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Bartimaeus

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Everything posted by Bartimaeus

  1. SRR is based off of b16 (with some of the proposed V4 Final changes as well), but works just fine with b15 as well. Animate Dead: Usable by all all priests (it's like the one mid-level cleric summoning spell - would be pretty broken if it was missing for good clerics). Insect Spells and Fire Shield: It was supposed to already be like this, but a bug I identified a long while back prevented it from working as intended, which is why it's mentioned as now actually being implemented for b16 (and was already implemented for SRR). Maze/Imprisonment: I think Subtledoctor has floated the idea of making Freedom also a buff that creates an area-wide anti-Imprisonment/Maze effect or something like that, but without feedback from others, nothing happened (ALSO, Freedom is a level 9 spell, which makes it an ineffective way of protecting against Imprisonment since you don't have access to it for a long time). I personally kind of hate Imprisonment, so I'm in favor of allowing some way to resist it (-6 saving throw?, Freedom or Mind Blank protecting against it, I don't know - just something), but it's not currently there. Improved Invisibility: I could be wrong, but I THINK Non-Detection protects against the anti-invisibility part of spells like True Seeing, but what it does not do is protect against the anti-improved invisibility part of spells like True Seeing (and keep in mind that it's only effective for the caster using the anti-invisibility buff in cases like that). In other words, I believe you can use Non-Detection to avoid outright detection, but once you choose to reveal yourself, you're more vulnerable to casters using stuff like True Seeing. Spell Shield and Dispelling Screen: Spell Shield protects a single usage of anti-magic attacks like Secret Word and Ruby Ray of Reversal (and only for the caster), while Dispelling Screen is an AoE buff that applies to the entire party that prevents one Dispel?Remove Magic or one Breach. Spell protection spells like Spell Deflection are not affected by Dispel/Remove Magic, period, no matter what (at the end of every Spell Deflection-like spell reads this message: "This spell will not protect the caster from a dispel magic, but it will not be affected by a dispel magic, either."), but yes, Carsomyr would dispel Dispelling Screen and make it so that subsequent Dispel Magics have the chance of being effective. As for Pierce Shield that dispels one spell protection and also breaches combat protections, I could be wrong and somebody could correct me if I am, but I think the breaching part of the spell would not occur if protected by Spell Shield. Other Spells: You're probably best just looking at the arcane.tra and divine.tra files in spell_rev/languages/english (the mod folder that you download and install from) with a text editor if you want to read every detail of every spell, .
  2. That's correct, and also not specific to SRR. I thought it was kind of weird, too, but I think it's mostly to free up spell scrolls, and really, it's just not convenient to have 4 spells that are basically all the same memorized in your spellbook. It does make the priest versions of these spells quite terrible and inconvenient, though.
  3. Click twice? Like...inside the installer? Sadly, I've never used the OSX installer and have no idea what it's like (and no ability to do so), so I really don't know what you're experiencing, I guess. If you don't mean inside the installer, then I think I'd need an example of what you mean. Also, thanks Mike for explaining. Although...is there any particular reason why we can't have both the .exe and the OSX files in the same archive?
  4. Sure - you would just download it and overwrite it on top of the normal SR installer, like it says, and then install it as per normal (however that is - I'm not sure how Macs handle it, but if you've ever installed SR before, it's the same exact way with SRR). I think Luke has had trouble overwriting the folder before, though (the default behavior on Macs is to delete the entire original folder, rather than just overwrite files with the same name, maybe?), so let me know if you run into trouble with that. Complete folder without needing to download both SR and SRR that I'll temporarily leave up (I kind of have to do this awkward setup because I'm only supposed to distribute the files I personally modify, and it makes it so that it can't be redistributed by itself): https://dl.dropboxusercontent.com/s/ecc53056d28py9t/SR Revised.zip
  5. SRR was originally made as my own personal mod to fix many of the bugs and oversights of SRb15 (well, actually, it started before Kreso entered the picture, but I've kept updating it along side his very valuable work). Besides bug fixing, there were some spells that I thought were simply inexplicably bad (e.g. Icelance, Symbol of Pain, Mestil's Acid Sheath) that I wanted to make legitimate options, some spells that were just straight up missing (e.g. Gate and Summon Nishruu), spells that I didn't think scaled properly to level (Cure/Regenerate series, Polymorph Other), and plenty of spells that I thought just needed a small buff or small nerf. Also wanted to fix scroll distribution, provide better support for Item Revisions, and fix a whole lot of text inconsistencies and oversights (of which there were...a lot). In other words, I think of SRR as being a general fixer-upper with my own personal flare. As for what's missing from SR V4 Final, there were some changes that I wanted to see in action before integrating them necessarily while other stuff is new stuff he was coming up with. They can probably be summarized as such: Brand new stuff: 1. Greater Heroism replacing Stone to Flesh. 2. EE patching stuff he listed (something to do with damage spam being eliminated?). 3. Major Prismatic Mantle re-design. 4. Major Flesh to Stone re-design. Changes: 1. Insects fear effect to berserk. 2. Mind Blank minor re-design. 3. Chaotic Commands minor re-design. I think, besides that, everything else he listed I've already duplicated and integrated. The one other thing besides that was something Subtledoctor, Mad Mate, and I think one other person were working on before the forums died for a month, in regards to changing the installation structure of the mod to increase compatibility and make the mod more flexible and foolproof (and coincidentally eliminate a Sequencer/Contingency bug caused by Dispelling Screen that happens in the EEs).
