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Demivrgvs

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Everything posted by Demivrgvs

  1. 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. Btw, if Crevs doesn't reappear this afternoon I'll re-upload everything around dinner and post the change-log.
  2. 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.
  3. Ok then I'll try something and re-upload. For Spell Shield I fear there's no hope even this time around. Crevs is not around and I cannot leave an unfinished build on the link for too long.
  4. Wait...do you mean it's not the attack animation the problem but something else on ratsu.itm (maybe a flag or something)? Not sure why something like that could work on vanilla and not on EE though.
  5. @DreamSlaveOne, it's a known EE-only issue. It doesn't like rats, bats, and other small creatures which were not supposed to have attacks. I'll fix it asap. Ignore ASI for now sorry. @kreso, I'm sympathetic but: - one of the main reasons we changed the spells was to remove the wonky haste opcode, I don't like the idea of re-introducing 2x repeating Blade Barriers and aura-like effects. Wrong +apr values is less of an issue for IH and high levels, but it still is a noticeable flaw imo. And I don't know if I like to create an inconsisctency, either both spells use the real haste opcode, or none of them. Am I the only one feeling like this? - if SCS use Haste on a Fighter it still works fine assuming it targets the creature it cares the most and not a random one. - a 3rd lvl buff granting +1 apr to an army of summons is stupidly OP imo Btw, doesn't off-hand attack extend the cap to 6 apr?
  6. I've sent a PM to Crevs. He was convinced the code was working. Let's hope he can check it tonight. I'll be around tomorrow morning to hopefully re-upload everything once fixed. Btw, when it comes to my stuff instead...you found only a single bam mistake within that huge amount of changes? Really? Then I'll have to add more stuff!
  7. @beta testers, do not re-download SR beta until I post again unless you know what may need to be done. I've uploaded a new build but it's not for everyone. As soon as we check a few things I'll post the change-log and let you know the build is safe. @Kreso, go ahead, smash your head on my usual packaging mistakes
  8. Vanilla's Spell Shield has an inconsistent behaviour, such as resisting an infinite number of beholder's anti-magic rays and similar issues. Anyway, Crevs just sent me a hopefully fully fixed Spell Shield patching code 2 days ago. I've been away for Easter Holidays but I'm back, and I'll do my best to upload a new build tonight which obviously contains that code. Cya later.
  9. Exactly. TS caster also doesn't suffer -4 thac0 penalty when attacking the II target with physical attacks. Cleric's Invisibility Purge should fully dispels invisibility, both mage's Detect Illusion and Oracle should as well. This hopefully gives a role to that poor Detect Illusion. As soon as I add Phantasmal Force and Shades I'm tempted to make DI the only spell with a chance to fully destroy illusionary creatures instead of simply highlight them like TS does now. Maybe we could also rename it as per PnP, Dispel Illusions, though the name would strangely make it sound ike an abjuration.
  10. Save or "die" effects I'm sympathetic to this request and I'm doing my best within certain limits. Btwm Black Blade of Disaster may still need some refinements, but it already works similarly to SR's Disintegrate thus you can happily disintegrate stuff left and right with it. SR's Flesh to Stone is already tweaked to not use the real petrification opcode. It's a "permanent stun" on a failed save, with a powerful slow secondary effect which allows no save. I think it's already useful even on bosses considering slow halves apr and doubles casting time. For Finger of Death I was trying to figure out a way to make its secondary effect more interesting, but I could imagine any for now. Increasing the dmg dealt would just make it a copy of Disintegrate imo. I also considered to add AD&D feature of turning the slayed target into a zombie, but I'm not convinced. On paper that would make the spell ideal not for bosses, but to reliably "replace" a weaker opponent with an undead ally. For Vorpal effects I considered to make them a bit easier to resist while adding a bit of dmg (e.g. no save penalty to avoid death but you still take xd6 dmg on a successful save). The Silver Sword could inflict 6d6 slashing dmg, AotU could do 4d6 slashing dmg, Heartseeker could deal 3d6 piercing dmg, etc. It's only a random idea on my mind though, I'm not yet convinced. Holy/Unholy word Slighty nerfing (Un)Holy Word is on my to-do list, but I didn't thought the deafness effect could be considered OP. For players it's not even that hard to counter imo. What I do think is problematic is the balance when fighting higher lvl opponents (e.g. greater demons/devils love to spam this spell). Vocalize It cures silence and makes you immune to it for 1 turn.
