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Bartimaeus

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Everything posted by Bartimaeus

  1. V1.3.200. NOTE: A lot of stuff under the hood that you probably won't notice, but which has effectively adapted SRR for a change in installation order, please see the following post in the IRR thread (applies even if you use only IRR or SRR): https://www.gibberlings3.net/forums/topic/28894-ir-revised-v13200-2020-august-15th/?do=findComment&comment=286910. The gist is that SRR is now installed after IR/R and patches IR/R resources instead of trying to do it the other way around. Additionally, SRR now attempts to apply 1pp patches to non-EE games if it detects that the relevant 1pp components are installed beforehand (e.g. special graphical changes, making it so Protection from Missiles and Physical Mirror properly protect against all forms of missiles, etc.). I'll get around to updating the main post of this thread...eventually. Changes: Hold-type spells having their original graphical effect restored for easy visual clarity on who's being held (plus I usually love restoring original graphics - at least, when no substitute graphical effect was made). Genies and Efreetis are now marked as "Gated" creatures, making them more difficult to Banish (subject to the saving throw instead of automatic). The Winter Wolf Polymorph Self form has -25% fire resistance. Skull Trap, Vitriolic Sphere, Icelance, Elemental Conjuring spells, Call Woodland Beings, Animate Dead, Animate Warrior, Shambling Mound, Aerial Servant, Summon Shadow, Invisible Stalker all have their ranges extended to 30' for maximum SCS compatibility. A couple of these are unfortunate (specifically Skull Trap, Icelance, and Vitriolic Sphere IMO), but it is to ensure that when SCS and player-controlled mages attempt to cast sequencers and contingencies involving these spells, they're actually cast instead of failing due to out-of-range issues. Spell Shield now totally absorbs Warding Whip. Previously, this was not the case: beware of casting this on spellcasters with a Spell Shield currently running, for secondary effect of additional spell protection takedowns will *not* occur. This only makes sense given that Spell Shield totally absorbs the secondary effects of e.g. Spellstrike, Pierce Shield, and Pierce Magic, and this is actually how it works in an unmodded BG2EE game as well (as well as possibly the official version of SR?). Lower Resistance is now 10% + 2% per level for a max of 50% at 20th level. Alternatively, there is now a settings.ini setting you can enable (defaulted to off) that leaves Lower Resistance at 2% per level for a maximum of 40% at 20th level, but changes it so that it is a target + 20' radius AoE spell, giving it potentially more use in situations against e.g. mindflayers and drow. Remove Magic has two alternative implementations that can be enabled in settings.ini: 1. Change the percentage-based system to instead simply be a level-scaling saving throw system that maxes out at -4 at 20th level (may change this in the future - I wasn't too pleased with how the numbers exactly worked out, but it may be a viable idea with some tweaking); 2. Instead of the dispelling effect, it becomes a Breach-like effect that dispels 1 combat and specific protection (each) for about every 6 levels of the caster, up to a maximum of 3. Also not too pleased with the exact numbers, may be tweaked in the future. You can also try Subtledoctor's tweak from his spell-miscellania mod if you like his implementation better! Denak (leader of the Red Wizards in that one BG1 area) drops a scroll of Vitriolic Sphere. Kahrk (mega-doom ogre mondo magi ultra-bastard in BG1's Firewine Bridge) drops a scroll of Wraithform and a scroll of Dispelling Screen in addition to his other randomly-generated treasures. Carsa (the lady whom dies if you summon Kahrk) also drops a scroll of Protection from Petrification in addition to that...Protection from Alteration scroll she has, I think? Zordra (crazy wizard who is convinced some other mage is a witch in Nashkel) drops a scroll of Detect Alignment. The High Hedge cabin (which only contains...an aquamarine gem on a table?) now also has a scroll of Friends on the table. The Trade Way North cave (south of Nashkel) now contains a scroll of Protection from Petrification (in addition to the modest gold pile and a potion it contained). The Nashkel noble house (top right of the main area) has a curiously empty bookshelf - there are other scrolls in this house, and so it now also has a Friends scroll. Fixes: Summon Hakeashar was calling itself a Nishruu when actually summoned. BG1 temples should always have Dispel Magic instead of Remove Magic. Some of the Mordenakinen's Sword's immunities were not targeting itself correctly and therefore not applying. Mestil's Acid Sheath's level headers got mucked up somehow and weren't always casting at the correct level as they should. Spirit Armor's unique 1pp graphical effect wasn't applying to EE games due to a typo. The scroll school-setting function was incorrectly setting the wrong exclusionary schools for Necromancy, Illusion, and Evocation scrolls. False Dawn claimed a radius of 30' in its description - it's actually 20'. Color Spray's spray size was just...not right. It claimed 60 degrees and a range of 20, but it was more like...maybe 40' and a range of 10, maybe 15. It's bigger now. Prismatic Spray now mentions how big the spray actually is in its description (...and since I noticed that Color Spray and Prismatic Spray both had oddities, I made sure Cone of Cold was behaving as it should as well - it seemed to be). Updated Detectable Spells with the guidance of DavidW. Sunscorch wasn't applying correctly to undead creatures due to a typo. (How ironic - I just proofread this sentence and realized I typed "do to a typo" and had to correct it.)
