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Bartimaeus

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Everything posted by Bartimaeus

  1. lmao @ psyduck, it was a character called Yellow Pearl Can't roll for THAC0 with spellcasting, but you could just make it subject to the normal saving and let it be a special exception against undead, who get dunked on by other spells as it is anyways. This is how I rewrote Un/Holy Word in SRR so it made sense and also none of the lines spilled to a second line: Target's Hit Dice - Effects of Holy Word All enemies - Deafness for 1 turn Less than caster - Blindness for 5 rounds 5 less than caster - Stun for 1 round 10 less than caster - Death I think I also experimented with signs (<, >, =), but it looked terrible which is why I tried to devise a different format.
  2. Yeah, I've been trying to consider what exactly Faerie Fire should do as a level 1 spell, and really, what I want to do with it just makes it too similar to Glitterdust, which is also really weak. Like, seriously, who is using Glitterdust instead of Detect Invisibility? Its area of effect is too small, too - this spell has a 30' AoE in vanilla (although the spell description states 20', it's actually 30' when you check what projectile it uses), but SR changes it to 10'. Like...I don't get how you're supposed to use either of these spells against invisible creatures when both of their AoEs are so small. I'm thinking of changing Glitterdust back to 30', changing its effect to last 1 turn but subject to a save (Detect Invisibility lasts for 5 turns but triggers twice a round with no save - I don't think that's an unfair tradeoff), then changing Faerie Fire to 20' and having no save for being forced to visible, and then also having a save for not being able to turn invisible for 5 rounds. Basically a lesser version of Glitterdust with a penalty to AC instead of THAC0. A confusion effect instead might be interesting. Sunscorch: Yeah, pretty overpowered, but while I don't mind buffing up some overlooked spells for SRR, I'm hesitant to strongly nerf what people use if SR itself doesn't nerf it. The IWD version is a little less powerful - an average of 13.5 damage at 10th level vs SR's 21, but the blindness lasts for 3 rounds instead of just the 1. I'd probably shorten it to 1 or 2. @Chitown Willie I just checked bats, and they have 8 AC, 4 HP, and no damage resistances, so I'm not sure how they're standing up that well. However, you do get 5 of them by 5th level, and simply using them to kite enemies around would prove massively effective - but kiting is basically a game-breaking exploit in this game, and not one I'm going to balance for, since it basically applies to all stages of the game all the time with every creature. Not sure if that's what you're doing, but these bats really shouldn't be lasting too long. As for the shillelagh, as Subtledoctor said, it's at an unfortunate place at level 1 compared to Spiritual Hammer and Flame Sword. One thing that I've considered doing is giving it the "touch bonus" (+4 THAC0) that pretty much every other summonable weapon gets.
  3. That's a sensible way of considering it, although the numbers there are a little fuzzy - SR attempts to give every spell at least some kind of valid use case at the minimum, while buffing up spells that were interesting concepts but so weakly executed they were unusable compared to other options (there are a number of spells which I would never, ever use in vanilla that are legitimate options in SR), while also introducing some new spells with their own concepts (or completely replacing some of the very worst offenders like Infravision with something vaguely related like True Strike, which is a spell I like to use with certain class combinations). It may be a wise idea to download the mod and give the "list of spells" part of the readme a read-through to see what you think.
  4. I don't know for sure, but the way I'm reading it simply suggests that it's flavor text. Undead and other dark-dwelling creatures would normally be vulnerable to great light sources - the text there is simply saying that it's too weak to have any special effect on them vs. what it might do to a normal creature, not that the spell should have no effect at all on them. Other light-related spells like Sunray, False Dawn, Sunscorch, etc. all have special effects on undead - this one is just saying that it doesn't. Perhaps a tad unnecessary and a little confusing, but it helps give flavor to a spell description (...and also, I don't think I'm the one that wrote it anyways). (e): Also, yeah, I think it should have a saving throw - I think. It's possible that it's been designed correctly, but the text is incorrect. I wouldn't imagine this is an oft-used spell anyways, so I might just rewrite the description to say that the remove invisibility part always takes effect, but the other malus doesn't. Feedback on it welcome, though. I really don't like this as a remove invisibility option compared to Detect or even Purge, as you have to target it, the AoE effect is tiny (5'!?!?!? What!? How are you supposed to use this against invisible creatures!?), it only takes effect once, and the penalty it applies (-2 AC) is pretty weak and subject to a simple save vs. spell. Making the anti-invisibility part of it also subject to the save vs. spell seems abominably bad to me. In fact, I don't think I can in good conscience let this be as terrible as it is...even for a level 1 spell, that is really, really bad. Maybe something more like 30' with both effects subject to a save vs. spell would be more reasonable.
