Jump to content

Bartimaeus

Modders
  • Posts

    2,499
  • Joined

  • Last visited

Everything posted by Bartimaeus

  1. I'm fairly certain it bypasses it in that you're allowed to cast spells at a character affected by Improved Invisibility, but I am not certain that it bypasses the standard invisibility effect.
  2. The "Mind Shield" is under the "Special Characteristics" of the Shapeshifts Troll ability, so it's not really a property of the item. Trolls, for whatever reason (very thick skulls?) get Mind Shield. The Breach thing is another thing that SCS tweaks with its "More consistent Breach" subcomponent, though I'd be in favor of that being the default in SR, too.
  3. Uh. Where at? (e): OH! Boots of Etherealness. Right. Those.
  4. I think SCS' Demilich component adds a saving throw to Kangaxx's Imprisonment, but yeah, not exactly ideal. Spell Deflection/Trap would probably be your only defense, but I'm not even a hundred percent sure off-hand if it deflects Kangaxx's version of the spell.
  5. V1.2.3 released: Wand of Monster Summoning duration inconsistency fixed. BG:EE Marek's poison antidote should be fixed. Various forms of Haste have had their movement speed set to +4 instead of the old +6 (IR V4 Final). Free Action items no longer stop stun (IR V4 Final). Amulet of the Master Harper is now usable by Bards (IR V4 Final). Enkidu's Plate gives +1 to saving throws (IR V4 Final). Shuruppak's Plate is now splint mail (IR V4 Final - I initially resisted this one because I thought that would mean there is no Plate Mail +5, until I remembered that Red Dragonscale Plate exists...whoops). Holy Symbols get +1 Casting Speed (IR V4 Final). Other IR V4 Final changes that were already a part of IRR before now, or responses to their inclusion (if no parentheses text, that just means it's already implemented exactly as described): "gauntlets of healing - usability - all clerics and paladins" "improved cloak +2 - no longer casts mantle, gains +10% MR" (IRR note: instead becomes CoP +3) "tersyus hammer casts real Holy Smite" (IRR note: Tersyus still casts Smite Evil at 15% frequency, which is single target 5D6 magic damage against evil creatures - I do not want overlap with Hindo's Doom's Tenchu that casts a true Holy Smite, and this item would be waaay too strong if it cast a true 5D6 Holy Smite) "Crom (thrown) no longer lowers apr" "shadow armor ac 2, no phys resistance nor AC vs specific wpn types" (IRR note: I hate this change, as it essentially makes it into a permanent Ghost Armor, but if people like it, I can add it to IRR and just keep the old version for myself) "trollhide armor -10 resistance to fire and acid (I'd vote for removal, this is bad, and on old engine with SR installed it won't work as it should anyway)" (IRR note: already removed due to overlap with Pearly White Ioun Stone) "thieves hood and cloak of non detection work better - a la SR NOn detection. These are now potent items." "potn45 (free action) no longer stops stun nor HOLD2" (IRR note: was already stripped of its HOLD3 aka petrification immunity - unsure if Kreso actually meant HOLD2 immunity, which is used for other purposes) "staff of magi casts real spell trap" (IRR note: casts a 1 turn limited version of Spell Trap that avoids triggering Cowled Wizards, but it's otherwise identical to SR's) "staff of rynn casts real malison" (IRR note: casts an instant non-wizard version of the spell that avoids triggering Cowled Wizards) "oil of speed gives +4 movement, +1/2 apr for 1 turn. It now STACKS with Haste/Imp.haste, and it doesn't dispel slow if SR is installed. Ditto, Slow will not dispel it either." (IRR note: remains revertable by Slow and non-stackable with Haste for the time being - mentioned in description of item) Finally, Incantatar reported above the Protection from Alteration does not protect from slow, but it actually does. What it doesn't do is protect from direct movement rate bonuses/penalties, which is probably what he meant. Unfortunately, that's not really fixable, because while some movement penalties might qualify for immunization via this scroll, others (such as through Ice Storm) would not. So it would have to be on a case by case basis.
  6. Other skeptical comments now that I've had more time to think through some of these changes: You said Prismatic Mantle is getting nerfed, but it's already pretty terrible in standard SR due to the lack of its traditional weapon immunities (which SRR restores). Will that be restored in standard SR to make up for the Fire Shield-like effect being nerfed? Fear effects suck (generally requires you to micro-manage one party member to head them off while the rest of your party pincushions them with projectiles and magic), but berserk effects suck even more - basically makes using these spells nearby any neutral NPCs a no-go, and it makes ranged combat against berserk-ed enemies even easier IIRC (since they don't really try to run away, so all you have to do is keep a short distance and they have no real targeting abilities). Mind Blank is a level 8 spell, and actually based on P&P sources. I cannot understand why it would need to lose some of its protections when it's arguably already pretty weak for a level 8 protection spell, especially when they perfectly fit the function of the spell.
