Jump to content

Bartimaeus

Modders
  • Posts

    2,504
  • Joined

  • Last visited

Posts posted by Bartimaeus

  1. 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.

  2. 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.

  3. 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).

  4. 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.

  5. Unlike IRR, I don't think so. There was a collaborative effort to integrate most of the fixes from SRR into the current version of SR, so unless you want my spell or description changes, you'll be just fine with SR. It seems as though Kreso is imminently releasing a new version of both IR and SR, though (or at least he was before the site disappeared for a few weeks), so you may wish to hold off rebuilding your game until then.

  6. 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.

  7. V1.2.3 released:

    1. Wand of Monster Summoning duration inconsistency fixed.
    2. BG:EE Marek's poison antidote should be fixed.
    3. Various forms of Haste have had their movement speed set to +4 instead of the old +6 (IR V4 Final).
    4. Free Action items no longer stop stun (IR V4 Final).
    5. Amulet of the Master Harper is now usable by Bards (IR V4 Final).
    6. Enkidu's Plate gives +1 to saving throws (IR V4 Final).
    7. 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).
    8. 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):

    1. "gauntlets of healing - usability - all clerics and paladins"
    2. "improved cloak +2 - no longer casts mantle, gains +10% MR" (IRR note: instead becomes CoP +3)
    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)
    4. "Crom (thrown) no longer lowers apr"
    5. "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)
    6. "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)
    7. "thieves hood and cloak of non detection work better - a la SR NOn detection. These are now potent items."
    8. "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)
    9. "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)
    10. "staff of rynn casts real malison" (IRR note: casts an instant non-wizard version of the spell that avoids triggering Cowled Wizards)
    11. "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.

  8. Other skeptical comments now that I've had more time to think through some of these changes:

    1. 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?
    2. 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).
    3. 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.
  9. 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.

  10. Same question as with SRR - which of your changes (if any) are in Git IR downloadable version? Some of these are great, even if I don't understand the logic behind install order (1)SR - (2)IR.

    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, :p.

  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. 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.

  13. Stacked Aoe is too effective at destroying Deflections.I could limit it to "clouds" only however...

     

    Fts kills since you could get "stuck" if you get petrified and there is nobody to either save you or kill you. Same as Imprisonment, if you don't cast Freedom the imprisoned character will die.

    It's not a "permanent" death, you'll just see the body appear.

    Waves - 5 rounds is too much. The spell makes your mages pretty much use their offensive spells at full possible power, likely doubling their damage output. 18 seconds is enough. Just try this spell (trigger x3 Waves) under Alacrity in Yaga-Shura battle, and you'll see why this needs nerfing.

    Sure you can get the same effect via Wish, but that's kinda random - and a 9th level slot.

     

    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.

  14. "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.

  15. Yes, you read it correctly. :)

    Anyhow; a lot of bugfixing, desc updating and tweaking in progress. Should be ready soon.

    Need some suggestion for 6th level Stone to Flesh spell. This is now worthless (it was always, tbh) given you can remove petrification with lower levels spells that do even more than that.

    AI won't use this spell.

    Any ideas? It shouldn't be offensive damage, nor disabling. My fisrt idea was Greater Heroism (Fear immunity, THAC0 +4, +4 saves, extra HP equal to caster level; max 20). Good enough for a 6th level slot? Can be cast on anybody.

     

    One notable tweak (I'll update IR as well due to this, with a couple extra install options) in SR is that Free Action and Chaotic commands spells no longer overlap. PReviously they both protected vs Stun, Hold, Paralyze etc.

    Now they're seperate. CC prevents stun, confusion, domination, psi attacks etc. It no longer prevents Hold, Paralyze and similar.

    FA no longer stops stun.

    CC also has shorten duration (5 turns), but will prevent all stun sources while active (previously it stopped only PW:Stun).

    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.

  16. Hi thanks for updates. I installed scs with SRR and set the ini to 0 for "set to 0 if you want globes of invulnerability to not be dispelled by Dispel/Remove Magic" option but Globes still fail to deflect dispel magic. My buffs are dispelled by them. I don't know if i messed up something or is it a bug?

    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.

  17. -Wand of MS says both 5 turns and 1 turn in its description. 1 turn is true.

    -Protection from Alteration now protects from being held and turned to stone in SCS but not from being slowed. Don't know if it should.

    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?

×
×
  • Create New...