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Bartimaeus

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Everything posted by Bartimaeus

  1. 4. If you play with SRR, it is actually default behavior that these spells still exist. Did you enable the settings.ini switch to replace them? 6. Same problem as atweaks' Further Revised Fiend Summoning spells, except only sort of - Protection from Elemental Energy is a spell that lets you choose from four subspells to cast, but unlike atweaks, does not actually replace any old spells, and SCS does not presumably try to add it to any NPCs. But yes, that's why the original spells still exist - so that the AI can still use them. (e): @DavidW: #4 applies only to SRR, but #6 is SR as well.
  2. atweaks discussion from the other thread: Worst case scenario, can just say the Further Revised Fiend Summoning subcomponent is not compatible with SCS at this time.
  3. Yeah, it sucks and I don't want cheating to be necessary even for rare occurrences, which is why I want to fix it. As for the delay, I think it's actually 30 seconds in standard SR, and I've upped it to 60 seconds, but I could set it to 1 hour (5 turns), too - I didn't want the delay to be annoyingly long, I guess. One other thing I thought about is whether an explanation of how it works differently for party members should actually be provided in the spell description under a "NOTE:"? It'd require "out-of-universe" text, which I hate, but I think it's important to properly explain the difference in behavior for anybody not going through every page of thread discussion like this.
  4. For what @TheLoneTremere said regarding the fiend summoning: SR does not give the summoner a choice about what type of fiend to summon, and so I'm pretty sure it's perfectly compatible with SCS, but atweaks' Further Revised Fiend Summoning (which is personally my preferred method of fiend summoning) subcomponent does. Essentially, if you're a Lawful Character, you can choose between a Lawful and Neutral type of fiend to summon; if you're a Chaotic character, you can choose between the Chaotic and Neutral type of fiend; and Neutral characters get access to all three. TheLoneTremere was possibly saying that when this component is installed with SCS, SCS's AI isn't properly selecting a fiend to summon after casting such a spell? I haven't tested it, so I don't know, but it sounds possible.
  5. V1.1.0 changelist: Imprisonment implementation has been changed. When used against party members, they are permanently mazed then slayed after 1 turn (what SR does already). When used against non-party members, proper Imprisonment occurs (new). I don't love being able to resurrect/revive Imprisoned party members because of this (as you're supposed to have the body to do so), but I understand that both the Imprisonment and (permanent) Maze effects are simply non-workable for party members (Imprisonment removes characters from your party and breaks ongoing party member dialogues in at least non-EE games, I believe(?), while Maze makes it so you can't leave the current area and thus if you don't have a Freedom scroll, your game essentially ends) and so we kind of have to work with game engine limitations here. I'm thinking this sort of "different treatment for party members" might also be the way forward in regards to kreso's new petrification idea, where I can restore the old classic petrification behavior except against party members, where it'll act differently in order to sidestep engine problems. I don't love having different behavior for party members, but I think it's the only way to avoid permanently getting rid of the way these spells are supposed to act while also working around their game-breaking behavior. What do you think, @Salk, others? Additionally, if you really hate how Imprisonment has no real apparent way to protect against it (a number of people have complained about it over the past months), there is now a settings.ini switch that introduces a -6 vs. spell saving throw to it - defaulted to off. other things - will update later
  6. V1.2.4 released: Roranach's Horn is the single helmet with an AC bonus of 2 now - Horned Helm of the Rock was strong enough without it, and it was unnecessary for Red Dragonscale Helm entirely IMO. Roranach's Horn is in a bit of an unfortunate spot because it and Helm of the Rock had a lot of overlap previously in standard IR, so this is its (now) unique bonus in addition to the HP bonus. Drowcraft THAC0 and damage bonuses are properly handled now (and accounted for in Weapon Changes). Doomplate +3 now has 0 AC instead of an erroneous -1. Boots of Etherealness properly protects against SR Imprisonment effects. Orc Leather +2, Drowcraft Full Plate, and Drowcraft Chain Mail now have their correct amount of damage resistance when using Revised Armor (although the solution was kinda hacky because I couldn't get the standard coding to work with what I know).