  7. AFAIK, invisibility cannot be cast with them on (it's certainly not supposed to be a legal combination anyways, at least according to their descriptions). Fire Shield is a similar type of spell and is also not removed by Breach (and Fire Shield actually has a protective element that would qualify for it unlike GoB/BB - 50% resistance to fire!). I would not necessarily be against providing a save for half damage.
  8. Globe of Blades change: Doesn't this just make it the same as Blade Barrier? Blade Barrier does 1D8 every 3 seconds (aka 2D8 every round) and offers no save as well.
  9. How is nwn_spell_deflection.tpa handled for spells added via ADD_SPELL?
  10. None, as Mike said. As with SRR, you're welcome to take what you please. Also, the actual big impetus for IRR was fixing the appearance of items, so almost all of my base .itms have had their appearances reverted back to vanilla, and then fixes.tpa under components\main correctly patches them back to how they should be for EE games while leaving it up for people to install 1pp on non-EE games (among other fixes). It would ideally be nice for normal IR to do the same...and then I can take this down and make it purely a private project again. As for SR vs. IR install order, it was my understanding (though Mike has since contested it) that IR was supposed to be installed after SR, which is the basis from which I had been originally working from for many years, before I even started touching SR. So that's just from where it has evolved from. I think what I'm eventually going to do is simply have IR assume SR is always installed and switch the install order again, though, and say that anyone that doesn't have both installed is just going to have to live with the inconsistencies, .
  11. Thanks, and fixed. Looks like I missed re-adding that back when I was rebuilding the spell for the new forms...how embarrassing! @Kreso: You're welcome to take any tweaks you like, of course, but AFAIK none of them were integrated into SR proper. (e): That reminds me - I needed to finish documenting divine spells, too.
  12. I don't get making it stackable with Haste to begin with. Unsure of the rationale there.
  13. Ah, I did not realize that a stationery AoE effect would trigger the SD every round - I figured it would only do it once. In that case, I would also suggest removing Ice Storm and Web and other stationery effects from the AoE SD list, unless you want to specifically note in each spell's description that they are not subject to SD (or noting in each spell that IS affected by SD that they are), in which case, fair enough. @Ulb: Uh, I did not even notice that the post said "kill" - only saw the 5 round bit. Yeah, that's gonna be a no from me, dog. I understand that petrification was not implemented perfectly in this game, and that SR's attempt at fixing it is also not perfect, but I am not really in favor of its wholesale removal.
  14. Hmm, I'm not sure I understand. How is a duration/stationery AoE effect more effective at destroying SD than, say, a Fireball? Just the fact that it's sticking around and basically creates a wall that SD-ed characters would be foolish to move into? I obviously agree with Subtledoctor on the fact that Waves of Fatigue really shouldn't use the actual fatigue opcode (I just hate the idea of a spell that's mostly ineffective on the first cast and completely crippling on the second - the dichotomy between "a waste of a spell slot" and overpowered really just strikes me as a very bad spell design, and making the first casting even worse by shortening the duration is making me almost want to simply restore Chaos in its place instead), but I am also strongly against STR/DEX/CON stat penalties (and indeed, phased out virtually all of such penalties in both SRR and IRR due to their problematic nature - it's another dichotomy, same as Waves of Fatigue in my mind, where the stat penalty is often completely useless...or way too strong, ESPECIALLY if you aren't using 3rd edition style stats. 3rd edition style stats helps make stat penalties way more viable and balanced, but it's not the default, and I don't think most players use it even though I do, so...). As for Flesh to Stone, yeah, I'm really not sure what the right call there is. It's a funky spell/effect, gameplay-wise...but it's also kind of iconic. It's whatever, I guess.
  15. "Lastly, cloud-based spells like cloudkill and stationary AoE like Web will no longer deplete deflection charges or be blocked by them." "Flesh to Stone will kill the target after 5 rounds have passed if not cured" "Waves of Fatigue debuff duration shortened to 3 rounds" but why (e): ok, but for real, Waves of Fatigue was already really short (though it does alternate between being a minor debuff and being crippling depending on constitution / how recently you've rested, which obviously makes it difficult to balance), I don't see that much reason to disable stationary AoE spells from being deflected (especially because the player is unlikely to deliberately have a Spell Deflection-ed character walk into such stationary AoE spells and waste SD charges...while the AI will now be highly vulnerable to spells such as Ice Storm if it isn't deflected), and Flesh to Stone...well, actually, I'm not sure about this one. FtS does have a pretty severe save penalty for its effect and spell slot, so maybe that's the right call, but it being so slow to take effect feels weird.
