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Bartimaeus

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Everything posted by Bartimaeus

  1. Something of an in-universe explanation could be that Fireball is bound to be a much more commonly found spell in the Forgotten Realms setting than Skull Trap probably is, so it makes sense that only Necromancers would be focused on finding it (given their additional bonuses in casting it).
  2. I think his comment about Skull Trap is more to do with the player than the AI - that the AI uses it the same way the player was, simply as a "dumb" fireball. Summonables: Dang it. Well...I'll have to look into your file and see what spells are used for triggers/contingencies and make some calls, I guess.
  3. I don't mind it being 20, but if it breaks it for the AI, that is a much worse scenario than it having an additional 10. Shield idea: I feel like that's too exploitable. Helps enemy mages against Skull Trap, but also means you can fire them at yourself at will as well, and I feel like that's more of an additional positive for the player than it is for the AI. Now I wouldn't exploit it like that personally, but clearly making it an obvious and usable option means other people will: "Shield" at 1st level is much cheaper than "Protection from Fire" at 4th.
  4. I want to say Rogue Rebalancing's "Improved Shadow Thieves" component moves it to Aran.
  5. Thank you for the insight. This spell has a range of 30 in vanilla, and SR (not SRR) sets it to 20. That seems a little silly to me given it's an AoE spell that can damage the party - I will be increasing its range back up to 30. The additional following combat-oriented mage spells have a range of 20 in SR/R (parentheses numbers denotes value in vanilla BG2EE - cross out if vanilla's number is than or equal to SR's): Grease (30) Battering Ram (20 - not a combat spell in vanilla though) Agannazar's Scorcher (15) Glitterdust (20) Haste (15 in vanilla) Vitriolic Sphere (30 in IWD) Summon Shadow (25) Elemental Conjurings (15) Invisible Stalker (30) Animate Warrior (30) Khelben's Warding Whip (20) Summon Death Knight (30) Summon Fiend (30) Gate (30) Range of 10 in SR/R: Icelance (30 in IWD) Contagion (30) Maze (3!) Imprisonment (1!) Larloch's Energy Drain (1!) The following combat-oriented cleric spells have a range of 20 in SR/R: Animate Dead (30) Call Woodland Beings (25) Aerial Servant (20) Elemental Conjurings (30) Dolorous Decay (20) Animate Warrior (30) Summon Shambling Mound (30) Summon Death Knight (30) ...And finally, range of 10: Fire Trap (doesn't exist anywhere else?) Glyph of Warding (30) Icelance (30 in IWD) Contagion (30) Poison (10) ...Note to self: the BG2 wiki is kind of terrible, I initially looked up the vanilla numbers on there then noticed something flagrantly wrong, then went back and checked and realized that the majority of them were wrong. I am not too concerned about the summonables since they're usually summoned at self by the AI anyways (...I think?), but I think it would make sense to increase Vitriolic Sphere, Glyph of Warding, Icelance, Contagion, FIre Trap, and maybe Grease. @DavidW, any insight into what SCS enemies tend to put in sequencers/chain contingencies?
  6. Weapon effects are not subject to magic resistance in general - I would assume the reason Sol's makes mention of it is because it makes a giant magical fireball that you would intuitively assume would be subject to magic resistance, but no, even stuff like Cause Serious Wounds is not subject to magic resistance. Spell Thrust: I think Spell Thrust is quite bad, too. There are few instances throughout all of BG1/BG2 where it makes sense. I've been tempted to increase its AoE to 30' just to make it slightly better, but it doesn't really deal with the problem that it's just in a tough spot. Failing triggers/contingencies: That's really weird, haven't seen that. Will be on the lookout, but as SR does not modify triggers or contigencies from base SR as far as I can think, I'm not sure what the cause would be.