  11. If True Seeing doesn't reveal the invisible target (it can happen if the target is under Non-detection) just wait for it to reveal himself (note that SR's True Seeing no longer fully dispel Improved Invisibility). As soon as the target is partially visible True Seeing allows you to directly cast Breach at the target even if he is under Improved Invisibility.
  12. Don't worry, that is still my priority. I play PoE only when I don't have enough time to seriously mod. I had to delay the new SR build because of RL but as soon as I find a free day without my girlfriend around bothering me I'll finish it.
  13. I seem to recall some issues with +1 apr applied directly to fists but let's assume for now we can make it work one way or another. The fixed +1 apr at level 1 is KR's take on PnP Flurry of Blows, and even there the ability can be used with the few weapons available to the monk. In theory the monk should alternate weapon attacks with martial arts (e.g. the additional apr could be a kick or something similar) but that is not doable with BG engine. As a player (Kalindor I think) pointed out early after the first draft of KR's monk, this +1 apr is actually the only reason you may consider using a weapon sometime, without it we may as well give the monk no weapon proficiency because of how badly he would perform with them. Note that even at level 1 your fist deals as much damage as a short sword, but strike faster (fist speed factor is 0 or 1, I have to check) and deal crushing dmg (superior to pierce in almost all cases). With level ups, unarmed attacks get even more damaging while remaining lighting fast. When it comes to fighter vs. monk: yeah, KR's monk gets the +1 apr, but the fighter is more accurate and deal more damage with that weapon, not to mention he has more hit points, and he can equip armor, shield, helmet, etc. which means the fighter AC is waay better (with IR the armor even grants damage reduction). The staying power of a True Fighter is unmatched imo, and you cannot just pick one aspect of a class if you want to compare them.
  14. I already said I your suggested HLAs seem a good idea. I'll think about implementing a similar thing as soon as we'll reach HLAs, but my priority is to finally work on all other classes first. When it comes to monks and the enchantment lvl of their fists I would also like to get some feedback from players who truly tried them in-game. I saw a no-reload run of Kreso on Bioware forums and I've seen him encounter immune opponents a few times within BG2, but it didn't seem a problem. Am I wrong? I might be persuaded to change the +x progression (e.g. making it faster, or cap at +4), but I don't necessarily thing that having to rely on weapons (e.g katana and darts are really fitting imo) in few occasions is such a bad thing as long as it doesn't happen too often. Also keep in mind KR's Monk is much more proficient than vanilla monk when using weapons because the base +1 apr is applied to them. As always, to refine all of this stuff I need feedback from actual in-game testing, there's a limit to what I can design on paper. That's why I always stress out players asking for feedback.
  15. Non-detection Just consider Non-detection like the old SI:Div and counter it like you did with that spell, with a spell removal (e.g. Spell Thrust, Secret Word, etc.). The tricky thing is that ND makes you "immune" to True Seeing and similar stuff (e.g. if you are invisible there's simply no way they can detect you), but as soon as you reveal yourself a creature under TS (or Detect Invisibility) can directly target you with everything he/she wishes. One thing we can discuss is how Faerie Fire and Glitterdust should work against ND. Right now they should reveal the target position without fully breaking a Improved Invisibility state (if they are not working like that just report it). Cure Wound spells & Resist Fear Both cleric's 1st lvl Resist Fear and wizard's 2nd lvl one already have casting time 1. When it comes to make healing spells hard or impossible to interrupt, that's where ToBEx Concentration Check shines (even more when combined with IR's armors and their damage reduction). Too bad EE didn't opted for it. As discussed recently on another post, SR already improved Cure Wound spells casting time. It was 5 for all CW spells in vanilla (insane for a CLW) and it now is 1, 2, 3, and 4 respectively. Heal went from a full round to half. OFF-TOPIC: I'm playing a bit of PoE too (not much though). They did quite a few things really well (e.g. giving a purpose to all stats), but the more I play the more I feel they focused too much on raw combat when designing the classes. Every spell and ability is just a a bunch of dmg or defense numbers. Anyway, I'll post a more detailed "review" sooner or later.
