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Bartimaeus

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Everything posted by Bartimaeus

  1. Sword of Backstabbing: This is SW1H10 in BG1 and BG2, and does do piercing damage. Either a different item file for Siege of Dragonspear or modified by a different mod. Arrows of Dispelling: Requires a saving throw to work - if yours doesn't, it's been modified by another mod. SCS also has a component to limit them more if you so desire, IIRC. Wands: No kidding in regards to variety...but yeah, not really something I want to be touching personally, especially since I don't use wands. Those number of charges are too high as well - IR was made for BG2 in mind (IIRC the creator of this mod literally never even played BG1), so some things for BG1 simply weren't fixed, and charges on items in general is one of those things. Wands are really supposed to max out at 10 uses. Siege of Dragonspear: This and BG2:EE-only items are on my eventual to-do list...but I'm not going to lie: I don't really want to do them, haha. I will get around to it, though...eventually.
  2. I don't understand this thread: shouldn't all of Jarno's posts be in here?
  3. @Sunfire: Yeah, but it's the same as vanilla - maxes out at 15D6 at 15th level. So...as far as I can tell, SR straight up nerfed it - twice! - with nothing in return. Making it party/neutral-friendly would be a pretty cool and interesting development, in my opinion - especially because it's a self-targeted 20' radius spell, unlike something like Horrid Wilting, which is an interesting curveball usage-wise. I legitimately want to implement that. @Missile Storm: It feels...weak? The raw damage dealers for 5th level arcane spells are...Sunfire and Cone of Cold? I absolutely despise using Cone of Cold personally - stupid janky self-pausing combined with an already janky cone effect - but in terms of damage output, I think they're more on the money for 5th level spells. Feels more like it'd fit as a 4th level spell...and what do you know, Missile Storm actually is 4th level in P&P (although with a pretty different implementation). You could do some funny business with Magic Missile, too. Like, why not add some additional hidden headers with ridiculous level requirements (past 40) for Magic Missile that will cast more than 5 missiles that you can force Missile Storm to cast at higher levels? 5 missiles would already look insane against a bunch of targets in range - why not 7? Greater Missile Storm at 6th level? Let's see 10 or 11 and melt the game engine...
  4. Isn't Sunfire not subject to MR because it targets undead, which a good amount of in SoA are more or less immune to magic? That would be what I'd suspect, anyhow. ...Wait a second, Sunfire isn't Sunray - mages don't even have access to Sunray! Oh dear, my brain. Sunfire is renamed to Fireburst in SR, that's why I'm confused. I also didn't know it penetrated MR...apparently, that was deemed to be a bug in BG2, as it was reversed for BG2:EE. SR also changes it to be subject to MR. ...So wait, SR nerfed its AoE effect (30' to 20') and removed its MR-penetration specialty...and gave it nothing in return? I don't *think* this spell was especially popular to begin with, so that seems odd. Kind of like the idea of changing it back to the original name (because Fireburst does hit everyone in actual P&P, while Sunfire isn't a P&P spell) and making it party-friendly, yeah. Goodberry: Fun concept, could easily be done via the select spell opcode (using icons of the spells they're supposed to emulate), but it does sound too powerful - or, if you actually tried very hard to balance it via level progression, the useful effects would come too late at too high of a level for it to be worth the bother. You really gonna have a Lesser Restoration at like level 9 or something when Lesser Restore, a 4th level spell, only becomes available at 7th level? Too wacky. Potions: I've had similar thoughts, also about how healing potions should probably be a regeneration effect instead of an instant cure...but then I realized "maybe I'm just changing something for the sake of changing something - this is just going to make it so people use potions a little earlier and maybe have to disengage and kite while the healing goes through, which is never something I'd want to 'force' players to do - also I never use potions anyways, why am I even thinking about this?".
  5. Apparently 7z didn't feel like updating the archive. Also, it jumped back up after resting? That's odd - it didn't for me...but I don't have your mod install. Something would seem to be adding the ability to you over and over roughly every turn(?) until your character busts. Not ideal.
  6. Did I miss the part of the conversation that explains why you have 639 Slayer Form abilities? lmao Repaired saved without CTRL+Ring: https://dl.dropboxusercontent.com/s/z4eeizzccy8bw5y/000000080-C30.zip
  7. 17? That's...weird, it maxes out at 15 at tenth level, which I just confirmed by looking at the spell in DLTCEP. Could you send me a copy of your SPPR201.spl from override? (e): Wait, hold on, I might've figured it out. (e): Yep, never mind, confirmed and fixed. Didn't realize the "aid" effect was applying a 1D8 maximum hit point bonus, so Aid was always giving anywhere between 1 and 8 too many HP.
