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Bartimaeus

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Everything posted by Bartimaeus

  1. Thanks for the values, both of you. I would not set non-EE games' to be the same as EE games', as they're about just as arbitrarily set but simply doubled, it seems. But I can patch them for EE games to be that - in truth, I would recommend Anthology Tweaks' stacking subcomponents regardless of whether you're on a ToBEx or EE game. I thought about adding an optional subcomponent to do it as well, but why bother when Anthology Tweaks already offers a number of options? So I'll just set them back to their normal values for each respective game and let players decide whether they want to use Anthology Tweaks to change it.
  2. 1. Sorry, what are we talking about? ...Wait, you probably mean one of the potions used to give an intelligence bonus to help copy spells to spellbook, right? No, I didn't change that back, and I probably wouldn't since that mechanic is, I think, largely ignored by mostly everyone not doing no-reload runs. But...the Red Potion, which sets your intelligence to 25 and your strength to 3 for 8 hours, serves much the same function, does it not? I could have a couple of Store Revisions merchants sell that. 2. I was willing to fix this, but the person who complained about it previously (was that you?) never answered my question as to what exactly the EEs set the stacks to, and if there was a difference between BG1EE and BG2EE, so it never moved forward.
  3. The 6th level mage spell Stone to Flesh, not the green scroll from BG1.
  4. Nice. Good jobs to SD and MM - it was a long time coming!
  5. If you're not on the EEs, ToBEx and the Fixpack should be a necessity, and there's probably some stuff you'd like in the Tweak Pack that you might consider a necessity if you used them (no jewelry/ammo stacking in vanilla BG makes me want to shoot myself), but besides that, not really. If you're on an EE game, then you do not need ToBEx or the Fixpack.
  6. V1.0.5 released: Aura of Flaming Death no longer says it's been cast every time someone hits you while it's on (SR bug^1). Fire Shield, Mestil's Acid Shield, Prismatic Mantle, Aura of Flaming Death are correctly damaging you when enemies are using them again. The AoE SD component should finally be fully fixed and implemented. Chain Lightning, Gust of Wind, Fireburst, Earthquake, Wail of the Banshee, Dragon's Breath, and Comet all should be correctly handled by this component. As a result of this, Earthquake's shaking should no longer be insane from hitting multiple targets, nor should either of Wail of the Banshee's completion sounds be missing. The two exceptions here are Repulsion and False Dawn, which, due to the fact that they're essentially pulse auras that cast another spell every round that affects whoever's nearby for that given round, I really do not think can be fixed. Chain Lightning will always inflict the correct amount of damage upon the first hit, even if the target is initially friendly (SR bug^2). A new settings.ini option for EE users allows you to disable the installation of Enchanted Weapon, if you prefer the EE's implementation. Defaulted to off. Mordenkainen's Sword tentatively no longer kills itself for AI (SR bug^3). Some IWDEE compatibility stuff from Subtledoctor has been implemented. Updated version of the spellbook and school corrector from Subtledoctor has been implemented. Ships with a version of weidu that actually works without needing to update it first, . NOTE: The base of your installation can either be kreso's latest beta or SD's - it should not matter which. For SD: ^1: Simply remove the name of the subspell. ^2: It splits the damage between two subspells, one for the main target, one for the AoE chained lightning. Just make the main target subspell grant immunity to the AoE part, then up the damage to the proper amount. ^3: Its script, which SR ships with, has a block specifically for killing itself at the very beginning. I don't understand why, and I don't understand why it only kicks in for AI, but I've tentatively removed it, and things seem alright, but I do question why it's in there to begin with - presumably for some reason, but I don't know it.
  7. I was not - I was using 24000, looks like updating to 24600 fixed it. Dragon's Breath is another one of those that has problems being in the AoE SD component, although like Wail of the Banshee, only cosmetically. Dragon's Breath graphic will not play correctly upon casting: instead, it will wait until the fireball has already exploded, then create a duplicate of the graphic for however many people are hit. See here: https://dl.dropboxusercontent.com/s/x10z7g8kyfx74vp/2018-10-24_08-25-30.mp4 So another case of needing a separate subspell for the AoE effects. (P.S. I was chunked immediately after the ending of this video. ) (edit): Earthquake seems to have quite the undocumented saving throw penalty in SR. Immediately upon casting Earthquake, those within its area of effect must save vs. death at a -6 penalty or receive a -20 penalty to saving throws vs. breath for 2 rounds. Why is this significant? Exactly two rounds later, you must save vs. breath at a -4 penalty to avoid dying 25% of the time...only, with that -20 breath penalty, that's a little harder than it sounds if you land on that 25%. Seems a bit crazy to me.
