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Bartimaeus

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Posts posted by Bartimaeus

  1. Right now, it's somewhat balanced by its shorter duration (1 turn). Failing that, the effects could be separated into two different potions - perhaps replace Potion of Magic Dispelling with Energy Shielding (50% energy resistance), while the current Potion of Energy Shielding could be renamed to...uh...Potion of...Resistance or something (wow that's bad) that makes you automatically make all saving throws.

    But uh, to be honest, as I've said before, I literally never use potions, so I don't really have a great feel for what should happen with them necessarily. I do think the Potion of Magic Dispelling is kind of an unnecessary addition, though, and it's probably better to have it get closer to its vanilla function in case AI ever tries to use it while expecting the standard effect (which I think I said before was Magic Resistance)? I don't know.

    (e): Also, on a side-note, I've also entertained the idea of infinite supplies of ammunitions and potions (or even nonmagical? armors and weapons) for some of the non-thievable vendors. It is weird to me that you can buy or steal everything from vendors and they will literally never restock. It's just a lot of work to go over everything and figure out exactly what I might want to do, and also, again, I generally like to keep the status quo as it's not really my mod. As usual, I'll keep thinking about it.

  2. Yeah, I think you're right. Getting my memory confused between religious/mythological stuff and D&D, and it doesn't help that Baldur's Gate seems to interchangeably use them in a few places.

    (e): From a cursory glance at a ToB dialog.tlk, the usage between djinn and djinni is indeed rather inconsistent. Djinn is used a whole bunch of times for singular, and djinni is used a handful of times for plural as well.

  3. Going from 18 wisdom to 20 gives you one level 1, one level 2, and two level 4 spell slots. If you've used three Tomes of Understanding, going from 21 wisdom to 23 gives you one level 4 and three level 5 slots. Because of the wacky imbalance of wisdom bonus slots, I'm pretty hesitant to give hardly anything bonus wisdom (...and I've already given two more items bonus wisdom that clerics can use than normal IR - Amulet of the Seldarine and Jerrod's Mace). And while it's true that wisdom does benefit the (Limited) Wish spell, in practice, this ring will probably only be used by a cleric with high wisdom that'll have every good option already unlocked to begin with anyways, so giving bonus wisdom just piles on to that.

    Unrelated: I'm pretty sure "djinni" is the plural form of the word, and "Summon Djinni" should really be "Summon Djinn".

  4. Unfortunately, yes. The new forum software broke the link to the post, and I can't seem to figure out how to link to a particular post anymore at all. I would've thought it should be clicking on the "Posted (x) ago" link in the top left of each post, but I try to do that and it just links to the end of the first page over and over and not to the correct post. I also think the Big Fixpack version of the patch that I attempted to add to the Fixpack doesn't fully work, at least that I saw when testing it. I should probably correct that someday.

    So I've updated the bottom of the main post with a direct link to the zip file from github.

    @DrAzTiK Thanks for the Ring of Human Influence spot (I'm surprised I didn't notice before!). As for Ring of Djinni Summoning...even if I wanted to add something (and I'm not sure that I do), nothing fits with its concept. :shrug: A +2 wisdom bonus would be way too powerful, anyways (since wisdom gives a bunch of bonus spells, I've always been very careful not to add wisdom to very many things).

  5. I play with Watcher's Keep disabled until ToB, just because you'd have to remove just about everything from that first floor since going there in SoA and immediately looting everything will pretty much break SoA games. I know that Watcher's Keep has been historically accessible in both SoA and ToB, but it really shouldn't have ever been for balance purposes, so I'm probably not going to relocate Crimson Dart, (x) of Plenty, et. al. I leave it up to the player whether they want to abuse it or install SCS's Watcher's Keep SoA disable subcomponent.

    Blackblood: Not my nerf, but presumably was made +2 to account for its strong elemental (well, acidic) damage and the fact that it's easily obtainable.

    Ring of the Burglar: IR changed flat set-to stat increases (e.g. Gauntlets of Ogre Strength setting to 18) to simple bonuses, which are arguably harder to balance in a lot of ways. It makes more sense for this style of stat bonuses to go with 3rd Edition style stats where 1 point can indeed make a difference, but I understand that people like their wacky, nonlinear stats that break the game as soon as you start stacking them.

    Slings: I would not be opposed to giving slings like an inherent 0.5-1 ApR bonus, but I've generally avoided trying to introduce big weapon changes like that, since IR is not really my mod and therefore should stay relatively true to IR.

    Helms: Yeah, I've never been a hundred percent certain what to do with helms in regards to the "remove critical hits from helms subcomponent". I like the idea, because everyone in the party always being immune to critical hits is pretty stupid, but the subcomponent doesn't really offer anything in return for you losing it (and it does disproportionately affect the party), and that's kind of weird.