  5. This reminds me that I actually kind of wanted to make Cure spells hurt undead and Cause Wounds spells heal them...but then I realized that it would be kind of unfair, since Cure Spells don't need an attack while the Cause Wounds spells do. Probably why it's not a thing. Ether Gate is not managed by SR.
  6. It's a shame they got rid of the Charming mechanic in BG2, but I guess it was getting too high level for it to work very well.
  7. Spell Deflection Blocks AoE Spells: I would *imagine* but haven't actually tested that whatever spells that mysteriously penetrate spell level protection that aren't either stationary or Dispel/Remove Magic (they're not specified as spells to affect in this component, among a number of others in non-revised SR) would stop doing so if that component is installed. However, not everyone may use that component (...although with the amount of work I put into cleaning it up and making sure every spell worked with it, they really should), so I still erred towards adding every AoE spell it's supposed to protect against as a precaution when I recently rebuilt M/GoI. Carsomyr: The "use any item" ability or whatever it's called is so silly I'm not ever going to try to balance for it, . But yeah, something like that only sounds possible on the EEs. On-Hit Effects: I think we've had this discussion before. Because IR seems to fundamentally consider item effects that aren't specific item abilities (e.g. on-hit item effect called "Dispelling" vs. literally saying "Dispel Magic") to be different from usable abilities/spells, I would not immunize it on the basis of power levels, or at least not the same way. For whatever reason, IR doesn't give these effects magic resistance checks, usually doesn't allow them to be dispelled, and doesn't give them power levels. I don't know *why* exactly that is, but it would be a big design change to, well, change that. So while I have added immunities against spell-like abilities from IR, I did not do wholesale immunizing to item effects in general. Whether or not that is conceptually correct is an entirely different matter - I was just going with how it had been designed, .
  8. What you quoted makes it sound like you're asking about the middling option (i.e. BG2/EEs behavior), but your edit makes it sound like you're asking about the stronger option (i.e. "superglobes"). So I guess I'll explain both: 1. Middling Option: All of the globes' effects simply need to be set to non-dispellable. I mentioned it before, but I'll mention it again: the opcode used for total immunity to spell levels (as used by Globes of Invulnerability) does not work consistently against AoE effects: I do not know why. For example (something that I just tested to make sure I'm not crazy), I have a Dispel Magic with all effects set to power level 3, Obscuring Mist with all effects set to power level 1, Grease with all effects set to power level 1, Fireball with all effects set to power level 3, Stinking Cloud with all effects set to power level 2. What are the results when these spells are cast at me while I'm under the effects of a Minor Globe of Invulnerability? Obscuring Mist, Grease, and Dispel Magic pierce the Globe, while Fireball and Stinking Cloud do not. I do not know or understand why, I've checked the power levels on each spell, and it just does not work consistently. So as a rule, I make the Globes immunize against individual AoE spells as well, which then actually fully protects the caster. And that leads us to 2... 2. Stronger Option: Simply define Dispel/Remove Magic as specific spells that the globes protect against. There are about 5 or 6 different Dispel/Remove Magics between BG1 and BG2 (Divine, 2x Arcane, Ajantis', Inquisitor's...something else?).
  9. Yeah, SCS made me get used to the idea of always having a sorcerer around so I don't have to have a million anti-magic spells memorized on everyone else. Of course, the vanilla sorcerer spell progression/selection tables are kind of wacky and awful (IMO) so I ended up 'cheating' and making my own based off the Anthology Tweaks "P&P" mage spell progression tables (if those are actually P&P-derived at all, I have no idea) that I liked a lot more. IIRC, the idea was basically "bring sorcerer's level & spell progression in line with mage, get less number of initial choices per level but scales mildly better over time".
  10. But you get it either way - from Aran Linvail, or off Aran Linvail, . Plus you get his Elven Chain +1 (which is the first time you get elven chain IIRC in the vanilla game - unless you murder that one lady in the Trademeet family feud quest or otherwise get her killed?), plus the Ring of Djinni Summoning, plus the Rifthome Axe, plus any other items the Shadow Thief route has, PLUS you don't have to fight a bunch of annoying vampires. I hate having to cast negative plane protection constantly.
  11. ...I usually join Bodhi. She's more charismatic than Gaelan Bayle (her and Irenicus are probably my favorite characters in the game!) and you get better stuff from destroying the Shadow Thieves, .
  12. Little bizarre choices by the vanilla game there. I guess, like you said, it was to try to enforce that people actually bothered to visit locations and engage with most of the major sidequests, but none of these guys would pose any challenge whatsoever for a post-Spellhold party, so I imagine it'd be very unsatisfying and feel like a very weird, dissonant end-game quest to bother with. There should be a third option: ONLY expanded options...but of course, you'd have to add more options, and uh, I'm not certain that I can really think of. Maybe Firkraag...and I'm already out of ideas.