  7. Sol's Searing Orb, False Dawn, Sunray, Creeping Doom, and Earthquake all ignore magic resistance. Interestingly, it isn't until 9th level Meteor Swarm that you get a mage damage AoE spell that ignores magic resistance. Fun fact: Sunfire (original spell name) originally ignored magic resistance in BG2. It was the only thing that made it useful in some circumstances (against drow and mindflayers, mainly). SR not only removed this particular trait, it then also reduced the radius from 30' to 20', effectively nerfing it twice...for a spell that was already underused. Didn't understand that at all. I personally really like the party friendliness of it, and I'm not sure I want to add back it ignoring magic resistance...though it does still have reduced range compared to vanilla...but of course, it should now, since it ignores friendlies and a 30' 15D6 fireball that only targets enemies wouldn't be that much worse than Horrid Wilting. Hmm. There's unlikely to be an "AoE reduce magic resistance" spell. Lower Resistance is already at 5th level and only reduces magic resistance by 2% for every level, or 20% at 10th. It'd very quickly become a joke even with like a 10% Spell Thrust. (e): Although, you know, there's maybe an argument to be made that Lower Resistance itself should perhaps be AoE (not like an area of 30', but maybe target + 10-20'). That's probably a better idea, but I'm still not a hundred percent convinced. Probably something I'd want more feedback on before committing to.
  8. Y'all like patch notes? IRR v1.3.200 released. NOTE: I've updated (and curtailed) the main post to make it more visible and up-to-date (so you can read a more detailed explanation there if you prefer), but the install order of 1pp, IRR, and SRR has drastically changed. Instead of being the main SRR component -> the main IRR component -> all of 1pp* as it had been for years, it is now all of 1pp* -> the main IRR component -> the main SRR component - literally a complete reversal. The non-main components of IRR and SRR should be installed after all item mods (IRR) and NPC/spell mods (SRR) have been installed, respectively. It is strongly recommended, if you are not on an EE game, to install at least the 1pp components "Core content patches" and "Core updates and item patches" before IRR to make sure that all icons are in the game. Beyond that, everything else is optional and IRR should react to your choices in what you choose to install from 1pp. EE players need not worry, although if you like BG1-style shields and like them to be universal everywhere where possible, a new settings.ini option has been introduced to do just that. *With the exception of the avatar-switching component, which should be installed after all item-adding components, including IRR. I assume the CDTweaks component with a similar name/function works just as well on EE games - I recommend using it if you like to use multi/dual-class characters. Also note for non-EE players that this version of IRR is made specifically for the new version of 1pp. However, it actually does not matter basically at all if you use either v4.1.0 or v4.2.0, so do as you please. Larger changes: A huge amount of Enhanced Edition item icons were corrected. It's difficult to explain exactly how, but if you've been playing an Enhanced Edition game and have noticed that some items' icons are oddly small for no apparent reason compared to similar items (e.g. Gargoyle Boots being extra-small), this fixes those icons to be the correct size. About 70 items in all were affected. The cause of this problem was not actually IR or IRR, but rather the EE devs changing the way icons are presented...and then never fixing their icons to be consistent with the new presentation style. The full item charging function is now online. Previously, you would see a number of messages like "~OHBIMIM.STO~: ~WAND02.itm~, primary charges: 50 => setting them to 10..." during installation of the main component - now you will likely see hundreds as IRR mass sets every single area, creature, and store item in the game to have the correct number of charges upon finding/buying them, so if you see hundreds of those messages, you...probably shouldn't be concerned. Probably. There are two exceptions to this: items not handled by IRR (and therefore not its responsibility/within its knowledge to set), and items created by script (e.g. an item created as a reward for a player). Script-created items have to be corrected manually, so report them if you see any inconsistencies with them. There is a new settings.ini switch to enable and set BG1-style shield graphics. Not every single shield has an alternative BG1 variant, but most of them do (including all shields found in BG1, obviously). A @Salk special. Full support for both the new and old versions of 1pp v4.2.0 - please read the notes above regarding install order. Don't worry, this only required adding about 10,000 lines of new patching. Smaller changes: Quivers now get 1pp/EE projectile animations (will look like +1 and +3 variants being shot when using +1 and +3 quivers, respectively). Shield of Falling Stars' radius was set to 10' (from 5'), and it's been forced to be more