  16. Rant: WTF with my new PC quotes doesn't work? Is it a "feature" of this damn Windows 8.1? Anyway, I'll fix the mentioned issues thanks. A new KR build will shortly follow SR one.
  17. yup Yeah, but that mod implements the animation using invisible creatures that randomly teleport around (via teleport field). I was hoping to use a more standard solution, and I'm not even convinced by IWD animation because it seems too "flashy/colorful".
  18. Interesting... I never noticed it, could it be EE only? I wouldn't like that feature much anyway, for some specialization it's completely useless to get that +2 save bonus (e.g. diviner, illusionist, abjurer). On a side note, I just finished packaging Magic Fang. I hope you guys will like this spell because implementing it required more than an hour and 35 files! Now, if only I could remember how I tweaked Entangle animation back then for Angurvadal Flame Whip (I changed its color to flame-like but now I cannot find any color reference anywhere!) I'd love to implement Spike Growth too.
  19. I'll need a few more in the future, but thanks to DreamSlaveOne I got pretty much all bams I needed. They also blend really well with vanilla's ones imo.
  20. Salk is pretty much spot on. He does seems to know me and "my story". As he says, disappearing for almost one year made me really really rusty, I have like 25% of the free time I once had, and in particular not having Arda around has been terrible for me (I miss u my friend). Anyway, even without Arda and Mike, IRV4 is just 1-2 beta builds away from a final release (I cannot imagine this taking more than 3-4 weeks) and while SR is a bit more behind I think the next build will be the biggest step ever in terms of finally including the discussed new spells. The problem is that we are encountering way more EE-related "issues" than I could imagine and combining that with the new additions is making the last few builds less stable than previous ones. I fear I really cannot give an eta for a final SRV4 release. The only good thing out of this is that both IR and SR V4 will be extremely polished builds unlike the first V3 (just look at V3 hotfixes!).
  21. Not fully. Arda fixed part of the problems with the code but it's still not fully fixed, and I fear both Arda and Crevs are too busy right now. As soon as they give me the correct code I'll release a new build. Btw that build will be EPIC imo. Let's just say Monster Summoning spells are not the only spells I'm working on. Sure, if you promise to give me some feedback.
  22. I'm speaking as IR modder, not as a player, but don't worry, I'm not going to remove it. Within the next build the plan was to replace its spell slot with Waves of Fatigue, but instead of fully removing Chaos I'm "moving it to a higher lvl", probably merging it with Sphere of Chaos.
  23. Yes, I don't know why EE didn't used the Anti-paladin class to create the Blackguard but Unholy Reaver should be usable by both. That being said, I don't like this sword much. Between Soul Reaver, Gram the Sword of Grief and the Silver Sword there was no need for a copy/past of Carsomyr imo.
  24. Mmm...explanation? Unless we find a reason for it (e.g. alteration spells cannot be dispelled?) I'm not convinced of it. Rant: I like what they did with Dispel Magic within D&D 5E (single target, cannot counter spells of higher lvl than the spell slot used to cast Dispel itself). I often feel a lot of our balancing issues would not be there if this spell was not as OP as it is right now. Yes, you need Detect Invisibility (I still believe it should be renamed See Invisibility as per 3E) or True Seeing to target invisible creatures. Alternatively Spell Thrust still has an AoE, even bigger than the one SCS introduced back then (15 feet instead of 5). Afaik those creatures can cast as if they have a permanent SR's Detect Invisibility yes. The god of ToBEx isn't around since ages start praying EE developers.
  25. Afaik you can safely install Main Component and all global changes mid-game. The only component which could cause minor inconsistencies is Store Revisions because it may place an item you already have in a different place (thus giving you a second one), or you may not find an item anymore because it was moved to a quest you already did. You mean this?
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