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Demivrgvs

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Posts posted by Demivrgvs

  1. @Kreso, well we could make that wand slightly more unique and the consistency issue would vanish, no? Most wands don't cast perfect copies of a spell anyway (e.g. Wand of Frost, Paralyzation, etc.)

     

    Speaking of wands...maybe it's just me but the Wand of Paralyzation looked extremely OP on your BG1 no-reload run.

     

    @brandinmemph, the 3rd lvl Animate Dead no longer summon the Skeletal Warrior but "only" Greater Skeletons. The SW summon was freaking OP for a 3rd lvl spell slot, and even for a 6th lvl spell slot it is still extremely competitive (just compare it side to side with an Air/Fire/Earth Elemental and you'll see what I'm talking about).

  2. Summons

    Regarding the whole "bring the Nabassu back" (and maybe add a Cornugon too), I already said I'll think about it, it is simply not a priority of mine. It isn't very unique imo (just another demon), and surely it's not more unique than djinni/efreeti as some of you claim (note that genies within SR are not fully friendly, unlike most summons if you damage them they turn hostile).

    Also, an uncontrollable not-friendly demon cannot replace the Hakeashar, but yes, I was already planning to "merge" it and the Nishruu within the same spell to use the other resource for a more unique summon.

     

    Anyway, I'll try post more on this matter on the dedicated topic, hopefully later today.

     

    Namarra

    Also, please sometime in the future make Namarra's Silence respect the "spell deflection protects from AOE spells" rule. This is quite overpowered right now when every spell is subject to the rule. Considering the Namarra has that -5 save on its effect its a direct counter to the mages. Staying away from using it for now.

    I agree it seems unfair for it to ignore Spell Deflection now that the standard Silence spell is blocked by it, but every AoE effect bypassed SD in vanilla. Namarra's Silence didn't got more powerful, it behaves the same, it's the standard spell which is slightly less powerful because it doesn't bypass SD anymore.

     

    On a side note, the issue would not be there with IR installed. Speaking of which, may I ask why you like SR but not IR? I'm just curious.

     

    Improved Invisibility

    ...is there any possibility the improved invisibility loses its -4 save bonus in bg2ee? Maybe there is some workaround?

    The solution is using a -4 penalty to all saves to counter the hardcoded bonus added by EE, but it needs to be done via shell system because on one hand I need such bonus to not stack with themselves otoh the anti-stack effect would make it impossible to cast II again before the duration of the previous one expires.

     

    Short story, I need to make a different version of the spell which installs only when EE is detected. "Mod friendly" they said. :angry2:

     

    Spell Removals

    Spell removals (ie. Secret Word) have that "Display string" opcode (i.e. Spell Protection dispelled and similar). They don't have to be there, since it removes protections by type string is automatically displayed.

    This way, message displays twice.

    I'll fix it immediately.

     

    Wand of Spell Striking

    In addition, wand18b.spl (Pierce magic) doesn't work vs spell shield (doesn't get patched). In addition, it doesn't work the same as Pierce magic mages can cast.

    How about "cast spell" - real Pierce magic, so it's not dependant on SR install.

    As far as I remember I changed a few wands to not use the original spells because some players complained about "wands causing cowled wizards to appear".

  3. Oook, today I can finally start to mod again. I really couldn't mod with that fucking windows 8.1 on my new notebook and my PC was under a pile of stuff and dust until few moments ago (the keyboard went from black to almost white but I'm too lazy to fully clean it now).

     

    Anyway, np to fix all that stuff right away but I'm less sure what's going on with the Silver Sword. I'll try to track the issue down. I assume all other greatswords are correctly patched from 1d10 to 2d6, right?

  4. Regarding Monks - at level 14, they don't get +2 to saves but MR bonus.

    What? How did that survived all this time? Several players reached ToB with the monk without reporting it. I cannot check it right know if it's a typo in the clab (using old file at 14th lvl instead of new one) or if the new spl wasn't correctly set to give saves instead of mr. I'll fix it asap. Can you fix it locally for testing purpose on your run?
  5. I've uploaded a mini-update.