  2. Maybe, but it's not something I want to screw around with at this time. Finally, patch notes for V1.3.100 (patch notes for V1.3.200 coming tomorrow): Changes: Added a setting to settings.ini where shapeshift forms get the two-handed flag to prevent shields from applying (applies only to EE games, default option but it can be disabled). Settings.ini option for setting Globes of Invulnerability behavior: the default behavior is now that the globe itself cannot be dispelled by Dispel/Remove Magic (it used to be in base SR), but you may change the setting to make it still do OR make it so that Dispel/Remove Magic are immunized against by globes entirely. Larloch's Energy Drain (9th level) also applies an instant death effect at a -4 saving throw. Defensive Harmony's radius was increased from 10' to 20'. Settings.ini option for changing Web behavior - instead of holding on a failed saving throw, it sets creatures to 1/8th speed and applies some THAC0 and AC penalties (disabled by default). Ice Storm's movement speed penalty was reduced from 80% to 75%. Stinking Cloud was buffed to *always* apply the -2 THAC0 and AC penalties regardless of saving throw (except against creatures who don't breathe), plus setting movement speed to half if they don't make their save. Sunscorch's damage was nerfed from 2D6 + 1D6 / every two extra levels to 1D6 + 1/level (not subject to magic resistance). Average damage at 10th level went down from 21 to 13.5 - still pretty decent, but not as overwhelmingly powerful for 1st level druid spells as it used to be. Its casting time is now 4 instead of 5 (matches IWD). Grease's radius was increased from 10' to 20', and movement speed is set to 25% upon a made saving throw. Glitterdust now has a radius of 30' (from 10'), and the turn-visible and THAC0 penalty effects always apply regardless of saving throw. Only the "cannot turn back invisible" effect is gated behind the saving throw, and all effects last an entire turn instead of 5 rounds. Faerie Fire now has a radius of 20' (from 5'), and the turn-visible effect always applies regardless of saving throw. The AC penalty and "cannot turn back invisible" effect are gated behind the saving throw, and all effects last for 5 rounds instead of 1 turn. Shapeshift Salamander (Polymorph Self) doesn't grant immunity normal weapons anymore, receives some better stats in return (basically for BG1's sake, plus from what I saw of atweaks' Salamander, it isn't supposed to have protection from normal weapons anyways). Giant Spiders for...MS4? were slightly buffed. Otiluke's Resilient Sphere was re-designed to allow using of items while inside the sphere for party members (e.g. potions, or just shifting stuff around in your backpack). Fixes: Dispelling Screen's portrait icon says Dispelling Screen instead of Spell Immunity. More consistent protection from 1pp/EE projectiles for the various forms of missile protection. Polymorph Other's form stats are the same across the druid/mage version of the spell. Fixed an issue where Blades could not learn either Monster Summoning 4 or Spell Deflection. Attempt to remove all copies of disabled, undroppable Protection from Electricity from stores and areas. Replaced weird duplicate-but-different-resource Break Enchantment scroll instances with good copy where known. Some consistency-izing of enchantment level and stuff of various on-hit spell weapons like Cause Wounds and Shocking/Chill Touch. Pit Fiend was missing an icon for its weapon. Cause Wounds got the red Cure Wound-style icons properly enabled for all spells in the series. Additionally, a couple of them were bugger for non-EE games due to format issues - fixed as well. Some critical bugs relating to creature scripts that were being caused by github itself were fixed. Some backported EE Enchanted Weapons (e.g. Wakizashi +3 and Ninja-To +3) icons weren't being correctly handled for non-EE games. All versions of Break Enchantment should hopefully be consistent. Some better explanations of Mind Shield and Mind Blank were included. Mind Blank should hopefully consistently protect from Detect Alignment/Detect Evil. All "magic attack"s (e.g. Secret Word, Ruby Ray of Reversal, Spellstrike, etc.) were all set to a power level of 0 to make