  8. Could I get a save game file with it immediately before it would crash if you rest? Probably won't be able to do much with it, but I thought I might poke around.
  9. That's my bad. It's a BG1:EE specific bug: basically, when IR detects the EEs are installed, it runs all items through a description updater where it strips the first list so that the game can just use its own generated list. I think either this version or the version before I restored the original BG1 graphics for shields on BG1:EE-only games, but it's not exactly an elegant solution and it happens late enough that it's not caught by the description updater. Will fix, thank you, . (e): Now fixed.
  10. SRR won't touch them, but as far as I know, they are compatible!
  11. Yeah, I hate Prismatic Mantle too, which is why I nerfed the "prismatic" triggers for SRR and restored the +3 weapons immunity...but I think I might like this idea more (although I'm not sure that I would go for 8 hours - I knew it should be longer than 4 rounds right away, but 8 hours of blanket immunity to <=+2 weapons? That is...really powerful seeing as most enemies simply aren't regularly equipped with +3 weapons outside of stretches in ToB). Unfortunately, again, not an EE player - I'm pretty sure this idea requires that "once this particular effect expires, apply this other effect to forcibly expire the rest of the spell" opcode, right?
  12. @John Fat 2.1 is the only version that supports EET, as @flamewing made a specifically EET-compatible version (as Salk does not play on the EEs). I actually looked into updating the EE branch, but doing a comparison of Salk's 2.1 vs. flamewing's 2.1 made me realize it was a taller order than I anticipated, and as I don't play on the EEs either, I unfortunately said forget about it, .
  13. Lots of interesting ideas. My favorites are: 1. Move Mirror Image: way too powerful for a 2nd level spell, and too close to both Reflect Image and Blur. Unfortunately such a staple at 2nd level that I don't think most players would want this, even though I think it totally makes sense, . 2. Improved Otiluke's Sphere: always wanted something more like this, but always figured that it would have been implemented already if it wasn't problematic for AI and I didn't want to do a bunch of testing to see how they handled it to make sure.. Although now that I think about it, even if that were the case, you could make an exception for PC characters while still basically holding other types of creatures, so perhaps I'll revisit this someday. 3. The kill effect for Energy Drain is good - I might steal that for SRR, because Energy Drain really just doesn't make any sense for where it is. 4. Mantle: Really interesting idea, but very radically different from its initial design. Do you keep its duration at 4 rounds, or..? 5. Ring of Danger Sense: I kind of dismissed this at first, but then I realized that I don't think I've ever actually used vanilla OR Item Revisions' Ring of Danger Sense (especially because of its location in the Planar Sphere), and now I'm rethinking it...
  14. Thanks, jastey! Although...since the Coran and the Wyvern component was previously disabled for being unnecessary to BGT, why has it been re-enabled again?
  15. It triggers the "Healing spells cast on rest" text, but sadly, it doesn't actually apply the regeneration effect, . I remember that in the BG1 engine, resting while e.g. poisoned will make every damage point of poison apply immediately to you and possibly kill you if you rest, and so I'd suspect that this idea might work there, but without a way to make the BG2/EE engine imitate that behavior, it doesn't really matter since virtually nobody's playing on the original BG1 engine, .
  16. ...So, actually, a related question: could I add a 0 hp healing effect to the SR Regeneration series of spells in order to trigger a YES for the "are you a healing spell" check, and would it actually heal via the regeneration opcode while resting?
  17. ...I may have a spell or two I have to fix for completely unrelated reasons.
  18. Every component had the same "ERROR: Failure("INNER_PATCH_SAVE \"%entry%\": read out of bounds")" error. Unfortunately, I don't know what that means in practice besides that "a file was read incorrectly", especially with no other info to go off of. Does it also happen with SCS 32.7?
  19. Pretty cool! I've always wanted to do a cleanup of monster weapons, but it's too daunting a task to realistically consider going through every single one and fixing them, especially because I'm sure some other mods modify them as well. Unfortunately, not an EE player, so I can't use it! Oh well.
