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About Bartimaeus

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  1. Bartimaeus

    Mage spellbook selection bug

    Use the "Remove Disabled Spells from Spell Selection Screen" subcomponent to fix this. That's what it's there for, after all.
  2. Bartimaeus

    SR Revised V1.1.0 (2019 February 5th)

    Those are disabled. See here: https://dl.dropboxusercontent.com/s/e7yj7nd5ujzlwfp/2019-07-17_02-53-02.mp4 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16 (Revised V1.1.0) ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16 (Revised V1.1.0) If they are not disabled, either you did not install the "Remove Disabled Spells" subcomponent or something else has re-enabled them somehow (overwrote hidespl.2da?).
  3. Bartimaeus

    SCS updated to 32.4

    Erik(.cre) uses AROW13, which are, as you said, dummy arrows. Still do zero damage with IR installed (including Weapon Changes). However, if you have Weapon Changes installed, then a Long Bow will give a damage bonus of 1. How much damage is he doing with those arrows?
  4. Bartimaeus

    IR Revised V1.2.5 (2019 April 5th)

    Thanks! Seems relatively straightforward, actually. Much easier to manage than the web browser client.
  5. Bartimaeus

    IR Revised V1.2.5 (2019 April 5th)

    Windows. That's the problem: Windows is case insensitive, github isn't, so when a github file is sw1h01.itm and I update a file from my machine that is SW1H01.ITM, instead of overwriting it, it creates a duplicate. If Windows wasn't case insensitive, I would notice locally that there is a duplicate, but I don't go through the item_rev\itm folder on github every time I update something to make sure there aren't any duplicates (especially seeing as there are a thousand plus files in that folder and it doesn't even render them all on the browser client). And since I do everything through the ever so painful browser client...
  6. Bartimaeus

    Dealing with anti-spell protections

    Thanks for the explanation. That's pretty cool, although...so I guess with that installed, Non-Detection does absolutely nothing against the mage/cleric with opcode 193, but continues to act as invisible (i.e. untargetable via spells or attacks) for everyone else?
  7. Bartimaeus

    Dealing with anti-spell protections

    A bit off-topic, but could you expound upon this point? I opened up the Tome and Blood readme pdf real quick to see if it mentioned improved invisibility and possibly see what you meant by this, but it did not.
  8. Bartimaeus

    IR Revised V1.2.5 (2019 April 5th)

    I see somebody opened up an "issue" in github like two weeks ago, but I didn't notice because I guess there are no notifications for such. Thanks and merged. Now if only I could replicate the same thing on desktop so that this doesn't happen again, seeing as this isn't the first time this has happened...
  9. Bartimaeus

    IR Revised V1.2.5 (2019 April 5th)

    Even better (and also more helpful if you've completely biffed your game), take renal.cre from your item_rev\backup\1030 folder and stick it in your override. That'll revert him to the last version of himself immediately before he got corrupted. Yes, he is fixed. His inventory was getting screwed up by an incorrect length text replacement that I actually already knew shouldn't be used like that, but simply overlooked from when I did it years ago and forgot to fix. I also looked for any other instances like that and believe there are no more.
  10. Bartimaeus

    Dealing with anti-spell protections

    It's a one-off speedbump for the character with Detect Invisibility/True Seeing, yeah, but nobody else. I think that makes it a pretty interesting protection vs. the other "harder" style of protections and counters that dominate the game, and it makes intuitive sense for something to do with sight - just because one character can see something doesn't mean everyone else should. If you want to reveal that character for the rest of your party, you have to dispel the Non-Detection/SI:Divinity, at which point the system becomes similar to the SCS system but in the reverse order.
  11. Bartimaeus

    Dealing with anti-spell protections

    Presumably to make it so that the spell system works. Before SR's usage of opcode 193 to allow an affected character to bypass the improved invisibility effect, a character affected with improved invisibility + SR Non-Detection or vanilla Spell Immunity: Divination was essentially invulnerable to normal spellcasters outside of a lucky Dispel/Remove Magic. You can't remove the improved invisibility because of immunity to divination spells, and you can't remove the Spell Immunity: Divination because of improved invisibility making it so you can't target them with anti-magic. It was a broken combination. So SCS made spells have an AoE effect that was often janky but allowed you to penetrate improved invisibility, and then the flag to penetrate improved invisibility altogether was discovered/made (...was this a ToBEx feature?) which made the AoE effect unnecessary. Doing it this way also made it fair for players if SCS spellcasters happened to use the same combination. I reverted it because I agreed with you, SR's way of doing it is better. But David didn't know about that opcode when writing SCS, and he says it would take way too much to change it now, which means SR and SCS are mildly inconsistent on this point. I tested a few different spellcasters with SR & SCS installed and, if I remember correctly, SCS makes them do the same amount of steps but in the opposite order. The player has to cast Detect Invisibility/True Seeing first and then use an anti-magic spell like Secret Word to dispel Non-Detection/Spell Immunity: Divination and consequently the improved invisibility; the AI will instead cast something like Secret Word first and then use an anti-invisibility spell. The advantage for the player is that they don't strictly need to dispel the Non-Detection since the Detect Invisibility/True Seeing allows them to start attacking the improved invisible character immediately with any kind of spells if they wish; the advantage for the AI is that they are not bound to the duration of Detect Invisibility/True Seeing, and can also use other spells like Detect Illusion and Oracle to remove the improved invisibility. So it is currently inconsistent, but kind of fair, I guess? On a side-note, I would not necessarily be against patching *all* spells to penetrate improved invisibility to be rid of this silly "you can't target characters with improved invisibility" mechanic once and for all. I've always thought it was a terrible mechanic especially given the inconsistency of single target vs. AoE spells.
  12. Bartimaeus

    IR Revised V1.2.5 (2019 April 5th)

    Thanks for the heads up, fixed.
  13. Bartimaeus

    Feedback: IR v4 Beta

    I think we had a discussion about it in the IR Revised thread a while back. I think I liked giving it either the strength bonus or like +1/2 APR, but nobody seemed to care that much probably because slings, after all, are supposed to be a weak category of weapons, so I didn't end up bothering.
  14. Bartimaeus

    Dealing with anti-spell protections

    Yeah, I wrote that in the SRR description with the specific intent of shedding light on the Improved Invisibility + Non-Detection mechanics (since Non-Detection's description in current SR is inaccurate in describing what it does and even more unhelpful in explaining how everything interacts), but people do actually have to notice that the description has been updated and read it, haha. On a side-note, I actually originally had it so that anti-magic spells all penetrated improved invisibility a la SCS...but @subtledoctor helpfully informed me of how things were *supposed* to be working in SR, and I ended up reverting it and rewriting a number of the relevant spell descriptions instead. Perhaps I should also provide a settings.ini switch or subcomponent that makes them penetrate again so that if you want it perfectly match SCS behavior, the option's there.
  15. Bartimaeus

    IR Revised V1.2.5 (2019 April 5th)

    Glad to hear you solved it. Makes sense that it'd be Solaufein, given the age of that mod and the infancy of weidu modding when it was made!