sure they always work (note: accidentally also set Breach to 0 here, fixed in the next version). Physical Mirror's description was never updated to say 1 turn + 1 round/level. Made 1pp's unique Mage Armor and Cause Wounds graphics apply (note: Spirit Armor didn't work correctly because of a typo, fixed in the next version). Chain Lighting's base lightning always hits the primary target, even if they're friendly/neutral at the time it hits. Friends was claiming it granted a saving throw? (Additionally, a handful of other spells had similar errors.) Prevented SCS antimagic description rewriting bug. Rewrote Dispelling Screen's description to hopefully be more clear. Summon Shadows was using the old Carrion Summons icon for its scroll. Fixed Mestil's Acid Sheath not having all effects for all of its levels always installed. Enabled 1pp graphics for Enchanted Weapon projectiles (plus re-paletted some of the weapons to match 1pp/EE versions). Fixed Banishment, Hold Person, etc. spells from allowing a saving throw message on creatures where the effect wouldn't be applicable anyways.
  3. It does the same thing with asterisks, funnily. 2*2*.
  4. SD: Thanks. SR V1.3.200 is fundamentally done...-ish. There are two outstanding issues: the alternative DIspel Magic I wanted to make, and patching some IR tooltips. Dispel Magic isn't going to get done at this time, but I'll look at finishing the tooltips updates by the end of today and officially releasing.
  5. @You leaving because of one user that the staff can't really do anything about because avoiding bans of any kind of is laughably easy: Okay. Identifying and disabling active sock puppets is one thing, but there is usually very little point in removing the puppeteer altogether since they'll just come up with new identities that you haven't yet identified regardless.
  6. SCS gives the main character an innate ability that lets you change difficulty settings on a setting-by-setting basis on the fly. I don't remember the exact number, but there's a particular setting that controls what groups of monsters spawn for BG2's "randomly spawning groups". (e): It's setting #22...on a ToBEx game, anyhow.
  7. Don't paladins have a pretty strict and fairly universal ethos in 2E?
  8. The forum is not allowing me to @you for some reason, so I'm quoting this instead. Here are the spells that your sequencers/contingencies files use that do not have ranges of 30 (and aren't self-targeting): Minor Sequencers: Color Spray - 10 in SR, 30 in vanilla (SR problem) Burning Hands - 2 in SR, 5 in vanilla Knock - 20 in SR/vanilla Sequencer: A few Fire Shield Blues are still enabled for SR games (will instead cast similar spell Mestil's Acid Sheath instead - though one level higher, acceptable IMO) The Polymorph Other sequencer is disabled for SR games? Not sure why. Icelance - 10 in SR, 30 in vanilla (SR problem) Vitriolic Sphere - 20 in SR, 30 in vanilla (SR problem) Skull Trap - 20 in SR, 30 in vanilla (SR problem) Call Woodland Beings - 20 in SR, 25 in vanilla Poison - 10 in SR/vanilla Trigger: A few Spell Immunities are still enabled for SR games A few Fire Shield Blues are still enabled for SR games (maybe just keep all the Fire Shield Blues enabled for SR, since the difference between it and Mestil's is minor?) Cone of Cold - 10 in SR, 12 in vanilla Wizard Elemental Conjurings - 20 in SR, 15 in vanilla Invisible Stalker - 20 in SR, 30 in vanilla (SR problem) Animate Dead/Summon Shadow - 20 in SR, 25 in vanilla Chain Contingency: A few Spell Immunities are still enabled for SR games A few Spell Turnings are still enabled for SR games (will instead cast similar spell Greater Spell Deflection instead - same level, acceptable IMO) Druid Elemental Conjurings - 20 in SR, 30 in vanilla (SR problem) Stricken lines are the fault of SR for not having ranges of 30 as the vanilla spells do, and not really SCS' concern if they fail. ...Also, in case of it's of any interest, here are some more easily readable/editable versions of those .2das: https://dl.dropboxusercontent.com/s/7wcitx0cukwqv8r/triggers.zip Use or don't - it doesn't really matter, I just made it more readable for my own sake, . Maybe you only read these tables in Excel and so it literally doesn't matter.
