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Bartimaeus

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Everything posted by Bartimaeus

  1. Don't hesitate to give feedback - worst I can say is I disagree, . And if I disagree, I'll likely list how a spell might be useful in case it's not obvious - after all, not all spells are as straightforward as a Fireball. There are also certain spells that simply aren't in my playstyle (e.g. I'm not much one for summoning spells), so even if I've revised them, feedback on them is welcome.
  2. @subtledoctor That's not exactly true, but I presume you mean "nothing that the player can use", which is almost true. I think Arrow of Detonation is the only thing the player can use that is (likely?) natural fire. (e): Possibly a couple of fire-related potions, too.
  3. IIRC, Flame Tongue doesn't even do fire damage in the vanilla game, so not really a compelling case there, . Saying "magical fire" is also just not that compelling in of itself, since obviously fire created or applied by magic (e.g. weapon enchantment) could always be considered "magical fire" - Dragon Tooth also says it as well, and I don't see anything special about that to suggest it should be doing a unique type of fire damage.
  4. I tested in both ToB and BG2:EE games. (e): I didn't look closely enough to see the first time, but went back in to make sure: if you're at reputation and donate a million gold, it won't go up without it set. In either BG2 or BG2:EE, setting the value in the 2da file does make it appear to work...you get the message that says it went up on the donation window, but it actually doesn't - there's no reputation increase in the chat log, and you're still at 18 if you check your character sheet. So yeah, there is something missing there to make it actually work.
  5. I have to ask the same question Subtledoctor did: why? You gave no reason as to why that should be, and I myself can't really think of a compelling reason to do so. The only thing I can think of is if I wanted to get around a creature's normal fire resistance to still apply fire damage (...though from what I've seen, creatures with resistance to fire very often also have resistance to magical fire as well), but I can't think of any circumstance where I would want to circumvent a creature's fire resistance to apply fire damage. Fire resistant creatures should be resistant to fire, whether "magical" or natural in origin. Maybe if there were some sort of blue flames sword, like you see on Xan's Moonblade (though that Moonblade doesn't actually do fire damage, so not actually a case here), it'd be neat to have a different kind of fire damage that applies to normally fire-immune creatures...but also, I think I could just set fire resistance to 0% on hit for either duration 0 or duration 1 to be able to apply the damage, so still not really necessary.
  6. I donated one million gold at reputation 18, and it did not increment my reputation. I changed the value in the table to 5000, donated 5000, and it incremented my reputation.
  7. https://www.gibberlings3.net/notifications/options/ Under "Messenger", it says toggling for "I receive a message" has been disabled by administrator. I'm not sure why, since I've also received emails in the past for PMs - it would make sense to not have it enabled by default, but being able to enable it manually would be nice.
  8. Congratulations on likely being the first person using either IR or IRR to ever use this potion for the purpose of finding traps. In order to detect traps, this potion needs to use a special type of projectile that is able to target inanimate objects (e.g. traps) - it doesn't, and instead uses a vanilla projectile that's not set to to do that. So...this potion has most likely never had that part actually working, . You should be able to just drop and drop this file into your override to fix it: redacted Thanks! (e): Hold on a moment, this would actually also make the detect invisibility part of the potion dispel invisibility from your own party members, I'll need to fix that too. (e): Okay, here, drop these three files into your override to make the potion fully functional: https://dl.dropboxusercontent.com/s/hjau0tfhdj2dvuq/potn30.zip
  9. No no, if you're using IRR, it makes sense to post it in the IRR thread - no problem there at all, and I'd of course prefer everything in IRR and SRR to work, so that's more convenient for me than posting it elsewhere to find, . The "Find Traps" ability is also the same ability that lets thieves disarm traps, so if your thief is too miserable to find them (is this actually a thing, or are traps always found if you use the ability?), they're definitely gonna be too miserable to disarm them, . I'll give an update shortly on the potion and get it working and possibly provide an updated file to get it working in your game - though given that you now know that it doesn't actually help disarm them, it may not ultimately prove to be that useful to you. I think there's another potion that grants bonus Find Traps points...Potion of Perception, perhaps?
  10. I agree, but I also usually adopt a pretty originalist attitude towards mechanics when it comes to SRR and IRR, which is why I wouldn't put it in SRR and would prefer to have it as an additional tweak people can install if they want. And since you've already made it and have additional tweaks for SR in this mod, it'd be nice to just be able to have it be totally self-contained rather than tied to an experimental set of other anti-magic/Spell Deflection changes (which I'll be curious to hear any feedback on since it's a bit wacky by BG standards, ).
  11. Fair enough, . I was just remembering that someone else(s?) had requested this way sometime ago for SRR, and I had said "probably not gonna happen in SRR" - it'd be nice to have a specific component to point to in case it comes up again for someone to install without other changes. I'm still not a hundred percent sure I want this for myself, but I'm leaning towards yes - although I'm also wondering about the merits of putting all other friendly spells in it as well.
  12. Interesting. If I remember correctly, IRR did not modify this potion's effects from standard IR at all until I *just* added the ability to see through improved invisibility like a week ago or two ago. If you're standing right next to somewhere you *know* there is a trap and use the potion, does it not catch it even on that first use?
  13. Spell Immunity, graphically speaking, makes a giant shimmering sphere around you - presumably, the idea is similar to Globe of Invulnerability in that it simply protects against spells coming from outside itself, not from inside or spells that were already applied before the spell went up.
  14. Yeah, I have no idea what any of it means, but I've had enough experience in clicking the buttons in the right order to figure it out, .