  6. V4b16 was more developed to fix some of the worst problems of b15 that I and others had found over the past couple of years. For simplicity's sake, that's probably the best thing to go with, even though it still has some problems and we're awaiting SR V4 Final. I think the latest version of SCS, the one that's currently in beta, handles SR compatibility more natively, and thus there is no need for Kreso's Revised SCS, right @DavidW ? Spell Immunity no longer exists for players in SR V4, though they still do for enemies in non-SRR games (something that I rather disliked and thus provided the option to disable). If you want a complete list of changes, you're best off looking at the "detailed list of changes", although it is not perfectly exhaustive at this point: https://www.gibberlings3.net/forums/topic/22694-sr-v4-detailed-list-of-changes-ongoing-update/
  7. In SRR, Icelance scales to level and does equal parts piercing and cold damage (maximum of 5D6 for both, aka 10D6). Vitriolic Sphere was redesigned entirely to be more like IWD's, and does 1D4 per caster level on initial blast with no saving throw granted, and then continues to deal 2 less dice of damage each round after that until/unless they save for half damage for the given round (e.g. 10D4 on the initial round, 8D4 on the second, 6D4 on the third - if they save vs. breath at a -2 saving throw, the spell ends and the current round just deals half of its damage). Mestil's Acid Sheath scales to level (although I admit that I still think it's a little underpowered and would prefer...SOMEthing different for it), while I have a complete temporary redesign for Waves of Fatigue that doesn't involve stacking. Kreso has been pretty adamant about Waves of Fatigue staying the way it is, although I personally think it's poor design to need to cast a spell multiple times for it to have any real effectiveness against enemies (while it can similarly be of little use against the party if they're freshly rested...and can be absolutely crippling if they're not - just makes it too hard to balance, which is why the duration is so short, which makes it even worse in most circumstances if you can only cast it once).
  8. Oh my, you're quite right, antimagic attacks do mention removing Dispelling Screen when it shouldn't (applies to both SR and SRR). Thanks! Dispelling Screen also mentions that it is dispelled as a "specific protection" by the likes of Pierce Shield and Spellstrike...but uh, neither of those two actually do that - Pierce Shield breaches combat protections, not specific protections, while Spellstrike should not be affecting specific or combat protections, either. However, nevertheless, kreso's code still patches both of these spells to remove the Dispelling Screen sectype, which I'm really not sure that they should.
  9. Agreed: absolute balance is a silly and kind of pointless venture, since, as you said, it just makes things kind of boring and predictable. I'm also not necessarily in favor of removing every kind of exploitable behavior - some of the worst, sure, but if people want to make use of particularly powerful combos, you shouldn't start nerfing stuff to the point where it's *only* useful as a combo rather than in of itself. There's a "balance" to keep, but it's not necessarily perfect balance. Some spells are considered classics in D&D for a reason, after all.
  10. That...sounds like something somebody would've noticed by now. But looking at EVILDAM2 in BG2:EE, you do appear to be correct - instead of opcode 179 (damage vs. creature type modifier) with type 0 (no) targeting, it's opcode 12 (damage) with self-targeting. Does not apply to IRR because I added my own .effs for this rather than trying to repurpose vanilla's, nor to non-EE games since it's correct in vanilla.
