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Wyrd

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Everything posted by Wyrd

  1. It seems so, I'll make some more test later in the day, but i casted 6 fireballs and they all got through
  2. Gotcha! The bug with the "mirror image fix" component it's not present IF you install Cure Sleep Fix and Deva and Planetar Animation first (possibly only cure sleep fix or only planetar animation, I haven't tested) It is exactly what it is supposed to happens. Mirror image is not supposed to protect you from aea attacks anymore with the fix ! The "->" part was added by me, wasn't present in the weidu log. Anyway, thanks to both you and Bartimeus for the help!
  3. Draztik, what have you used as base version of SR, V15 beta 15 or V15 beta 14? Edit: sorry stupid question, it's in your weidu log
  4. The bug is there with V1.00h. Draztik: how many aoe spells have you tried? there is always a small chance like 1/9 that you hit the real one I too have BG2ee latest patch
  5. It's SRR, the problem lies within mirror image fix I tested vanilla bg2ee + SR beta 15 main component only, the bug is present, mirror image protects against magic attack vanilla bg2ee + SR beta 15 main + mirror image fix -> mirror image doesn't protect against area attacks anymore
  6. New test for mirror image: 1) Vanilla bg2: ee with no mods installed: created a sorcerer, cast mirror image, proceed to cast fireball on myself 6 times -> mirror image is bypassed each time (the bug was fixed by beamdog apparently) 2) installed spell revision revised main component (the only mod): created a sorcerer, cast mirror image, proceed to cast fireball on myself -> mirror image is not bypassed, an image disappear for each fireball. Proceed to cast delayed fireball on myself, same result 3) installed "mirror image fix" component over spell revision main component: same result as 2 So it must be a bug introduced by spell revision To install spell revision revised i download SR V4 beta 15 from here http://gibberlings3.net/forums/index.php?showtopic=28817, and then extracted SRR v1.04 on top. EDIT: tested stoneskin vs iron's golem gas cloud, it's a vanilla bug apparently. I've no clue why that can happen
  7. 1) Fire Shield and Mestil (and possibly Prismatic Mantle) are bugged on my install too. They work normally for the player's part (tested by creating a charname sorcerer and then make an ogre attack it), but they don't work at all for enemy. Maybe they don't consider player 'hostile'? 2) When enemy (and only enemy) cast mordenkainen's sword, the sword dies instantly. 3) In my game AoE spell don't bypass mirror image (i'm playing on ee, and have the SR mirror image fix installed (i'll try to disintall it this afternoon and see what happens) 4) Maybe its a vanilla bug, but stoneskin seems to block iron's golem poison cloud. Playing on BG2: EE Edit: I unistalled Mirror Image Fix, unfortunatly the bug it's still there. I also tested vanilla BG: EE with no mods, AoE bypass mirror image correctly Edit2: I'm doing some more testing, fire shield and mestil's acid sheet don't seem to block insects: tested creating a sorcerer and one druid, the sorcerer casted fire shield/acid sheat on himself and then druid casted summon insect at him. WeiDU.log
  8. Fireburst is not blocked by Spell Deflection. Sometime, apparently at random, Dispelling Screen doesn't work for some characters (e.g. enemy mage casts remove magic, on charname and jaheira dispelling screen works, on aerie both dispelling screen and active buffs are dispelled).
  9. In my game (I'm playing bg2 ee too) problem seems to reside in singular spells. Meteor swarm seems to be deflected correctly by spell trap, but for example burning hands is not deflected. Oh and, meteor swarms doesn't seem to have any animation (the spell works however). WeiDU.log
  10. If I remember correctly the logic behind banishment not affecting demons and celestials is that they are "gated" creatures, not summoned. Maybe banishment could affect gated creatures if they fail a save vs spell at -2 or something? Is this doable in the engine?