  20. There appears to be an incompatibility between EEEx and SCS. I'm not exactly certain why (SCS errors are more difficult than most other mods to read), but having EEEx installed before SCS causes those components to consistently fail with that error. Occurs with both 32.7 and 32.8, so it's not new. (e): If I had to take a guess, it's related to a new feature of EEEx in the latest version (possibly interferes with how SCS is attempting to read spell identifiers? Something?): "EEex_MARKED_SPELL: The EEex_MARKED_SPELL IDS value can be used to reference a dynamic spell in scripts. The SPL resref this IDS value references is set from Lua." Downgrading to the EEEx version before the latest lets SCS to continue to install.
  21. Thanks, correct on both counts. I think I simply forgot to input the correct values when I was standardizing all the summonable creatures' descriptions for Invisible Stalker. Aerial Servant...I think I may have intended at some point to limit it to 5 turns, but I'm no longer sure of the rationale why, and now I think I prefer 1 turn/levlel to match with Aerial Servant (...coincidentally both creatures of air, the only two summonables with 1 turn/level lengths, having spwi601.spl and sppr601.spl as their resource names, and both being the subject of your bug report, ).
  22. I didn't remember there being that many stores in IWD2, and rather than listen to more of this, I decided to just check. ...There were more than I remembered: 11ELYTHA 20SABRIN 40BDAWN (a handful) 41ZACK1 / 41ZACK2 / 41ZACK3 (a few) 50LIMHA 50NYM / 50NYM2 (a handful) 50SUOMA 52BERED 53MALAVO 53WODE (a handful) 60SPELLS 61RAKSHA (a couple) I was also assuming you meant arcane scrolls, and not divine - I did not include any divine scroll stores (unless they also had arcane ones).
  23. If a character has Detect Invisibility or True Seeing up, that character can target a lich with spellcasting through improved invisibility. Emphasis: that character. If you have an Inquisitor cast True Seeing, this doesn't help you because the rest of your party will still not be able to cast through the improved invisibility. If your mage is running TS/DI, they should able to, though. The mechanics of Non-Detection, Improved Invisibility, and True Seeing/Detect Invisibility are basically currently unexplained in SR, unfortunately - SRR attempts to improve this. Detect Invisibility: "When a wizard casts a Detect Invisibility spell, they become able to see clearly any objects or beings that are invisible, as well as any creatures that are astral, ethereal, or out of phase. Instantly and at the end of each round for 5 rounds after the spell is cast, all concealed enemies within sight of the caster will become visible to the caster and their allies. Invisible objects carried into the warded area will also become visible. Creatures affected by improved invisibility will be revealed to the party, but can only be directly targetable with spellcasting by the caster of this spell. This spell does not reveal illusions or enable the caster to see through physical objects. Magic resistance does not affect this spell." True Seeing: "When a True Seeing spell is cast, the wizard gains the ability to see the exact locations of creatures or objects under displacement or invisibility effects, as well as see through illusions. Instantly and at the end of each round for 1 turn after this spell is cast, all concealed enemies within sight of the caster will become visible to the caster and their allies, and minor illusionary spells (including Reflected Image, Blur, and Mirror Image) cast by opponents will be neutralized outright. Creatures affected by improved invisibility will be revealed to the party, but can only be directly targetable with spellcasting by the caster of this spell. Finally, the caster is also cured of and granted immunity to blindness as well as hostile illusion spells such as Spook and Shadow Door for the duration of the spell. Magic resistance does not affect this spell." Non-Detection: "By casting this spell, the wizard makes the recipient undetectable by spells such as Detect Invisibility, Invisibility Purge, and True Seeing, though they may still be audible when moving and certain types of creatures may still sense their presence through other means. Furthermore, anti-illusory spells and abilities such as Detect Illusion and Oracle will also have no effect upon the recipient. This spell does not protect the recipient from detection as a result of engaging in overtly hostile actions, though it will continue to protect other types of illusions they have active from being directly dispelled. Note, however, that specific opponents affected with anti-invisibility spells or abilities such as True Seeing will be able to target the recipient with spellcasting through their improved invisibility for as long as such anti-invisibility spells are active. This spell wards the recipient's equipment as well as the creature itself." @Dispel Magic: My suggestion is to take advantage of targeting. Don't put all your characters in a big blob if you expect to get hit by multiple DMs/RMs. SRR also has an optional, experimental tweak for making Globes of Invulnerability immune to DM/RM if you ever want to experiment with that, but that's sort of an aside at best.
  24. It's useless against way higher level casters (e.g. liches). Dispel Magic (and Remove Magic, which in SRR has 20' AoE but affects only enemies) can still be very useful against groups of enemies (since groups naturally tend to have enemies closer to your level). So...yes, it can still be useful.
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