  9. I make zero changes to Time Stop, and the effect is completely hardcoded. Whatever quirks it has, it is what it is. Liches/Rakshasas: As SD said, yes.
  10. Heh at the title. Interesting idea, kind of neat if you want to enforce a little more RP for supposedly good characters while also providing some options for working with it as well. "A character can transgress once in 24 hours at most. The counting is in true, 360-second hours, so 8640, not 7200 seconds in a day, four rests, not three. A ranger or paladin who transgresses by attack will not be punished a second time for killing the creature or for any other reason until the end of the intermission." Can you explain this? I once took a five minute recording of my in-game clock right as it turned to a new hour to prove Jarno wrong, and it turned another hour again right at the 5 minute mark, not 6 minutes.
  11. @DavidW These are the problems I noted with the current official version of SR and the new ds.tph: CLERIC_SUMMON_INSECTS -> SPPR319B, duration of 7 for the matched 215 effect CLERIC_INSECT_PLAGUE -> SPPR517B, duration of 7 for the matched 215 effect CLERIC_CREEPING_DOOM -> SPPR717B, duration of 7 for the matched 215 effect SPRA302 is Non-Detection, not Spell Deflection; no match, so no problem? All Spell Deflections except for GREATER_SPELL_DEFLECTION accounted for Spell Trap - no match for 259; match for 201, but there's no set proficiency stat, but there is a set state stat Spell Shield - no match for 226; use graphical effect (215), icon (142), or specific spell immunity (206) instead? Physical Mirror - no match for 197; use icon (142) or protection from projectile (83) instead? https://dl.dropboxusercontent.com/s/wbwuh9w4jnsw5vu/ds.tph That's my current "corrected" file if you want to take a look at it, but bear in mind (and don't pay much heed to the fact) that I made corrections for IRR as well.
  12. Ideas 1, 2, and 4 all seem good to me. Don't like idea #5 (removing Dispelling Screen is an extremely weak additional effect compared to Spellstrike's "remove all spell protections + interrupt spellcasting for 2 rounds" - additionally, since you remove the breaching part of the spell, you have the same problem as adding Dispelling Screen-removal to Spellstrike: the mechanics no longer overlap, so it's a non-fitting addition), and idea #3...is okay, but it's difficult to find a number that's simply "useful" and not too useful or alternatively useless that it's probably better to avoid this when you have other options.
  13. Hah. Well, you'd be hurting users of the base mod a lot more than SRR at that point, since I can make changes to it on a whim if I really need to, .
  14. As of this time, only Breach and DIspel/Remove Magic are absorbed by Dispelling Screen. Functionally speaking, Pierce Shield is the one that makes the most sense to also destroy Dispelling Screen (due to its half-breaching ability) which I think it actually does in non-Revised SR, but that only makes it even more powerful compared to Spell Strike (since, IIRC, it destroys without being absorbed). I don't think it really makes sense to have Spell Strike remove it since it and Dispelling Screen have unrelated functions that don't interact with each other, but Dispel/Remove Magic, Breach, and Pierce Shield do - though in the grand scheme of things, I suppose it's a minor point and could just be considered a unique trait of Spell Strike. @NdranC I understand - but if I were to make something, it'd be something in setting.ini at best, and not the default option. Maybe I'll do that and provide a couple of different options - leave it as default, change it to specific protections being breached, make the breaching part its own separate effect with its own separate power level, or cast a power level 8 breach that is subject to other spell protections (but not lich immunity).
  15. It most likely relies on something that both ToBEx and the EEs have, but it's just that the mod is old enough to pre-date the EEs existing.
  16. I had the same experiences as @jastey - always used the blue circle when I wanted to see the most new posts. Doesn't hurt to have options, though.