  16. I really like the Free Action/Chaotic Commands change (after all, stun is a mental status, not a movement status!). Mind Blank could probably do the same if it doesn't already. No real opinion on Stone to Flesh - Tenser's Transformation is kind of a similar spell, and it's already at 6th level...but obviously, it more targets the mage themselves than other characters. So I'm not sure.
  17. Hmm...looking at the spell resource, seems like everything is marked as "no dispel", but...perhaps because Dispel/Remove Magic is an AoE spell, it needs specific immunity to it as well? It seems as though other AoE spells have to be manually specified, so that my be the case. I have rebuilt the two alternative .spls on github - try redownloading and let me know. Also, please try either the arcane or divine Dispel Magic if you're testing against yourself - not Inquisitor's innate Dispel Magic. If that works, that also means the standard (M)GoI need to be updated to protect against a number of non-specified AoE spells, too. Except...not if you're using the AoE Spell Deflection subcomponent, because that converts the effects of AoE spells to single-target subspells that would be correctly be absorbed by the Globes. Dispel/Remove Magic are not normally touched by that subcomponent because they're supposed to pierce through Spell Deflection, which would explain why it's these two spells in particular that would have an issue being absorbed properly.
  18. Oh. Yeah. Sure, but the specifics probably don't matter that much to me as much as a system is established at all.
  19. 1. Thanks. 2. That's correct, except it should also protect from slow. Will fix. @ALIENQuake: Not sure if I really have any meaningful input. Also, what's IA?
  20. Ugh, yeah, another lame github problem - whenever you overwrite a file, they must have the exact same captialization as the file currently uploaded, otherwise they simply...don't. Thanks for letting me know - they're now fixed. I knew switching to github was a bad idea...sort of, .
  21. It was the default, but Subtledoctor seemed to recommend against it earlier in the thread, so I decided to provide the option. It's my preference that spells that the player cannot use should not really be accessible to standard mages, but you're bending the rules either way, I suppose, so it's whatever. I'm thinking I should just disable spwi510 and create a new spell resource for the time being to fix the individualized SI problem with the EEs.
  22. No, but I'm on a ToBEx game. I think I understand the problem, though: I'm going to guess that BG2EE automatically makes the individualized versions of Spell Immunity available for casting if you have SPWI510 memorized (Dispelling Screen in SR, Spell Immunity in vanilla), right? You don't in non-EE games - at least not without additional modding, so you only have the base spell available, which is Dispelling Screen. The reason you're seeing Dispelling Screen available in non-Revised SR is because non-Revised SR uses a mix of the original Spell Immunity spells and a mix of overwrites, one of which is Mind Blank, another of which is Dispelling Screen - hence why you see them in SR but not in SRR (as SRR provides you an option in settings.ini to either restore the SI subspells for AI use or to disable them completely by replacing them with sort of similar spells that still exist in SR - and the first option is the default, and that's what you're seeing...if you used the opposite, you'd be seeing a different set of random and wrong-level spells there instead). So the Dispelling Screen you're seeing in SR is not actually SPWI510 (the real version of Dispelling Screen that replaces Spell Immunity), but rather SPWI590, which replaces SI: Abjuration. Basically, it looks like SR needs to find a way to disable giving you the individualized spells or use a different resource than Spell Immunity's SPWI510 altogether. As for Mordenkainen's Sword...I don't know what's wrong with this stupid script, so I'm just going to straight up replace its specialized script with the generic SR melee script that other summonables use for the time being. Funny thing is, before Wyrd mentioned it spontaneously killing itself (which I *know* I've seen happen in normal SR in years past before), SRR literally did not modify it - it wasn't part of the SRR package at all. So I'm really not sure why it's having such problems. Regardless, the generic melee script should effectively work the same while hopefully not constantly breaking.
  23. Thanks! Looks like simply a problem of github not having the latest version of main_component.tpa vs. my internal version and me not realizing it (the joys of working with github instead of dropbox! ). Replaced just now with the correct version of the file. Should fix both the installation errors, Prismatic Mantle (which would be missing a critical .eff), Fire Shield (which would be missing half of its critical .effs!), and the Fire Burst issue among likely others as a result of when I updated the AoE SD and on-hit effect stuff. The last two issues, Mordenkainen's Sword and Spell Trigger, I am less sure about. How exactly are you having subspells for the old Spell Immunity that aren't in your spellbook show up for Spell Trigger?
×
×
  • Create New...