     

    V4 - Beta 9.1 (16 March 2015)
    - various fixes
    - Animal Summoning I summons large bats instead of rats (rat animation caused ctds on EE)
    - Spell Shield patching code hopefully fixed by Arda

     

    I hope instead to package a real new build within a bunch of days. It will include quite a few new spells, including all Monster Summoning spells from I to IX. :)

  6. There's some important stuff going on here. I'll try to upload a mini "new" build before going to bed.

     

    Dispelling Screen

    Since we apparently keep its DS stats unchanged, kill this in the main component:

    LAF ds_altered_spell INT_VAR old_clone=142 new_clone=~-1~ STR_VAR file=~spwi590.spl~ END
    and instead add this (once is enough):
    APPEND_OUTER ~spell_rev/lib/ds_sr_extra.2da~ ~spwi510.SPL    282     1     6     142    n     A~

    @Arda do you mean I don't have to replace "LAF ds_altered_spell bla bla" for spwi590? Replacing the line after spwi510 and removing the one after spwi590 does the trick?

     

    Animal Summoning I

    Let's give these bats a chance then and hope EE didn't fucked this animation too. I like the combo with Obscuring Mist. Good suggestion guys.

     

    Death Knight vs Cacofiend

    Leaving aside SCS compatibility (it checks for Death Knights when SR is installed), I do think getting DKs is way more interesting than having one more fiend summoning variant (we already have Summon Fiend and Gate). It also gives Necromancers a deserved high lvl minion, while Conjurer keeps the top tier fiends.

     

    I could "restore" the lost fiend (Cornugon?) on a different spell, or use it as entry lvl summon for the 8th lvl spell, but overall I don't understand what's special about it. Conjurers already have 2 genies, the anti-spellcaster hakeashar, and soon a cool MSVII too. Do they really need one more summon in that spell slot?

  7. ASI - I've checked the spell on EE2, it indeed causes CTD (I think it's due to some animation problems - iirc, SCS disabled Improved Vampires on EE specifically for that reason. I tought they fixed it ...).

    WTF?!? Did SCS Improved Vampires used the rat's animation (maybe for a vampire alternative form or something)? That's the only thing in common that I can imagine, but that would mean there's no hope to make the spell work on EE unless I simply replace those rats with something else...

  8. @n-ghost I fear you just discovered another small issue. :( Druid's version is using the wrong projectile. The correct one got re-colored and it should be gray (check mage version). I'll fix it asap and re-upload.

     

    Regarding the "party-friendly" I still haven't decided, I was hoping for more feedback. Concept wise it would make more sense as not-friendly, but I don't know if the AI would handle it well.

     

    Btw, does ASI work on your install?

  9. I was just going to post about the non-working spells but it looks like MM got to them. Obscuring mist also still in Cleric/Paladin spellbook but not in Rangers, if you didn't catch that.

    Fixed.

     

    moved to its own topic as the problem is more convoluted than i first thought..

     

    read as1-3 are scerwed..please!! its funny/sad /maddening.. or something..LOL

    Fixed.

     

    I'll re-upload asap.

     

    EDIT: done.

  10. Obscuring Mist: Hotkey BAM is wrong, uses the old Blindness one. Also scroll cast is set to self and not target.

    Fixed.

     

    -Conjure Animals (SPPR604.SPL) don't work: missing BEARDISU.EFF

    -Animal Summoning III (SPRA306.SPL), same as above

    -Animal Growth (SPPR525.SPL) don't work: missing SPPR525.EFF (not installed)

    -Animal Summoning III (SPPR320.SPL) don't work: missing WOLFSU.EFF (not installed)

    - this spell is disabled but it's best to keep it working just in case the AI uses it

    - ops, the other two Beastmaster spells are broken too because they were not updated :D

    - fixed

    - fixed

     

    Thanks guys. I'll re-upload the build asap.