consistent. Gauntlets of Might is slightly stronger - instead of +2 STR, -2 DEX, and -4 THAC0, it is +3 STR, -2 DEX, and -2 THAC0: hopefully with the effect of actually proving mildly useful for somebody somewhere. Claw of Kazgaroth has been slightly nerfed: -15% HP and -5 saves vs. death instead of -10% and -3 respectively. Ring of Folly is now only usable by mages (it looks like a Ring of Wizardry and its effects are clearly primary to affect mages). Items that say they protect against Charm also now say Domination as well for clarity's sake. Periapts have their protection portrait icons re-enabled. Anything that previously said "neg. half" in regards to making a saving throw simply says "half" now instead, since the meaning is just as clear and it saves space. Root of the Problem is now usable by rangers in addition to druids. helm01.itm (the most basic and widespread helm) now has the horned icon to go along with its appearance. helm11.itm (what used to also be a copy of the basic horned helm) is now a horned + tail helm for a little more variation. Some additional minor color revisions (K'logarath, Firetooth getting its bolts colored correctly, Lawgiver's gold hit wasn't quite gold enough). Set some OCD text stuff that was mildly inconsistent inside of descriptions and on the level-up screen. You won't even notice the difference. Mostly for @NdranC, but to my own accordance after agreeing with most of the inconsistencies. Fixes: Fixed a file compatibility problem between SR and IR related to Banishment and its inconsistent application due to overlapping filenames. Fixed a file compatibility problem between SR and IR related to Haste's fatigue effect and Bracers of Speeds' exhausting effect due to overlapping filenames. The flail form of Rod of Lordly Might had 2D4 damage instead of 1D6 + 1 damage (if you use Weapon Changes, it's then set to 2D4). Crossbow of Affliction's disease ability now lasts for 1 duration longer to enforce that correct number of damage ticks go through. Belt of Inertial Barrier had some no-duration effects that weren't supposed to be no-duration, leading to some effects effectively not happening. Staff of Earth's Earthshaking ability was lacking its -2 saving throw. Skin of the Forest's enchantment level and lore requirement were one too high internally (no change to its actual AC, though). Stonefire was secretly causing Burst of Fire at 15% frequency when it wasn't supposed to. Periapt of Form Stability had a weird immunity problem where it was potentially immunizing against friendly spells due to SR's Druid's Polymorph Other. Shazzelim is suppose to offer a save vs. death (and not a save vs. spell) for its bard-slaying ability. Arrow of Biting had strength bonus erroneously applied. Carsomyr wasn't always actually casting Dispel Magic depending on what exact mods in what exact order you had. Hammer of Corrosion had a mis-centered icon that was fixed (applies to only non-EE games, since EE games always center icons for better or for worse regardless). Fixed Potion of Speed from not dispelling Slow effects as it should. Some ultra minor tutu-related typo that somebody reported that I don't remember the details of was fixed. Spear of the Unicorn had incorrect weight. Control Circlet was missing a letter in its name! A handful of bracers and gloves had wrong ground icons (there are two ground icons - one that looks like bracers, one that looks like gloves, and some had the wrong kind for their type). Claw of Kazgaroth had a dagger ground icon. I don't know why. Gem staves (e.g. Staff of the Magi) didn't have their special gem staff ground icon set. Fixed gem staves not always having their colors set correctly (colors were being set in the opposite order as intended). ...Also, I said both IRR and SRR would be released today, but that's going to have to wait 'til tomorrow for SRR, along with my reply to Subtledoctor.
  9. Ninja-To: I didn't realize until now that the proficiency listed is simply "Short Sword". "Ninja-To" should be included in some part of that at the very least. The good news for you: since it was already wrong, I can much more easily change it to simply "Ninja-To" now, along with the others. Magic Resistance: I'd probably go "Ignored" vs. "Negates" vs. "Partial" vs. "Special" or something like that. "Special" when used for the "Saving Throw" field implies special circumstances. It could mean "there is more than one type of saving throw made" (Icelance, Prismatic Spray), or "in some circumstances or on some creatures, the saving throw applies while it doesn't in others" (e.g. Nahal's Reckless Dweomer, Power Word: Sleep, Otiluke's Resilient Sphere, etc.), or "the saving throw is not applied directly to the target" (e.g. on-hit effects like Chill Touch and Shocking Grasp, etc.), or "some other type of resistance" (e.g. Dispel Magic)...or other unusual circumstances. For Magic Resistance, it would mean the same sort of things. I'm not actually committing to adding this as of yet, though. <DOTS>: Ah, yes, I see. Yes, the EEs changed the formatting of this, it is set consistently with how it is presented in vanilla BG2, but I see that is not the case in the EEs. I'll fix it.