  15. ToBEx has this option - IIRC, there are still a few things ToBEx does that the EEs never got around to, though less than there used to be.
  16. Subtledoctor is correct, SR forcibly installs new saving throws for all class types.
  17. Changes as of V1.3.44: Energy Drain now applies a Finger of Death-esque death effect with a -4 save vs. death (idea from @subtledoctor that he mentioned a while back that I had forgotten about, the implementation is different and more severe from how he did it in his Random Tweaks mod). Should hopefully make it a little more useful, especially if you use the optional Imprisonment tweak where it gets a saving throw - but even if not. Defensive Harmony is now a 20' radius instead of a 10' radius. Even within a tight formation, I was finding that 10' was frequently missing characters, and the spell is meant to be cast in combat with its quick cast speed and short duration, and 10' was absolutely garbage for that. It's 30' in vanilla, but the AC bonus is +2 instead of +4, so that's the compromise here. Sunscorch has suffered a nerf: instead of 2D6 + 1D6 / every two extra levels up to a maximum of 6D6 at 9th level, it is now 1D6 + 1/level up to a maximum of 1D6 + 10 at 10th level. The average damage at max level used to be 21 - now it's 13.5. Significant damage reduction, but still certainly usable for a level 1 spell. The 1 round blindness still holds - undead still suffer double damage and now also suffer 2 round blindness instead. It should also be noted that like other undead-focused spells, SRR makes this spell not subject to magic resistance whereas it is in standard SR, so it has that going for it as well. Grease has had its area of effect increased to 20'. It's 30' in vanilla, but as this is a spell that also affects those who cast it, I think there is a benefit to having it be a little smaller - but 10' was just a little too much. Willing to reverse if needed. I also thought about doing something fun with this in decreasing fire resistance for bonus fire damage (fire + grease should equal bad times), but I'd have to then make sure to protect every kind of fire-derived creature that's normally immune to fire damage because fire creature + grease should not equal non-fire immune creature, and also Flame Arrow and Fireball and stuff are already good as it is and does it really make sense to give an easily exploitable way of always making them more powerful? Probably not. Glitterdust has been buffed: the AoE has been increased from 10' to 30'. 10' radius on a spell for revealing invisible creatures when you can't see where they are is utterly laughable to me, and I'm shocked that I didn't increase this years ago. Not only that, but the THAC0 penalty and the "unable to go back invisible" effect now lasts an entire turn instead of 5 rounds (the latter subject to a save. vs breath, the former not). This is competing with Detect Invisibility, which is much more reliable and also has the "can see through Improved Invisibility" effect: there should be some kind of tangible reason for at least theoretically using this spell. Faerie Fire has been buffed...mostly: the AoE has been increased from 5' to 20'. This is even more laughable than Glitterdust - how in the world is anyone ever going to ever cast this with pinpoint accuracy against invisible creatures? Additionally, invisible creatures are always revealed regardless of saving throw, but the AC penalty and the prevention of them from going invisible again is subject to a save vs. spell and now only lasts 5 rounds instead of 1 turn. A little weaker but cheaper Glitterdust for Druids is basically what this is. Minor text style change (courtesy of @Cahir) - when referring to ability scores (e.g. Strength, Charisma, etc.), these are now always capitalized for clarity purposes. *Only* when referring directly to ability scores, though - more generalized or at least questionable usage of whether it refers to an ability score remain uncapitalized (e.g. Maze: "An extradimensional space is brought into being upon utterance of a Maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its intelligence."). Very minor change, but in case anybody notices, no, you're not going crazy, . Also some other minor text fixes, including a few spells not accurately describing their saves in the "Saving Throw:" field.
  18. I would've replied earlier, but I didn't see this thread until now. Did you already fix it?
  19. Gotcha, . Is there any way you could split off the cure power level setter into its own self-contained component? Everything being lumped into a single component is becoming a bit unwieldy, and the rest of the component doesn't have much too much to do with curing working through deflections/immunity.
  20. "Component 4020: Tweak Monster Stats Adds a saving throw vs. Death to all weapon-delivered level drain effects." What is this component? May have described it elsewhere in the thread, but it's description in your readme is just a copy+paste of the level drain component, .
  21. Yeah, like I said, it is good to have options and there's absolutely nothing wrong with it being there...but the weird thing with that "both" option is that it opens up dual-classing to non-humans (so they get both multi-classing AND dual-classing)...but then denies it to humans. I could understand wanting to disable dual classing altogether, I can understand wanting to enable it for everyone, but to disable it for the group of character who naturally get it in the game (which has a bunch of NPCs already using it) and in P&P while also enabling it for the group of characters that doesn't get it in either would seem like an utterly bizarre choice and I'd have to wonder why anyone would pick it. Maybe there's someone out there that's so misanthropic about specifically humans and not elves or dwarves that they remove that benefit just to be mean, .
  22. I think I've actually accidentally installed that option once before because I didn't read closely enough...options are always good, but it seems like such an oddball choice that I wonder if anyone's ever actually meant to use it before.
  23. Whoops! Telling everyone else that's trying to actually have a discussion to shut up because the colossal burden of receiving a few notifications is just too much to handle just didn't engender a kind or empathetic response from me for some reason, .
  24. I believe it does, and I don't believe SI:Abjuration can protect against abjuration anti-magics like Secret Word either. SCS also makes it so that anti-magic spells can always be cast through improved invisibility regardless, which is why you can cast Ruby Ray to begin with.
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