  11. If we were talking P&P I'd agree with you, but this is a game, and SoA throws epic level liches in your face when you are long away from XP cap and expect you to win. After all If it's unrealistic that a lv 20 wizard defeats a epic lich, then it is also unrealistic that a 14 level six man party or something like that defeats said epic lich. All imho of course.
  12. On point 3 I was suggesting of creating two different spells rather than replacing the current Aoe Dispelling Screen: Dispelling Screen: Personal - only affect caster and Dispelling Screen (AoE) - works like the current Dispelling Screen In alternative (I don't know if it can be implemented), when you cast Dispelling Screen you can choose wheter is Personal or AoE. ScS mages would use the personal version of course. Imho it's not just a question of solo mages (who indeed suffers from this change, bg 2 is full of high level wizards), if SCS mages use x3 dispel magic sequencers, a standard 5-6 party will get dispelled even with Dispelling Screen active.The lack of a reliable source of protection from dispelling in the current SR is big change compared to vanilla that has a big effect on gameplay and its worthy, imho, at least an optional component (a la nwn deflection).
  13. I'm with Hicuty, getting dispelled too often can be frustrating, and in BG2 you'll have no choice but face casters much higher in level than you. What about simply creating a "dispelling screen, personal" that grants immunity to dispel for 5 turns flagged as SI: Abj like in older versions of SC? not cumulative with normal dispelling screen and maybe as an optional component, if someone doesn't want it. Or in alternative, adding immunity to dispel to Spell Shield (the first spell protection that is brought down, so it doens't become to difficult to tear down a spellcaster's protections).
  14. Beginning with the premise that it's the first time I meddle with scripts, so I may say something stupid, giant spider script seems to tell him to destroy "spidgi1" if "spidgi1" is equipped. Editing the script to tell him to destroy another item (I picked spidhu1) seems to solve the problem.
  15. I remember reading on this forum, but I may be mistaken, that scrolls of Summon Fiend and Gate were temporarly removed to help playtesting the new summon monster IX.
  16. In my game apparently some creature are not correctly using their weapon.itm, for example giant spider doesn't use spidgi1.itm when attacking and as a result it only deals 1d3 nonlethal damage with no poison. I tested this with vanilla siege of dragonspear + SCS only. On a side note, it seems that SCS "nerf" the thac0 of some monsters (for example ettercap and wyvern) to give them a thac0 appropriate to their level (e.g. a level 7 monster has a max thac0 of 13). Is this intended behaviour?
  17. Small bug If you don't install the component "revised critical hit aversion" some helmets are patched anyway to not grant immunity to critical hits.
  18. Thanks to you for updating this wonderful mod!
  19. I don't know if this is SCS related, but in my BG: EE install ettercap seem to have been downgraded. They have thaco 15 instead of vanilla 11. Also I checked their .cre with near infinity and they are equipped with two weapons: one that deals 1d3 damage with no poison, and one that deals 1d8 + poison, but in the game they always use the former. WeiDU.log
  20. Small bug Summon Animal II is missing its bam in the casting interface. It has its bam as normal in the priest spellbook page.
  21. SCS RC 3 "antimagic attacks penetrate invisibility" doesn't seem to be compatible with SR (it breaks antimagic spells: weird projectile issue and other problems). Tested on BG: EE with installed IRR, SRR, SCS, BG1 Npc Project and BG1UB.
  22. Hey Bartimeus, does this mean that you are going to release SRR to the public? *squeal like a schoolgirl* Anyway, some bugs from BGEE install of SR V15 Some spell are not affected by deflection spells, in the specific: vitriolic sphere and burning hands. (I don't know if this is due to the new 2.5 opcode) P.S. If you need help playtesting, I'm willing to help.
  23. Hello, I tried to install Spell Revision Beta 15 on BG: EE V 2.5 (only other mod installed before is IRR V1.15a main component), but it fails to install due to errors. After that, I tried to use Big World Fixpack (latest version from github) on SR beta 15, but it says the fixes are only for SR beta 14 only. Anyone can tell me how to install SR beta 15? Thanks
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