  10. No thank you, I already do more basic mass text replacements via Notepad++'s extended mode and characters and that can be annoying enough - I'm good.
  11. Yep, exactly how I feel. All fine and dandy to write macros for one game's items listed one exact way (...at least, after you've already rewritten all of their descriptions via the main component anyways), but it ain't just ToB games we're talking about like it used to be in the old days - there's tutu, BG1EE, BG2EE, BGT, EET, hell, some people even apparently put all of Icewind Dale in their EET games? And then piles of mod-added stuff...and these macros are going to read every single item's description and try to re-arrange and re-write stuff in possibly unexpected and/or destructive manners. Worse, I don't even use any of this stuff so I can't see for myself what's happening or what weird exceptions are occurring or anything like that, and I especially don't want to waste valuable time on testing them, haha. And I assume Demi/you felt the same way, so the rewriting stuff really only goes to the basic necessities - damage, damage type, proficiency, and speed factor. Any other inconsistencies are...simply not IR's problem. It'd honestly probably be easier to just write a mod that reads the raw stats of weapons and completely deletes the old text while constructing entirely new text depending on what it reads. Stuff like damage rolls, speed factor, weight, damage type, etc. are all stored in static locations for weapons - wouldn't be impossible to look for just the "Damage: " text and then delete it and everything else after it, then rewrite it and everything else after according to what it detects. But I'm already thinking of potential problems - some formats list special damage like "Damage: 1D8 + 1 cold" (or if you're playing BG1, it's actually its own field under "Damage" like "Special: +1 Cold damage"), so immediately that will be erased and no mention of cold damage would be made. The entire prospect of automatically rewriting items that you didn't personally write the descriptions for is unfortunately rife with problems.
  12. Scimitars: I'd be in favor of a "Special: +5% chance to score critical hits" field for scimitars when using the 3E setting. But it would have to be done through description patching (and not description setting), and I am quite frankly not at all interested in figuring out how to do it, haha. I really don't like messing around with those macros if I don't have to! <DOTS>: I have no idea what you're talking about, can you please provide an example that I can see for context? Just not sure what you're looking at or talking about here. Proficiency text on items: Hm. Listing them that way does make a sort of sense, but I imagine the reason they're not is for functionality purposes: it is useful for players to be able to immediately tell that their e.g. short proficiency is also effective for ninja-tos just by looking at the description of the item. I do see where you're coming from, but I'm unsure if I want to change that. Proficiency text on characters: I actually fixed these at some point to have them listed correctly inside of your level up screen, but ended up reverting it. I do not remember why - I would guess there was an original game vs. Enhanced Edition split issue that I didn't want to deal with at the time, but I don't remember the details anymore. It's something that would have to be tested for all games. Magic Resistance on spells: I actually have considered doing this before! The reason I didn't is because...it's a bit of work to do it for every spell, and I couldn't find a format that I liked. I just want to be able to write "Magic Resistance: [Applies/Doesn't Apply/Special]" there, but it just looks so awkward and I'm not sure if those are the exact words I want to use, so I just stopped thinking about it.
  13. Thanks, that all makes sense, I'll take a look and see what gets set correctly.
  14. Additionally, creating a backup of dialog.tlk for every component that adds or modifies a string would probably add somewhere between 5 and 10 GB for most non-minimalistic mod installs. That would be a bit annoying for harmless strings.
  15. I don't fully understand what lines 223-242 are doing/supposed to do to begin with, so I'm unsure how I would determine whether it's functioning correctly or not. I see resource names on the 1st column (presumably the resources being modified), the second column refers exclusively to IDS entries (matching the first column to the second column...presumably for detection purposes?). And the fourth column...is the specific effect it's matching/detecting against? Maybe? Might help if you just explained it quickly (if possible).