  7. Blade Barrier works a little funny - it's 1D8 per 3 seconds for a total of 2D8 in a round. I think I'm actually going to very slightly increase the radius of Blade Barrier and Globe of Blades, because their radius is so small compared to the graphical effect, and with some weapons with longer range (e.g. staves, two-handed swords), it seemed like you can literally be in a melee battle with other characters and the radius won't reach. And yeah, I'm gonna figure out an animation for Banishment, too.
  8. Sure: https://dl.dropboxusercontent.com/s/741oza80w8vkbwf/Innate Sequencers BAMs.zip Only did the toolbar (B) variants, since I presumed the others were unneeded as it's just an innate ability.
  9. @DavidW @DrAzTiK Summon Fiend('s description?) does indeed seem to be reverted by SCS. SCS did not seem to cause any issue for Blade Barrier or Banishment, though. @AnonymousHero Like this? Quick edits, but they work. Up to DavidW as to whether he'd want to use them, though. On a side-note, I used this component and created a Mage in ToB (BG2:EE), and didn't seem to get these abilities? Think you're supposed to get them automatically, but I didn't seem to.
  10. Draztik, who are you testing Blade Barrier and Banishment upon? Just so you realize, both of them only work on hostile creatures - in other words, you can't do what I just showed in the previous video, summoning your own Death Knight to banish - that doesn't work (unless you make them go hostile, anyways). It worked for me because I modified the spell for testing purposes. I got around to actually testing Blade Barrier. Created a hostile Aerial Servant that I gave 100% MR, cast Blade Barrier, and it's piercing through its Magic Resistance every time. I installed the Initialize AI subcomponent of SCS, and tested both Blade Barrier and Banishment again, and everything is still working.
  11. I installed that and the Celestials component after installing SR, and summonables still seem to have the correct gender, and it's confirmed by casting Banishment upon them and them successfully being banished. If there's a creature that you're casting that's never being Banished, e.g. the Death Knight (dvdeathk.cre), you should grab its .cre file from out of your override and either look at its gender or upload it so I can.
  12. Banishment: You'd be better off checking the .cre that is not getting banished. Summoned/gated creatures should have gender 6 (summoned), 9 (gated/fiend), or 20 (summoned no limit). If it's not one of those, then it can't be unsummoned. In 2nd Edition, I believe Death Knights are Lawful Evil, which means if they're actually fiendish in origin (which it seems like SR is treating them like they are), it would stand to reason it would be devils specifically, in which case them fighting each other does make sense. As for the the Death Knight not defending itself against the player while having PfE and vs. the Glabrezu, yeah, I'm not sure what's up with that, and figuring out its script is probably unfortunately beyond me. To be honest, I don't even use SR's revised fiends (hence why the fiends switch exists in settings.ini), but instead use slightly modified versions of atweaks' Revised Fiend Summoning component that I think are simply better. I really think Summon Death Knight and Cacofiend should be separate spells. Note to self: patch B1-6.itm to have generic monster weapon icon. Create copy of B1-6 with an icon, more like.
  13. Yeah, all rods do 1D6 even with Weapon Changes installed. I'm not totally sure why, but IR treats rods as a separate weapon type from clubs. I think I'm going to make the AC bonus for helms contingent upon actually installing the "no critical hit protection for helms subcomponent". Unreasonable to assume everyone will be using that subcomponent.
  14. Blade Barrier: Can't confirm on paper. SPPR603 casts SPPR603D immediately upon casting this spell and every round after, and each opcode used to cast this additional spell effect has their resist type set to 3, which is "can be dispelled, but bypasses magic resistance". SPPR603D then casts SPPR603E twice, one immediately and one with a 3 second delay, and both of them have resist opcode set to 3 as well. So far, so good. Finally, SPPR603E causes 1D8 slashing damage, with resist type set to 0, which is "nonmagical" aka bypass magic resistance and cannot be dispelled. From everything I see, it looks good to me. Banishment: Hmm, seems to work for me. See demonstration here (download video if your browser isn't automatically playing it): https://dl.dropboxusercontent.com/s/f3v6r6gulo82oar/2019-01-19_19-09-02.mp4 Possibly a compatibility problem with atweaks/SCS, though. Although now that you mention it, I think I want some sort of special graphical effect that appears when it's actually successful, since them simply disappearing out of existence kinda looks janked. Also, in this demonstration, it seemed like Death Knight might have something wrong with his script, since he wouldn't attack me even after I started attacking him while having Protection from Evil on? Not sure what that was about. Shield of the Archons: What's incorrect about it?