     

    Edit: Done. Beastmaster spells are a bit odd now that every druid and ranger get AS spells at low levels. As a temporary solution it gets a lesser version of ASIV, ASV and ASVI. Those variants summon a single animal (a single leopard as a 1st lvl spell is still kinda good imo).

  11. Ug. No animal summoning should cause druids to lose spells. AS are terrible spells that are only marginally useful that become useless 2 levels later. Making a druid cast 3 spells to try to make them useful is even worse because it doesn't work. Don't remove AoF unless you are providing a spell that they will use when they are lv 10+.

    I'm not swapping AoF with ASI, Druids got an almost entire new set of lvl 1 spells (Sunscorch, Faerie Fire and Strength of Stone from V3, Regenerate Light Wounds, Animal Summoning I and Obscuring Mist within V4).

     

    On a side note, Magic Fang and Animal Growth are not supposed to be used for ASI.

     

    AS could stand to be slightly buffed ..but as everyone is eager to point out not supposed to be as powerful as MS ..though personally id buff the AS slightly increasing the summons number or instilling a built in max HP buff when animal summoned hps=max ..something to make em slightly durable

    The current animals do not get any hit point from their CON values. I have to assign them a PC class to make the stat work. That means the next build will see much tougher animals, especially mid-high lvl ones.

     

    The current state of AS spells is just a first draft. I'm waiting for more feedback to understand how to refine them. That includes an eventual change of the amount of summoned creatures. The caster level at which you get more of them too.

     

    also ad a HP buff to the animal growth not just a con /str bonus...

    The CON bonus will translate into 20-40 additional hit points (and even a small regen rate for bears) once I fix the above "issue".

     

    Clerics don't get barkskin AFAIR

    SR's Clerics lost Barkskin within V2, if not V1 itself. That's more than 10years ago. :D
  12. The mage summoned a bone fiend, instead of the demon knight. The log showed summon death knight spell.

    There were NO demon knights summoned de facto, but the spell was summon death knight and it actually resulted in a bone fiend. which couldnt be hit with liliacor +3. wtf?

    With your weidu log the only thing I can say is...WTF?!? Seriously, I have no idea how a Bone Fiend could end up there without aTweaks, Refinements or anything similar.

     

    Regarding your weidu-log...

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30

    ...

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30

    ...

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16

    ...

    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16

    - Antimagic attacks penetrate improved invisibility is kinda redundant with SR imo

    - do not install Allow individual versions of Spell Immunity, considering what SR does with SI it may only cause inconsistencies

    - large, flying, non-solid or similar creatures are already immune to Web and Entangle within SR. I actually did many more similar tweaks within SR.

    - SR already handles Magically Created Weapons

    - Remove Delay for Magical Traps is redundant with SR (look who's the author of that tweak :D )

  13. stones disappearing after few rounds, can anyone reproduce it and help me track the issue? I couldn't find any error within the spell files...

    Works fine for me.

    same as kreso they disapear after few rounds .. no where close to 5 turns

    Ehm...Kreso actually said they work FINE for him. :rolleyes: I'm starting to fear another EE-related issue...

  14. Summon Death Knight

    By the way. I ve just had that: a hostile mage cast summon demon knight and he actually summoned a bone fiend which i couldnt hurt with +3 Liliacor. Weird stuff?

    Ehm...Death Knights should not be able to summon demons. It sounds like you installed aTweaks demons, but even then, no demon or devil should be immune to +3 weapons. No idea what going on.

     

    Can you post you weidu-log?

     

    Improved Invisibility

    ...you already know the bug about improved invis giving - 4 saves on bgee installs.

     

    Yes I do. Say thanks to EE that turned it into a hardcoded "feature". :schimpf:

    AoE spells vs. Spell Deflection

    Also, i might be mistaken but i think that item-cast AOE spells like the Namarra's silence ignore the "deflection protects against the AOE spells" option and goes through it.