  16. Haste: I added entries in the haste_slow.tpa to account for more IRR/SRR resources. I don't know what all applies to IR/SR, but you may use/repurpose what you like of it: https://dl.dropboxusercontent.com/s/cyqw6kiyg73gdpy/kreso_haste_slow.tph (use a tool like WinMerge to easily compare against the original...also much nicer, in my opinion, than GitHub's borderline unreadable comparisons) Install order stuff: I'll tag you again later today after I have some time to write stuff.
  17. Non-vanilla/IR item handling: It depends. Your specific example of "changing the damage amount for a weapon type" *should* automatically catch all weapons of that type regardless of whether or not IR/R knows about them, because IR/R has a weapon identifying function that looks for specific signs that helps identify weapon types to do its mass changes - such as proficiency type, animation type, current base damage, etc. In contrast, armors and shields need specific lists of static resource names because it is more difficult to identify them reliably (particularly armors which have overlapping animation usage with e.g. splint and chain mail; leather, studded, and hide; plate and full plate), and where even if it tried to use some clues to automatically identify armor/shield types, it would likely just cause problems with mod-added items that don't always conform. If there are specific mod-added armors/shields you're thinking of that aren't in those tables, you're free to report them and what type they by just saying e.g. "bestleat.itm is studded leather", and I can add them. Description re-writing: How much description re-writing is done depends, again, on the particular item and what its description looks like before IR/R attempts to patch it. Description patching is done through macros where it attempts to find particular lines for exact matches to then see if it can replace them. However, I think you're right in that IR/R does not attempt to totally re-write the technical details of generic items it's patching. I am not an expert with these macros - the few times I've looked at them, I have gotten very annoyed with trying to follow them for doing very minor changes. And the IR format is so different from the vanilla/EE formats that it would be quite difficult to automatically re-arrange those formats to match IR's just through macro patching (and there's a high likelihood of something going wrong with other mod-added items it tries to patch that may not always be perfectly consistent, which is why the simple list system is used to identify particular armors/shields and their types). Ideally, all BG1:EE (already done?), BG2:EE, and BG:SoD items will be handled directly by IRR at some point so at least all non-mod-added items will be covered and use the correct format. SoD items: Yeah, no idea on my part, never used it, don't know what those items are, I just included Cahir's additions since he was kind enough to share them. Caster level: Little bit of a sore point - this is information that I'd like to include, but have found it onerous to do so from a formatting perspective. If not specifically mentioned otherwise, it should always be 10th level, though I think there might be just a couple of exceptions (e.g. Carsomyr's Dispel Magic is cast at level). "Damage type: slashing": I'm in favor of changing this to "Damage Type: Slashing" for consistency with everything else being upper-case. I'd have to make sure it plays nice with the macros first, though. Dice case: I prefer the upper-case: it's simply what Baldur's Gate 1 and 2 has always used and so it's what I'm used to and seems right to me now. I'm aware it is not generally preferred by other people who play with the EEs (where it was, for the most part, changed to lowercase). There are possible solutions to have the option of setting it, but they'd be very annoying to maintain - I was kind of hoping that at some point, CDTweaks would be able to handle it since there had been talk in the CDTweaks thread about the possibility of coding up some components that mass-set stuff like that for OCD people.
  18. Must strip the main_component.tpa of ds_altered_spell macro calls, as the macro no longer exists. If I recall correctly, the spell_shield.tpa (name might not be exact) also has one such call that must be deleted as well. From my understanding of what David said earlier in the thread, there is not really much of a need to try to replace the function and it's okay to just outright delete it.
  19. Hoping to have IRR and SRR V1.3.200 out by tonight. I have finished the majority of the work and just have a few minor bugs to finalize fixing.