  11. We kind of have to wait for Kreso to check in - he hasn't been on since before the forums died, and he didn't provide a link to his "final" version. So...that's kind of that. From the things he listed in his thread, these are now (or already were) in SRR: Ice Storm (both mage and druid versions) now slow movement by 20%, not 50. Spell was OP before. Blade Barrier and Globe of Blades now can work together Globe of Blades does 2d8 slashing damage per round, no save Haste now only gives +4 to movement speed (was +6 before) Protection from Missiles is now caster-only. Imp.Haste is now +4 to movement speed Lastly, cloud-based spells like cloudkill and stationary AoE like Web will no longer deplete deflection charges or be blocked by them.  I also just added corrected/better explanations of how Detect Invisibility, Invisibility Purging, and True Seeing handle improved invisibility detection (as well as listed the exact spells True Seeing should dispel). I think everything else will probably wait until he comes back. As for my personal changes, I imagine most of them will remain separate except for the things Kreso personally likes - that's just up to him.
  12. Yeah, you're on an old version. Haste is not single target anymore. Try this: https://www.gibberlings3.net/forums/topic/29777-sr-v4-beta-16/ (e): Although it doesn't look like Haste's description got updated when it was updated, both Haste and Improved Haste are indeed AoEs again. Install SRR instead if you want a correct description, (e): Dear lord, somebody disable these new emoticons!
  13. 1. In non-revised SR, Icelance, Mestil's Acid Sheath, and Vitriolic Sphere are definitely underdeveloped. I have suggested revisions to them that are present in SRR. 2. Haste's fatigue effect lasts for 3 rounds. The minimum caster level to cast this spell is 5, and its duration is 1 turn + 1 round/level - in other words, at minimum level, it lasts 15 rounds. 15 rounds of up to six characters and possibly summonable creatures having significantly higher movement speed and an extra half attack per round...in exchange for 3 rounds of being suffering -2 penalties to THAC0, damage, and AC at the end of it. Are you actually suggesting that Haste is a bad value proposition? Interesting analysis. 3. Flame Arrow in vanilla did 1D6 piercing + 4D6 fire for every 5 levels of the spellcaster, no saving throw. In SR, it does 1D6 piercing + 1D6 fire for every 2 levels of the spellcaster, no saving throw. In other words, at tenth level, vanilla did 2D6 piercing + 8D6 fire, while SR does 5D6 piercing + 5D6 fire. The real problem, of course, is the random targeting: you can't put these babies in sequencers and immediately and completely overwhelm one enemy in an encounter. However, it goes both ways if you're playing with SCS - enemy spellcasters triggering multiple vanilla flame arrows is absurd, too, and I'm very glad it's random because I would have had many very cheap-feeling instant deaths otherwise. Up until fairly recently, it actually used to be 1D6 piercing + 2D6 fire per arrow, if I recall correctly. Perhaps too strong of a nerf, but the original way was clearly too strong, too. Perhaps something more like 1D6 + 3 piercing (simulating a +3 enchantment level of the arrow) + 1D6 fire per 3 levels up to level 15 would be better...
  14. Yes...you've suggested it to me before: 1. I don't think I would change any type of missile type's base damage type wholesale unless I was doing all of them...which would essentially mean bullets and hammers would be crushing, while darts, daggers, arrows, and bolts would be piercing, and axes would be slashing. I think crushing is generally considered to be the best damage type in of itself (but has the weakest weapons to go with it), so hammers and bullets would probably benefit the most. However, this then creates the issue of anything that increases missile damage resistance being useless. 2. It's not really a suggestion suitable to IRR, but rather IR as a whole. If it were already a part of IR, I personally wouldn't like it and would restore the missile damage for myself (or provide an settings.ini switch), and would instead possibly opt for a different sort of buff (+1/2 ApR?).
  15. I THINK it's being worked on for the latest version of Spell Revisions, although only incidentally. Instead of replacing Spell Immunity with Dispelling Screen, Spell Immunity should simply get disabled and Dispelling Screen will get its own resource, which should EE games from trying to turn Dispelling Screen into the various forms of Spell Immunity in contingencies and sequencers. At least, that's what people were working on before the forums died for a month.
  16. I guess this didn't make it into b16, though I'm pretty sure I wrote about this bug and gave a solution before. I don't think it's a problem in non-EE games due to the different way ToBEx games handle constitution penalties/bonuses, but it was solved in SRR by setting the target to full health immediately after reviving, then applying the constitution penalty, then setting health back to 1 with a short delay (unfortunately, you can't just sequence the effects after each other without the delay - it'll still kill them from what I tested).
  17. Yeah, I'd imagine it was avoided being explained further upon in the description because of how painfully arbitrary it would sound. At least, that's why I wouldn't want to write the exact mechanics down, :P. But yeah, that line of spells definitely need clarification as to how they affect invisibility vs. improved invisibility, and True Seeing specifically could have a note about outright dispelling "minor illusions including Reflected Image, Blur, and Mirror Image", but no more.