    It depends, are you talking about vanilla's 3/day Silence or IR "on hit" Silence? If it's the former, the code should be update to affect it yes (minor issue imo though as power lvls on them without IR were a random joke), if it's the latter than all of those spell-like effects have power lvl set to 0 on purpose and do not consume SD.

  15. Thanks n-ghost. :)

    ASI

    ...the spell seems fine.
    Mainly it's useable as a 'trap' spell that aims to prevent large targets from moving freely, also useful to block narrow passages and getting some pressure off the party. Diseases are nice bonus, but I don't count on it to trigger exactly when I need it too much.

    As a possible improvement one could consider buffing up rats attack speed factor some.

    Where did you tested them? I'll wait to see how they perform at least on a full BG1 run. Ideally it would be cool if they could at least perform as a very small distraction within BG2, and if the combo Stinking Cloud + ASI works as I wish.

     

    Speed factor is already 1.

    Regenerate Light Wounds

    I knew this spell would have been good. Within BG1 it restores up to three or four times the amount of hit point of vanilla's Cure Light Wounds, and even later on it's a super cheap spell to slightly boost a character.

     

    The whole "undead are damaged by heal/regen" is simply not implementable without risking to ruin the AI.

    Goodberry
    I actually expected these to still need something, but I'm glad you consider them viable now. At least they are cheaper (1st lvl instead of 2nd is a big deal imo), more effective, and more unique (druid doesn't have instant cures anymore now) than vanilla's ones.

    Strength of Stone

    I have some doubts about this one. I mean, imo it actually goes against IR's philosophy of getting rid of all those items that set a fixed value for stats. Is it possible for it to give a flat bonus to stats that won't exceed 18\50?

    It's a self-only spell usable by a class who generally doesn't sport high STR (except maybe a fighter/druid). What you suggest is not doable, while a flat +x to STR would be hard to balance imo. Let's see if other players have some opinion on this matter.

    Armor of Faith

    Nice tanking spell, but does it really fit a druid's spellbook context?

    Yeah, it's not tremendously out of place but I agree it doesn't truly fit a druid's spellbook. It was still there because of the lack of druid 1st lvl spells, but now that we added Obscuring Mist and Animal Summoning I we could consider to make AoF cleric-only.

     

    Imo it should give a way to Cure Poison (that is much more needed especially at lower levels).

    AoF curing poison? :hm: Slow Poison is there at 2nd lvl and it already has a small role we shouldn't make it even smaller imo.

    Entangle

    Well this one is classic. Though for me atm it makes neutral NPCs hostile, so it's not that useable in city areas. Anyone can remember if there was some fix for it (or if there was even a discussion in SR forum)?

    I remember a similar discussion about Web. I had a few doubts about the possible exploit of pre-casting these against neutral NPCs "not yet but soon to be hostile". Mmm...

    Shillelagh
    Ideally it is one of the best, if not the best, 1-handed weapons a druid can find in the entire BG1, and a +3 weapon available at the very start of BG2 if needed.

    Faerie Fire

    AoE is very small so it's very easy to waste this spell. I suggest making area affected a bit larger.
    Otherwise, good debuff, useful vs anyone.

    Yes, I was thinking to extend it to 10 feet, but then it would be on par with Glitterdust. These two spells are too much copy/paste imo.

     

    I'm tempted to try something more radical, like turning FF into a "stationary source of light" rather than the current "cast and forget". Kreso pointed out the AI would not actively try to leave the AoE, but I'm not sure if it's a big deal: right now an affected mage or thief cannot turn invisible for the whole duration of FF, with the change the worst case scenario is still the same if the targets remain in the same spot all the time.

    Sunscorch

    Our favourite no-brainer. Nuff said, this thing kills everything in BG1.

    And we like it that way.

    That's why casting time 5 has to stay imo. :D

    Magical Stone

    Make a conjuring speed faster and it's fine. Attack range could be buffed a bit, but then again, if not, it's fine as it is (and 3 attacks per round are especially nice).