  20. The dispel did kill me the first time because I had forgotten about it from previous playthroughs, but it just ended being that I cast some buffs at the start of the second phase instead. Does require a little bit of meta-knowledge, but overall didn't think he was that bad...as compared to Kahrk whom I faced like an entire level or two later and the battle of which lasted for literally like 30 minutes using exploits because I wasn't even remotely powerful enough to kill him fairly, . It was a bad idea to take Confusion instead of Secret Word on my sorcerer first.
  21. Click on the green "Code" button, then "Download ZIP". When you do that on a github project/repository page, it downloads the very latest versions of files that are uploaded to github. @EE items: Doesn't affect me, so I'm not exactly worried about it, .
  22. Potion of Speed: Should be definitively dealt with in the latest repository (but not the latest release aka V1.3.100 - have to download the latest repository version). I specifically tested it after installing IRR and SRR and it seemed to work correctly. Scrolls: While playing BG1, I determined a handful of fitting locations for a few low level spells added by SR not otherwise represented outside of the two spell shops in the game. But I have to actually patch them in. Ring of Protection: Apparently, there is a Ring of Protection +2 on Razamith. Didn't know/remember this, but it's late enough in the game as to not affect the Claw of Kazgaroth, in my opinion. For now, the Claw has -15% HP and -5 saving throws vs. death. Siege of Dragonspear: Not surprised. The EEs decided to add the specific bonuses/penalties each armor type has to each armor item's description, which the original games didn't. So mods made for the original game will not state those bonuses, and as IR was made for ToBEx games and not the EEs (and it has never been fixed after the fact), those items continue to erroneously state the incorrect bonuses when using IR's revised armor bonuses. Non-EE items (i.e. items found in the original game) avoid this fate because IR does a complete overwrite of their descriptions stripping the bonus AC text entirely, hence the inconsistency. I had planned on doing all of Siege of Dragonspear and BG2EE items (I already completed the BG1EE items), but it's a low priority at this point in time. If someone collected all of the unmodified SoD/BG2EE .itm files and put their descriptions into a text file for me, I could much more easily do it, but as I'm not an EE player, I don't even know what items I would need to collect to begin with.
  23. You asked! One is subject to casting speed, school restrictions, class usabilities, being interrupted, caster level, while...wands aren't. In contrast to your position, I actually wish the saving throw wasn't called "vs. wand" but rather "vs. item", and that all activated (i.e. non-cast) item abilities used it instead.
  24. Because a scroll is cast as per normal spellcasting, while a wand is not. (e): Also, I personally am against changing the wand saving throws simply because they're a part of balancing different class types' saving throws (and there's no way to remove the saving throw altogether, so...).
  25. Claw of Kazgaroth: By the time Death Ward becomes available, I think the bonuses aren't quite as crazy (especially looking forward to BG2 where Rings of Protection +2 are available), so there's probably no need (one should also note that death saving throws also apply to poison effects, so that's disastrously bad in that regard as well, given the deadliness of poison in BG1). Wow, that vanilla Ring of Clumsiness is so bad. It's simply -2 AC and THAC0 and -1 casting speed in IR/R(?). Not a fan of percentage characteristic bonuses/penalties to begin with - flat modifiers make much more sense for a variety of reasons. The idea of spray and pray is pretty amusing, but I don't really associate clumsiness with speed - just in the opposite, in fact. Still...it's an idea. I'd probably adjust the casting failure to 25%, and probably reduce the strength and dexterity to -2 instead (or stick with the -2 AC/THAC0 that the IR ring has). One thing I don't like is introducing even more strength bonuses, though - if you use 3E-style strength, then it's not a huge deal, but as most people probably don't, stacking strength bonuses leads to insane bonuses really quick. I'm less concerned about BG2, but in BG1, you have a strength tome (+1), Gauntlets of Ogre Power (+2), Big-Fisted Belt for the EE games (+3), and now potentially Ring of Clumsiness (+2), for a total of +8 (...and also there are early-level spells that increase it more). 25 strength grants +7 THAC0 and +14 damage bonuses, and whatever else other penalties are on the thing, that's ludicrous in BG1...and worse, most of these items are obtained pretty early. I generally err on the "let players decide whether they want to exploit stuff" side of things, but strength bonuses are pretty easy to analyze and figure out that stuff is going to be really strong.
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