  15. Doom Plate: Got it. Drowcraft Armor: I disable damage resistance in the settings.ini, so I have no idea if that's correct or not. I would guess it is, it's probably part of the Drowcraft bonus, but I don't actually know for certain. Drowcraft Weapons: I don't really know why because it's something inherited from IR that I didn't change, and it's something I'd actually noticed before when trawling through each item to double check them, but Drowcraft weapons actually use the "Bless" property, which, according to DLTCEP, improved THAC0 and Saving Throws for every point of Bless, with each weapon set to 2 here. Thanks for reminding me, as I'd completely forgotten, as I think I'm just gonna change them to increase damage and THAC0 by the standard method. Helms: Yeah, there are a few helms that grant 2 AC now - made for use with the helmets don't protect against critical hits subcomponent, but not required. Red Dragonscale Helm, Improved Helm of the Rock, and Roranach's Horn are the only three to do so. I always had a debate with myself whether Red Dragonscale Helm should really get it, because it's so easy to get, but I did want at least one SoA helmet to get it and it seemed the most fitting because it's a dragonscale helm, so I don't know. If not that, I'd probably go with...Helm of Defense, maybe? Magic Resistance & Potions: Potion of Energy Shielding is a more expensive potion than Potion of Magic Blocking (1000 vs. 750), but yeah, getting magic resistance values can be hard to do because otherwise stacking them can get mighty powerful awfully quick, which is probably why most items don't go overboard with it. In vanilla: 1. Potion of Magic Blocking gave 50% MR but for only 1 turn instead of 5 it does in IR; 2. Potion of Magic Dispelling was a Greater Globe of Invulnerability (immunity to all spells level 5 or lower) but only lasted 5 rounds; 3. Potion of Energy Shielding was...just another Potion of Magic Blocking that granted 50% MR but also made you make all saving throws, and it lasted for 3 turns. So that potion was way stronger than pretty much anything else.
  16. Yeah, and there's no way to even dispel the effect when you know it's coming. Although Death Ward protects against its opcode, so at least you could use that as a janky workaround for the time being? But yeah, I'll make it so it protects against both wizard and lich Imprisonments.
  17. I'm not even sure why SR makes Imprisonment uses the death effect to begin with. According to text source I've read, Imprisonment suspends a creature in stasis once successfully imprisoned, so it's not like they should starve or thirst to death after 48 hours or anything. I'm tempted to remove the death effect from SR's Imprisonment, buuut I guess that only saves people if they're using SRR, so worst case scenario, I'll make the boots protect against specific Imprisonment spells wholesale.
  18. I think I recall I enabled that setting once upon a time, and was annoyed with characters clogging up the text log when you entered areas - if I'm recalling my vague memories correctly. I'm usually all for including everything in the combat log, but for this one type of situation, it'd be pretty rad if in this one situation they could do it "silently" instead. I'd definitely start enabling it then.
  19. That makes a sort of sense, but then I'd be tempted to also change it for throwing axes and hammers and maybe darts, because the mechanisms of those types of missiles are not really the same as an arrow or a bolt either (and for that matter, I'm sure someone could make an argument that there can be a bit of a difference between a crossbow and a bow, too - in my mind, crossbows are the most like a gun, being used for mostly point-and-shoot straight-shooting, and fit what a "missile" type of damage should be, while bows are a little more flexible in terms of using gravity and parabolic arcs to rain death from above...though that type of arrow shooting isn't particularly relevant to Baldur's Gate gameplay). And while you could start doing that, I think I'd prefer to just let the original design stay the original design, as I'm not into making an arbitrary choices about what constitutes as "missile damage" and what doesn't. I feel things are "missile damage" just because they're a missile - simply a distinction between melee and ranged weapons. And if a bullet, or throwing axe et. al. is not missile damage, do you prevent Protection from Missiles from protecting against them? I don't want to have to think about this more than the original devs probably did, . (e): words
  20. Yep, almost all even semi-modern ones as far as I'm aware. There may be (and probably are) exceptions that I'm unaware of, though.
  21. Thanks for the fixes! I posted about a bug back in v6 that I just checked the patch notes for in the v7 and v8 changelogs but see no notice of, so I'm wondering if it ever actually got fixed or if it just got forgotten. ToB-Style NPCs breaking Imoen in BGT games.