    Flail of Ages: %s still to be fixed, and the slow effect IMO is a bit stronger than the THAC0 or AC penalties, which is why it got a shorter duration. And actually, the percentage of each thing happening has already increased from standard IR already, since e.g. the +3 FoA in IR was a 20% chance for each effect, while in IRR, it's 33%.

     

  6. @Jarno Mikkola Without SRR, too - whether with just SR or even vanilla ToB, it's always been a "can target other creatures" sort of spell. Reason is pretty obvious once you remember that the original Non-Detection spell used to only protect non-magical stealth mode for thieves and rangers and stuff, not magical invisibility for mages.

    @subtledoctor Yes, Non-Detection (the spell) gives blanket immunity to those sorts of spells (in contrast to Non-Detection the opcode, which is junk and does almost nothing except for the above-mentioned stealth protection). As for your description, I generally try to stick close to the original sort of verbiage the game uses so writing styles don't clash, and that's sort of the problem I'm running into here, and probably why it sometimes feels so difficult to describe what a spell does in a concise and detailed manner. It doesn't help that I'm trying to explain properties that simply don't exist in vanilla. ...Probably why this spell never got a real description in SR to begin with.

    (e): You know...uh, it is called Non-Detection, not "Spell Immunity: Divinity". Maybe it really shouldn't give blanket protection to all these anti-illusory spells to begin with, but simply the "force visible" parts of them. For the time being, though, I guess it is what it is. It would almost be easier to just give a list of spells it protects against like Breach provides a list of spells it removes, but that's exactly what I have to keep reminding myself that I'm avoiding, because a part of those spells still functions (the anti-improved invisibility part) and therefore it's incorrect to say it straight up gives immunity against them. Ugh.

  7. Thanks, fixed.

    @DrAzTiK Non-Detection descriptions:

    Old: By casting this spell, the wizard makes the recipient undetectable by spells and abilities such as Oracle, True Seeing, and the Detect Illusion ability, though they may still be audible when moving and their presence may still be sensed. This spell wards the recipient's equipment as well as the creature itself.

    New: 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 may have active from being directly dispelled. Note, however, that specific opponents affected with anti-invisibility spells such as True Seeing will be able to target the recipient with spellcasting through 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.

    What a disaster of a description, but I'm not sure how else to coherently describe what this spell bloody well does.

  8. 1 hour ago, DavidW said:

    Just dropping in to advertise my auto-documentation generator, which might be of some use for updating SRv4's documentation.

    Dang, I wish I'd seen that before I ended up doing it anyways, since I think I like your result better. Oh well. Fortunately, I'm semi-competent with Notepad++ and was able to convert my language files for all the spells to a G3 HTML style (the one that SR had already been using for V3) without exceptional trouble via EOL replacements and markings, so it wasn't *too* terrible a waste of time. Have to add a few tabs for miscellaneous stuff like HLAs and familiars with yours, but besides that, pretty rad. Thanks!

  9. 1 hour ago, subtledoctor said:

    Nondetection protects you from divination attacks like Oracle/Invisibility Purge. It won't stop casters with True Sight from targeting you, but it will protect Mirror Images and the bonuses from Blur and Improved Invisibility.

    Yeah, I already wrote a huge description of it some pages ago how Non-Detection protected invisibility and stealth completely but not necessarily improved invisibility/other illusions, but Non-Detection's actual in-game description is currently not all that helpful in that regard, which I should probably fix.

  10. Mind Blank and Chaotic Commands will get better differentiation with V4 Final, as I understand it. I will reconsider their descriptions then (although the fact that I often have trouble recalling off-hand what the heck Mind Blank all does is a pretty good sign that you're right about it). Non-Detection...I kind of forgot about when I was updating Detect Invisibility, Invisibility Purge, and True Seeing. I might just ninja-edit in a more precise description for it. Thanks for reminding me.

  11. Sure. The creature you're talking about is obsdem03.cre, and even with every SR component installed, it is not touched (and nor is its script). SR touches very few creatures outside of summonables, so any problem like that is unlikely - though not impossible - to be related to SR. I would guess it's more likely to be something related to SCS, but actually knowing your weidu.log would help.

  12. You could theoretically try just copying the latest version of SRR over your current spell_rev directory, then opening up the setup-spell_rev.exe and reinstall the main component then type Q to quit when that finishes so that it then tries to reinstall everything that was installed after that in exact same order, but I've had trouble getting that to consistently work with weidu.