    I'm glad to hear these at least look decent. I can be persuaded to increase the range from 20 to 30 if it can help the spell a bit, especially considering Minute Meteors always had that range.

     

    A few players reported issues with this spell duration (e.g. stones disappearing after few rounds), can anyone reproduce it and help me track the issue? I couldn't find any error within the spell files...

  16. any thoughts on giving monks at epic lvl an hla that uis a special ki abl that boost fist damage to equal to +5 weap for hit ... for x rounds.. can even be short duration.. seems with such a strong focus on unarmed.. that at epic lvls a monk should beable to hold its own.... mages have spells at epic to deal with that lvl of protection.. fighters weapons.. clerics spells.. givwe the monk s ultra high lvl ki that short term allows penetration for +4 or +5 to hit .

    I'd like to remember that the enemies immune to +3 enchantment can be counted on one hand (2x demi-lich, 1x Ravager and 1x WK creature I don't remember right now - I can check if necessary). That being said, the idea is kinda nice. I'll think about it.

     

    Are Monks allowed to wear robes?

     

    Monks & robes have a very strong connection, you know.

    I'm sympathetic to this, but BG robes are clearly "mage robes" imo. We would have to tweak robes themselves before even considering this idea.

     

    Are Monks Warriors or Priests within KR, thematically speaking?

    They don't get bonus HP from 17+ CON, so I'd say they are Priests.

    Extended Edition(s) wiki also lists them as Priests but is not very consistent in this, IIRC.

    It's hard to say. Within KR they have warrior thac0 table, and the best saves of all classes (with no weak save type). I could say they a sort of Kensai/priest with fists as their weapon of choice.

     

    Regarding 17+ CON not giving them any hit point, don't worry, that will be changed as soon as I release KR's stat tables. ;)

  17. So in SCS there are two components that are not skipped if SR is installed. They seem redundant but I usually install them anyway since I want to make sure the AI behaves properly. I just want to confirm that you should install them, or if they conflict with anything SR is doing and they can be skipped..

     

    1. ) Breach affecting Liches and Rakashas

    2. ) True Sight providing protection from Blind.

    Install 2). SCS doesn't yet check if SR has this component, and afaik some script depend on it slightly (mages will counter Blindness with it)

    1) Is optional, but SCS won't behave "inproperly" if skipped. I don't use it.

     

    SR's True Seeing already counters blindness as "required" by SCS. Are you sure installing 2) is needed anyway for scripts to correctly work?

     

    Installing 1) is optional. SR provides an alternative solution but you are free to use SCS tweak if you don't want to require an 8th lvl spell, Pierce Shield, to breach liches and rakashas protections. SR variant is more "legal" imo because s 5th lvl spell is not supposed to affect those creatures at all.

  18. So, just to be clear whatever needed to be reuploaded has and you should not use the Spell Shield portion of the beta? Is the Spell Deflection working?

    Yes, I re-uploaded the build yesterday night and afaik the only issue left to handle is Spell Shield, but unfortunately it's a big issue. Spell Deflections work fine, both vanilla and AoE version.

     

    On second thought: I've re-uploaded the build 5 seconds ago. Until Crevs manages to fix Spell Shield I've disabled the patching code, this way Spell Shield should at least work as per vanilla. It's far from perfect, but at least not fully broken. :undecided:

  19. yeah i saw the dup numbering for first issue.. but havent played with the spell shield and thanks man sorry to play crash test dummy.. ill sit tight til you upload a fixd build btw any plans for mon sums 4-9 in next builds love to know what your thinking for that

    You are really unlucky man. Every build had its problems but not so annoying and persistent. That damn Spell Shield fix is giving troubles since like the last 3 builds.

     

    Anyway, you'll probably see a first draft of MSI-IX spells within the next build. I'll post more infos soon.

     

    @geg_Ma3gau, I'll let you know, but it depends more on Crevs than me. Sorry.

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