  13. Changes as of V1.3.29: Globes of Invulnerability have gotten a makeover. More AoE spells from both SRR and IRR properly protected against, and the default option is now that globes are no longer brought down by Dispel/Remove Magic, but will still pierce through it to dispel other effects. The old BG1-style behavior can be enabled in settings.ini OR you can enable the super-globes that also protect against Dispel/Remove Magic instead. Physical Mirror now correctly says 1 turn + 1 round/level (forgot to ever update it). A few graphical effects from 1pp have been restored for EE games (specifically, a couple of mage armor spells and the Cause Wounds series of spells). Minor update for the Mirror Image Fix component to make sure all SR/R projectiles are caught and to introduce better compatibility with IRR (once upon a time, someone reported that IRR's AoE wands weren't piercing through Mirror Image - now they will if this component is installed).
  14. I've had a few ideas over the years that required this, and every time I get surprised to see that it doesn't. As far as I know, resist type 0 (nonmagical) and resist type 2 (not dispel/bypass resistance) are functionally exactly the same - that seems like an oversight. (e): Something to note also is that Breach can break some non-magical effects e.g. potions, that Dispel/Remove Magic cannot. It may not necessarily be wise to so strongly equate Breach and Dispel Magic in terms of functionality.
  15. Cure Sleep Fix (#40) is non-EE-only, since it's an .exe patch made specifically for ToB. I also don't think it's needed on EE games? Remove Disabled Spells from Spell Selection Screens (#50) was absorbed into the main component of SR like two versions ago, so I decided to take heed and do the same. Here is what the SRR readme has to say about the Revised Warrior HLAs (note: also a component in SR, but never described): Revised Warrior HLAs (may be used with or without the main component) A minor addition that doesn't completely fall within the scope of SR, this component slightly revises a few warrior high level abilities. Hardiness is changed from 40% resistance to all damage to 25%, while Whirlwind Attack and Greater Whirlwind Attack are changed from 10 attacks per round for 1 round to simply twice as many attacks per round for 2 rounds.
  16. The actual cleansing is triggered upon attempting to cast another spell, not when the opcode is applied. Therefore, for your aura to be cleansed with a duration of 0, you have to cast another spell within the span of that 0 duration (not possible or at least virtually impossible). Even a duration of 1 doesn't really work, because it means you have to do your next action within 1 second or your aura will not be cleansed and you'll have to wait the full round. It would be nice if it cleansed at the end of an action as opposed to before the start of a new one.
  17. Yeah, I don't like it either. I think I'm going to make the BG2 version the default. Thanks for making me investigate further, pochesun, .
  18. I think you told me there was a weird chat log message when using Cloak of the Wolf? Once you reinstall, let me know if that's fixed - I think the re-stringing change should fix it, but I wasn't entirely clearly on what exactly your message was, so I'm not a hundred percent sure.
  19. & @pochesun Okay, so this is actually more complicated than I thought, after investigating how every game does it. Baldur's Gate: Description mentions that it can be brought down by a dispel magic, and it can be: all the effects of the spell are marked as being dispellable, and it does not immunize against Dispel Magic, so other effects (e.g. Stoneskin) would be dispelled as well. Baldur's Gate II: Description mentions that it can be brought down by a dispel magic...but it cannot be: all the effects are marked as not dispellable. However, since the globe does not immunize against Dispel Magic, my guess is that other effects besides the globe would be dispelled (if the dispel is successful). And...that is the case - Stoneskin + MGoI + Dispel Magic = Stoneskin but not MGoI being dispelled. This is also true of the non-Minor version of the spell. Baldur's Gate: Enhanced Edition: No mention of being dispellable, it isn't, but also doesn't immunize against Dispel Magic, so other effects are dispellable through it. Baldur's Gate II: Enhanced Edition: Same as above. So now the standard versions of the SRR Globes can be brought down by a Dispel Magic, and do not immunize against it either, so in other words, it's essentially the weaker BG1 behavior - NOT the slightly buffed up BG2 behavior. The alternative version that I created that's enabled by settings.ini cannot be brought down by a Dispel Magic and immunize against it so that your spells also aren't dispelled - this version is the strongest kind of globe and does not exist in any vanilla game. I also just checked non-Revised SR, and those globes have the same behavior as SRR's standard globes, which is what I figured since I did not remember ever deciding to make globes dispellable when they weren't previously. SR's description specifically mentions it as well, so presumably it was by design. ...So, huh, maybe I'll make another option of that settings.ini option where the globe itself isn't dispellable but it also won't protect you from being dispelled either - aka BG2/BGEEs behavior. I personally don't like the dispellable version of the globes, I think it's just too weak, but having it straight up immunize you against Dispel Magic is probably too powerful, too, so the BG2 middle-ground makes a lot of sense.