  13. Yeah, it's in the same order as every other spell, where the dispelling effect is the first effect. That's why it's confusing to me - it's literally applied in the same exact way through the same function, and it looks exactly the same as every other spell, but it's not working the same. Clearly, something must be different, but I cannot tell what.

  14. Looks like an EE-only bug. Basically, in non-EE games, spells like Clairvoyance have an anti-stacking effect, so you can't cast the same buff twice and stack its effects (e.g. double the AC bonus of Clairvoyance). Works fine. But in EE games, there's the functionality to instead "refresh" a spell, so if you have 30 seconds left of Clairvoyance (out of say, several turns), you can choose to recast the spell and it'll dispel the original casting and then put a fresh new one on. One of the additions of SR for EE games is converting the anti-stacking effect to the refresh spell effect, so that that actually happens instead of the additional casting being flat-out ignored. I tested virtually every other arcane and priest buff, and it seems like for whatever reason that I cannot figure out (since it looks exactly like every other spell using this technique), that specifically Clairvoyance attempts to refresh itself on a first cast, which essentially means it immediately dispels itself after casting. I really don't get why, so I'm just going to disable that particular spell from being affected by that function. Thanks for letting me know, and the fix is now live on github.

  15. Actually, YOU'RE correct on Skull Trap - I misremembered. That is the correct behavior from Spell Deflection, too - you can damage yourself with your characters' own spells even when Spell Deflection is up, but other characters, even other party members, cannot. Clairvoyance I still don't get, I just tested it again and it seems to work just fine. Could you grab SPWI301.spl from your override folder and upload it here so I can take a look at it? It's not exactly a complicated or radically redesigned spell, so I cannot imagine what might be going on with it.

  16. Can't confirm Clairvoyance bug - just tested another fresh install, and it seemed to work correctly for up to 30 seconds (including the icon sticking). What level is the character casting it where it's bugged? Doubt it'll make any difference since all the effects are just replicated for each level, but it's possible something went wrong for one level in particular.

    From the name of the file, the HLA Warriors thing is actually Kreso's creation, not Demi's. I wrote a description of it in the newly edited readme, and it's basically a nerf for Hardiness (20% instead of 40%) and a slightly different design for the Whirlwind Attacks - instead of 1 round of 10 ApR, it's 2 rounds of double ApR.

    Yeah, I can't really fix the Spell Immunity problem. I guess I could just slam Dispelling Screen into a new spell slot, but that's hardly ideal either. However, it may be fixed in the future when the way SR handles new spells is updated and modernized, but that's beyond me for the time being.

    Spell Deflection: Yeah, as designed...for now. Also, if you read Skull Trap's description, you can see that Skull Trap actually only triggers for enemies, not neutral/ally characters, so not the ideal spell to test - Fireball would've been better.

  17. V1.1.0 released.

    Miscellaneous changes:

    1. As per @Palanthis's request, the readme has been updated, partially. Some outdated information was simply excised entirely, a little new information was added, and a complete list of spell descriptions have been added that the readme now links to in several places. Took about forty five minutes to convert my language files to HTML, I guess it could've been a lot worse without Notepad++'s mass operations. The "general overview of spell changes" has been removed for the time being due to inaccuracies - hence why this is only a partial update on this. At least all of the subcomponents are now described.
    2. Spell Deflection-like spells no longer state that they do not protect against AoE spells (since I'm pretty sure that most people install the AoE SD subcomponent), but they do explain that stationary effects like Cloudkill are still not deflected, and this is mentioned in the subcomponent description itself. Additionally, Spell Trap was not explaining this at all before, but now it does.
    3. Ghoul Touch has a slight text revision that suggests its effect lasts for the entire duration of the spell, not simply the first attack you make. I've literally never used this spell because it sounded so bad, but while doing some MR tests, I discovered that this spell is basically a summonable weapon that lasts for the entire duration, and isn't a single use spell like Shocking Grasp. And I thought...that should probably be more clear in its description, because this actually seems like a pretty cool spell.
    4. Thanks to @DrAzTiK, I remembered that I made a change to the Cause Wounds series of spells a long while back when I was looking at the Cure and Regenerate Wounds series of spells that rather nerfed their damage from standard SR - that nerf has now been reversed.

    General fixes:

    1. A number of summonable weapons that weren't supposed to do physical damage sometimes had a damage type set (e.g. crushing with Cause Wound spells) even when the amount of damage was set to 0. This could sometimes cause physical damage to apply via certain kinds of bonuses even when not appropriate. The specific case I found was when the game applies what it calls the "attack of opportunity" +4 damage bonus, which triggers when a target has either no weapon or ranged weapons equipped when being attacked by a melee weapons, but there are quite possibly other cases. Although...sometimes I think these "hand" spells should do 1D2 fist damage + strength bonus, since that makes sense, but whatever.
    2. Energy Blades were doing slashing instead of missile damage.
    3. Magic Circle Against Evil's anti-stacking effect was not dispellable while the rest of the spell was, meaning if it got dispelled, you couldn't recast it for up to 5 turns.

