

    Btw, if Crevs doesn't reappear this afternoon I'll re-upload everything around dinner and post the change-log.

  21. Yep, I double checked that right now. Bats with two handed swords or any weapon work without issues. It's not the animation. Problem is somewhere else.

    Can you try to edit out the "cast spell on condition" effect from ratsu.itm and see if it works? I really cannot find any other difference between ratsu.itm and for example dogwasu.itm to justify the EE issue.

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