  18. I installed and tested both SR and SRR, just for you, and in both versions, things seem to work as they should. True Seeing dispels illusory effects up to level 2. In other words, it will completely remove Blur, Mirror Image, Invisibility, and Reflected Image, as well as probably innate and item versions of these spells, but it will not directly dispel the likes of Improved Invisibility or beyond. For those, it will instead use the force visible opcode (136) so that the standard invisibility effect is effectively dispelled, then use the anti-improved invisible opcode (193) so that the caster who used True Seeing may target the Improved Invisible character without actually dispelling the Improved Invisibility for everyone else (i.e. only the character with True Seeing can target them with spells). I tested both SR and SRR - SR does not fix Inquisitor's True Seeing (in other words, it will not function like the arcane and divine versions of the spell), but SRR does (and it functions identically to them). If you are using SRR, this is how True Seeing should work (with the exception of it targeting a friendly party member after I cast standard Invisibility - it does not do that normally, I enabled that just for testing purposes): https://dl.dropboxusercontent.com/s/hqmg0gjqrk9pcbf/2018-12-27_22-15-03.mp4 If your True Seeings do not work like this, then your True Seeings have been modified by another mod most likely. As for Detect Invisibility and Purge Invisibility, as I recall, they remove the standard invisibility effect (aka second level Invisibility) but they do not remove the improved invisibility effect, but like True Seeing, they should allow the caster that cast DI/PI to target them. And finally, yes, Oracle actually directly dispels stuff like Improved Invisibility. Perhaps a couple of description changes to True Seeing and Improved Invisibility to more effectively explain the mechanics would be helpful.
  19. I checked to make sure: Inquisitor's True Seeing (spcl232.spl) is indeed a clone of at least clerics' True Seeing, so if one dispels invisibility, this one should as well.
  20. Not that I expect you to be able to do anything about it, but not using bbcode mode is so miserable anytime you want to post using a lot of formatting stuff. I remember when bbcode mode was always the default when posting in the olden days... No matter: thanks for getting stuff back up and running.
  21. If the spell name is True Sight, it is not SRR's version of the spell. I think subtledoctor is probably correct in that normal SR does not handle either Inquisitor's or Priest of Helm's True Seeing, but if you are using SRR, I specifically made it so that SRR does handle those versions of the spell so that their behavior would be the same. And with that change, they were renamed to "True Seeing" to match the arcane and cleric versions of the spell, so if you're seeing "True Sight", something else has re-overwritten it. Possibly SCS, yes, but if you want to see everything that's modified it, you can either do a changelog or, if you're on Windows, search for "file:spcl232.spl" (Inquisitor's True Seeing) in your Baldur's Gate folder and see what mods' backup folders it's in and take note of them...assuming you haven't deleted all of the backup folders.
  22. I saw your original reply, sturmvogel, but I could not reply to it at the time as the forums were locked (and now it seems your post has since been eaten by the forums during the server upgrade). From everything that I can see, none of the dagg11 files have been updated since your version, and yet, the form-switching abilities seem to be correct. I decided to make sure by having a fresh install of BG2EE and installing the latest version of IRR, and it's the same: both dagg11 and dagg11b correctly are ranged missiles, while dagg11a is not. So...a weidu.log would probably be helpful, and possibly a changelog if you know how to do that.
  23. That's correct behavior (and as far as I can see, this isn't a bug with either IR or IRR), but I understand that it's a little confusing. The problem with throwing daggers is that they're supposed to receive +1 ApR when being thrown...but the thing is, throwing daggers aren't supposed to also be usable for melee, but the developers wanted them to double as melee daggers. On top of that, one-handed throwables can't be dual-wielded. So to fix this problem, there are two* versions of the dagger that you switch between with that ability in your equipment ability list. One version is the throwable version that receives the +1 ApR, while one version is the melee version that can be dual wielded (but doesn't receive the +1 ApR). I double checked the .itms and it seems like they all reference the correct resources and missile ranges. I realize it's not ideal, but it's kind of what you have to do for at least non-EE games (did the EEs introduce a way of fixing both of these problems?). *There are actually three versions - in this case, it's dagg11 (the base .itm that you find in-game) that's throwable, dagg11a that's melee-able, then dagg11b that's throwable again (but has no identification check so when it's re-created in your inventory, you don't have to re-identify it).
  24. I mean, if you're content, then that's what matters, right? IRR currently has a large amount of advantages over current IR (namely, piles of bug fixes, description fixes, mild balance changes, graphical fixes, more items handled, etc.), so I would say so, but that's just me. I especially think it's better for the EEs because the current version of IR resets and incorrectly overwrites a bunch of the EE's graphical changes that I've painstakingly fixed...but like I said, it depends on you.
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