    Magic Resistance fixes:

    1. Grease and Web are now subject to magic resistance (nothing in either's description suggests they shouldn't be?).
    2. Spook had a string that would indicate a target was affected by fear that was not subject to magic resistance unlike the rest of the spell.
    3. Similarly, Contagion had a graphical effect that was not subject to magic resistance when it seems like it should be.
    4. Larloch's Drain and Vampiric Touch were not considering whether the target resisted via magic resistance before they buffed/healed the caster - now they do.
    5. Otiluke's Resilient Sphere's confining effect was listening to magic resistance when it wasn't supposed to. Essentially, you could cast this on a party member that magically resists it and they'd be invulnerable and still able to move around for the duration of the spell.
    6. Sleep's "wake on hit" effect was attempting to wake characters even when the spell had been successfully resisted - no longer.
    7. Horror's graphical effect that plays over each affected creature was playing even when resisted. Now only plays on creatures that actually fail to resist.
    8. Poison was playing a graphical effect even when successfully magic resisted - effect still plays when saved against, since there's still a partial effect.
    9. Half of Obscuring Mist's effects were subject to magic resistance, half of them were not - now the entire thing is, since it seems like there's no reason it shouldn't be.
    10. Gust of Wind's wind buffet effect was subject to magic resistance, but its unconsciousness effect wasn't - now they both are.
    11. Faerie Fire was mostly but not entirely magic resistable. Unlike most other invisibility detection spells, I think this is one that *should* be magic resistable due to its mechanism (actually applying something to a target rather than simply seeing through), so I've opted to make it entirely resistable.
    12. Spike Growth was not subject to magic resistance at all.
    13. Dolorous Decay was not subject to magic resistance at all...and that continues to be the case for now, though it's now mentioned in its description that it isn't. And thus concludes my magic resistance test.

    AoE Spell Deflection subcomponent fixes:

    1. Symbol of Pain was getting warped by the AoE Spell Deflection subcomponent due to having an extra header (almost certainly my fault when I revised this spell).
    2. Undead creatures were not immune to Horrid Wilting, Skull Trap, or Horror.
    3. Flying creatures and dragons were not immune to Earthquake.
  18. I don't understand how either of your solutions would work. Don't know what effect you're talking about for the first one, and the second one I'm failing to see how making it immediately knock off some levels would help. Even if you only wanted it knock off levels at the first pulse, which I presume you would just do by splitting it into different subspells, how do you make the subspell containing the actual stationary projectile detect whether or not the character has some kind of SD up and subsequently protect them? Not having any power level will just make it pierce the SD, so I'm not sure what you're getting at.

  19. Let's assume there are no conceptual problems with what you're suggesting. Do you think it makes for a better game? For me, the answer would be "maybe, sounds like it might be neat to try out at least to see how it affects the power of magic resistance and the need to spam Lower Resistance...but it probably won't be really better or worse, just different", but I say that as someone who's decently familiar with how things currently work.

    Kind of a janky solution, since multiple uses of the spell can overlap and the player can still exploit them to simply throw one at an SD-ed character then throw the rest at someone else for the same amount of SD charges wasted as if you had used them all on the SD character, but I suppose it would at least semi-work. Now if you have any ideas for stationary spells...

  20. Haha. Speaking of feeling dumb, I thought it'd be fun to test doing exactly what I just proposed, so I made a 5 missile Magic Missile cast a subspell that created 5 more magic missiles at 0-100% frequency, then the effect of the subspell was to do 100 damage at 100-100 chance, then copy+pasted the cast opcode like 200 times. Sat there for like a minute while the game played at sub-1 FPS while having literally about a thousand magic missiles on screen at once, and yep, no damage. Not sure what I expected.

    (e): And then I tried 0-0, and exploded into bloody chunks. Wonderful, :).

  21. 1 minute ago, CamDawg said:

    Yep, the 0-0 is what Fixpack used to do before DELETE_EFFECT. We'd get the occasional report of the effect firing anyway and couldn't figure out why until we realized this.

    Heh, doesn't sound fun to test either, although I guess you could've just cheated and mass copy+pasted the effect like a hundred times all with the 0-0 chance to see if it ever happened within a few tries, but that's much easier to say in hindsight already knowing what the problem is.

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