  22. Yeah, I hate .exes even on Windows - luckily, they're usually openable directly by 7zip.
  23. Hmm, I'm pretty sure the same must happen in non-Revised games, since SRR does not touch kreso_ee.tph at all. You suggest using opcode 318, but that would crash non-EE games. I'm just gonna have to go on a case-by-case basis here, I think, which isn't ideal, since it means I have to look through all the spells. And thanks @ Storm Shield. V1.0.9 released: Storm Shield (both druids' and Priest of Talos') should now properly block against insect spells again. I'd added the new Death Knight icon to the arcane version of Summon Death Knight, but forgot to for the divine version - now fixed. Vampiric Touch's secondary effect (that grants a maximum HP bonus) was self-immunizing against an old version of its filename (and therefore not working). Protection from Evil spells were not self-immunizing against Magic Circle Against Evil. A number of spells have improved or simply added support with Kreso's "update instance of spell" code for EE games (related to the function Relay described above that was accidentally deleting Fire Shield's protection against insects), including: Bless, various Protections from Evil, the Regeneration series of spells, Draw Upon Holy Might, Magic Resistance, the three different types of Mage Armor spells, Expeditious Retreat, Reflected Image, Wraithform, Vampiric Touch, Fire Shield, Mestil's Acid Sheath, Minor Globe of Invulnerability, and Larloch's Energy Drain. To eventually do: the Hastes(?) and Storm Shield (harder because of all of their self-immunities).
  24. It's a "problem" with the latest version of SR, beta 16. MS9 was disabled in favor of re-enabling Gate again, mainly because MS9 needed a total redesign.
  25. V1.0.8 released: Dispel Magic now correctly says "any creatures" instead of "any enemies". Polymorph Other now correctly states "no penalty" instead of a "+2 bonus" for creatures 11-15 HD. Harper's Call now applies its stat penalty to Jaheira instead of the raised character (I did figure out what was going on, but ultimately it's more trouble than it's worth, and also I thought wouldn't any party member with less than 6 points in any given stat be instantly killed upon being revived with no way to avoid it, whereas Jaheira should always have the stats for this unless you cast it too many times at once...and with that in mind, the stat penalty has been decreased from 5 to 3). Various anti-magic attacks no longer mention being able to dispel Dispelling Screen when they shouldn't be able to. Larloch's Energy Drain no longer grants +30 maximum HP, but instead +20 (which is what it is in regular SR - the idea being that you get 5 per level drain) but also immediately heals 30 hit points on top of that. Still not ideal, but each level drain instead giving 6 HP was annoying me. A few spells have their own unique icons courtesy of @DreamSlaveOne and @Pacek's work that never got implemented - specifically, Dimension Step, Summon Death Knight, and the Regeneration series of spells (no more re-using the Cure series, which was a bit of a problem if you were running a Cleric-Druid). subtledoctor's updated spellbook fixer is disabled in favor of my original one (which is perfectly functional as far as I know, if a bit clunky to mod). Prismatic Mantle's range has been fixed to 5 instead of 1000. When the enchanted_weapon settings.ini switch is set to 0 on EE games, the description and stuff is still updated to the proper SR format now. Confirmed that the dispel_globe settings.ini switch is working as intended when set to 0 (i.e. M/Globe of Invulnerability makes you immune to Dispel and Remove Magic). Reviewed innate abilities and confirmed that spell-like abilities such as the Bhaalspawn powers should have their power levels set for the most part...but then discovered that @Relay's report was about a non-SR spell, since both the innate version of Vampiric Touch and Larloch's Minor Drain already have their power levels. Poison's power levels on its initial damage are fixed (can no longer pierce Spell Deflections/Globe of Invulnerability). Call Woodland Beings' Hamadryad and Nymph's spellbooks fixed. Nymph no longer has two Entangles but instead has two Dooms (too many Entangles is more annoying than helpful, I find), while Hamadryad's wasn't at all what it was supposed to be, and is now (albeit a little revised). Will update post and thread title when actually fully released. (edit): Now live. One thing I'm still looking out for, if anyone wants to bother, is where some additional scrolls might be placed in BG1 (and possibly BG2, but mostly BG1). Specifically Detect Alignment, Friends, and Wraithform.
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