  17. Probably not, but the golem curse is SCS, not SR. Pierce Shield: I am usually pretty hesitant to majorly nerf something that the base mod hasn't. I'm usually pretty gung-ho for anything between "major buff" and "minor nerf", but major nerfs have a tendency of annoying people that expect things to work a certain way. It's probably more suited to something like @subtledoctor's tweaks.
  18. Try this: https://dl.dropboxusercontent.com/s/a5igzuyle2ztx3x/spwi513.spl Insects: Odd. I think most other forms of ticking damage don't continue to tick on timestopped creatures, right?
  19. Breach: Sure, give me your copy of SPWI513.spl. Pierce Shield: Yeah, it's been realized and noted by a number of people before that Pierce Shield is, in most cases involving pure mages, more useful than Spellstrike. It's not something I particularly wanted to try to deal with until the base mod does, which may well not ever happen. Spell Thrust/Secret Word: I would assume it works like this so that it's possible to dispel lower spell protections like Non-Detection without being forced to dispel e.g. Spell Trap first when you don't have the means to. It is an interesting idea to have it work the other way, though.
  20. Oh, yeah, I see what you mean. I suppose Break Enchantment is basically that.
  21. I don't remember having that idea...when did that happen?
  22. @pochesunI may not have a chunk of time to finish SRR v1.3.200 until late in the week/weekend due to the additional recent complications with SCS. @NdranC Dispelling Screen and anti-magic spells: No, they don't - but nor do they claim to. It is currently an SCS bug that rewrites anti-magic spells to say they do (although I prevented this from happening on SRR's end a couple of months back - my own SCS-modified antimagic spell descriptions makes no suggestion of it at the very least, but you may have an older install?). Spell Shield absorption: That's an interesting observation. The spell says it will absorb the next magical attack made against them, with no mentions of ifs or buts - so from my thinking, that would mean preventing the secondary effects of them is probably correct, and it's Khelben's Warding Whip that is out of line by not being completely absorbed. However, given Warding Whip's unique function among anti-magic spells, it's not something I want to change without feedback from other people, though, so it stays as it is for the time being. Pierce Shield breaching component: As Pierce Shield magic is classified purely as an antimagic (aka "magic attack") spell, it is intended for the anti-combat protections part of it to pierce through other spell protections. Spell Trap: Spell Trap is incapable of nullifying Secret Word. If a character has both Spell Trap and Globe of Invulnerability up, Secret Word would still kill the Globe of Invulnerability regardless of the Spell Trap. Intended. Breach: *Not* intended. I think this got accidentally set when I was setting all anti-magic spells to level 0 for consistency a little while back - Breach is not a real anti-magic attack, and shouldn't really be set to it...I think. I may have done this for some other reason, but ultimately, Spell Deflections and such are supposed to protect you against it. Fixed. False Dawn: Thanks, will fix.
  23. Magic Resistance: In P&P, a character can disable their magic resistance. It is not a free action/automatically done, though - it's a decision that takes up a turn to disable and re-enable. Additionally, one's own spells are never subject to magic resistance while targeting yourself.
  24. @subtledoctor In terms of updating the descriptions, yes, I think that's probably the case. Thanks for the typo spot. I've typed that one wrong so many times now and been confused by it before. @NdranC Yeah, a lot of what you said is some of why I tend to take Fireball on my sorcerer over Skull Trap.
  25. There are merits to a democratic, discussion-based approach on these sorts of things...but it's also a hell of a lot more convenient when you can play the role of mod author and be dictatorial on the things you feel strongly instead. There are, of course, many things I don't feel as strongly about and look for feedback from others on...but this wasn't one of them. Yeah, I didn't think there was any technical difference, just wanted to know the intended difference is, since you can find .tpas and .tphs in the same mods sometimes, but I could never figure out the difference. I forgot about the party friendliness aspect of those two. On the other hand, their damage is 33% lower as well...on the other hand, they're divine spells. I think an argument could be made, but really, I don't feel that strongly about it. In some circumstances, I feel like the 20' trap aspect of Skull Trap is actually less convenient rather than Fireball's immediate explosion, but you're probably right in that it's more of a net gain than loss most of the time. Most of the time.
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