  20. Changes as of V1.2.32: Potion of Vocalize now lasts 5 turns instead of 1 (note that SRR makes Vocalize last 5 rounds + 1 round/level instead of its normal 1 turn - this is a still a very particular case use potion, but now if you use it, it'll at least last for a while). Potion of Perception has had a slight rewrite and now also gives a +2 bonus to Intelligence and Wisdom. It's a very loose fit to this potion's concept, but a few people have been drumming for the return Potions of Genius for a number of years now, and another recent post about it inspired me to look where a bonus might fit best. Potion of Perception is one of the weakest IR potions, a generic "perception" bonus kiiiind of fits into intelligence and wisdom, but I do realize it is a weak connection - consider this a temporary measure for *some* kind of way of temporarily boosting intelligence and wisdom for the time being. Unholy Reaver has now been fully implemented, but I'm not sure how much I love its EE icon or its properties. This weapon can be found on the Githyanki Captain in Watcher's Keep (4th level?) along with the anti-paladins. It is a two-handed sword +5 that can only be used by non-good paladins (i.e. blackguards, anti-paladins if your alignment is changed through e.g. Bhaalspawn trials in Hell), with the following properties: Equipped Abilities: Mind Shield: confers protection against many forms of mind-affecting magic, such as charm, command, confusion, emotion, domination, fear, feeblemind, hold, sleep, stun, psionics, and other similar effects Combat Abilities: Powerful Weapon: +2 bonus to damage Unholy: +5 bonus to damage against good creatures Dispelling: removes all magical effects from the target (save vs. spell neg.) ...The idea being that it's sort of an evil Carsomyr, but as a Githyanki weapon, also protects against mental attacks from mindflayers and the like (EE version of this sword had "immunity to charm" and "50% chance to cast dispel magic on each hit", which is kind of where the concept comes from - this weapon was in non-EE BG2 as well, but was unfinished). For enemies that have been given new types of weapons that they didn't previously use (e.g. Captain Haegan getting the Flail of Submission), I have patched them actually getting proficiency points for them (usually between 1-3 stars, dependent on what their original proficiencies looked like + their class/level). Will make them marginally tougher. Amulet of Energy Shielding has been set to 25% (instead of 15%) of each resistance (with a small bump in value to account for it). It's powerful relative to other elemental resistance jewelry, but 15% was just too low to make me actually want to particularly use this item. Fixes: All shapechanges, shapechange weapons, and summonable creature weapons are re-stringed to make sure they're actually set correctly (done to fix problems with BG1:EE games where the normal string locations are not correct, plus should also hopefully fix a couple of wrong-string issues that might've popped up in non-BG1EE games). Integrated Subtledoctor's temple services SR fixes (wrong resources were being used due to SR changes as of the last couple of versions), plus used it to make sure Dispel Magic and not Remove Magic is being offered and therefore actually usable. Updated the shield and armor list to include items from the "SoD to BG2EE Item Upgrade" mod, courtesy of @Cahir. Potion of Absorption now correctly states 1 turn instead of 5 (note: also says 5 turns in non-Revised IR, but actually also 1 turn - I made a trade here in that I made the physical resistances bonuses 20% instead of 10%). Shapechanges/polymorphs from IRR now are two-handed to prevent off-hand attacks/shields from applying in EE games (note: can be disabled in settings.ini, defaulted to on). Made sure certain weapons have the silver/cold-iron property properly enabled for TotSC games - also gave the property to Root of the Problem since it has properties vs. unnatural creatures (subtledoctor idea). A few creature bane effects should now be applying its damage bonus to all types of appropriate creatures (e.g. Foebane now also does bonus damage to solars, planetars, genies, githyankis, imps, mephits, and tieflings). There is an issue of different item icon formats between ToBEx, BG1EE, and BG2EE games that I want to sort out before I officially increment the version number to 1.3, but that might be a bit before it happens because it's a complicated issue. So there are the current patch notes in the meanwhile.
  21. 1. I, uh...don't know! Fortunately, I found this very helpful list. Oh, wait. 2. I don't think so - maybe mod-added monsters, but not really IR's concern.
  22. No problem, it's been reported a number of times by folks that it doesn't work correctly and we've found that it does every time, so it's kind of a known "problem". It's the nature of Dispel Magic that it can seem like it's broken a lot of the time, . I would assume that if Dispel Magic never works on that guy, it's probably because his level is artificially too high. Do you want me to fix your Spell Thrust so you can take down his globe?
  23. @pochesun Not sure, since I specifically tested that exact setup and it worked fine. My suggestion would be to cast minor globe of invulnerability and hammer yourself with like 10 dispel (not remove) magics to make absolute sure it's not working correctly. If that really doesn't work, then we'll need to properly troubleshoot it.
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