  8. Subtledoctor: When I try to install your branch, it throws up this error from the main component on a ToBEx game: [spell_rev/lib/d5_set_spell_schools.tpa] PARSE ERROR at line 53 column 8-20 Near Text: OUTER_SNPRINT GLR parse error [spell_rev/lib/d5_set_spell_schools.tpa] ERROR at line 53 column 8-20 Near Text: OUTER_SNPRINT Parsing.Parse_error ERROR: parsing [spell_rev/lib/d5_set_spell_schools.tpa]: Parsing.Parse_error Error Uninstalling [sPELL_REV/SPELL_REV.TP2] component 0: Parsing.Parse_error
  9. I could swear I read somebody else having this problem just within the past month (or possibly you in a different one), but I can't find that post anymore.
  10. No problem for me, since basilisks have been completely replaced with greater wolfweres since basilisks were just a straight up...inoptimal choice for a variety of reasons...though I think the replacement GWs are a touch weak right now. And subtledoctor opted to disable MS9 for players for non-Revised SR entirely instead, although I wonder if enemies will still be creating basilisks via SCS still using that spell, hidden as it is from players. HLAs: I actually was thinking of other HLAs not being blocked as well - however, since other HLAs are currently blocked, it really doesn't make sense that the AoE ones shouldn't be as well. The general discussion of whether HLAs should be blocked at all is a discussion that can definitely be had, but is moot to the current problem, since the majority already are. Thanks for the information, DavidW. Worst case scenario, it's pretty easy to change them to 0 if necessary.
  11. So, in other words, get the relevant type of damage resistance if you want to resist epic level spells. Hmm. Which would you prefer for SCS?
  12. It took just a couple of extra subspells and effects, but Fire Shield is now fixed for enemies to damage you but for you to not damage yourself. Rather extensively tested, too. I could've just reverted this back to vanilla behavior, but I do truly hate your own AoE spells accidentally triggering your own "on hit"-effects like Fire Shield (and especially Prismatic Mantle, which can straight up kill you if accidentally misfired). Now Mestil's... Also, figured out an alternative implementation of Chain Lightning that will guarantee full damage even if the target is initially friendly. Yay.
  13. But I only select characters via homerow numbers...
  14. how (e): Like, I'm trying to imagine trying to play this game with a touchscreen, and it makes me want to die. Playing stuff like freaking Hearts or Solitaire on tablets is already so much worse compared to M+KB, I just cannot imagine a hotkey and cursor-heavy game like this being fun to play on one.
  15. Ignore what I said about the HLA thing - I appear to have compared the wrong two versions of the file and got confused. As for why it's here...I believe it's actually a kreso addition in one of his last betas. Spell Deflection is limited by level, though. Minor Spell Deflection, for example, only blocks up to...I think 4th level, right? That's the basis I'm going by, as I think of HLAs as level 10 spells, which is beyond the normal limits of standard protection spells like Spell Deflection. I wonder how P&P would handle epic spells - would they really be deflected the same as any other 9th level spells? Feels like there should be a difference between your standard Power Word Kill and a Hellball, no? Got it. Since the code is borrowed from whatever this d5 is, we might as well keep it that way. For the AoE SD problem, I was thinking we could just side-step the entire issue of the renaming function by separating the self/single-targeted stuff from the AoE stuff to begin with and just putting the AoE stuff in a dv-prefixed .spl, and then adding that dv-prefixed spell to the AoE SD list. This would only be necessary for the handful of spells that actually need it (Chain Lightning, Wail of the Banshee, Fireburst, and Gust of Wind, I believe - False Dawn and Repulsion still cannot be deflected, I don't think, because of how they send out a once per round spell pulse that would trigger Spell Deflection each time and waste huge amounts of charges).
  16. ...I imagine party AI scripts are an absolute requirement on tablet?
  17. Definitely agree with SD, but I was already going to mod it out myself anyways and didn't think to mention it. Yeah, worst case scenario, I'll just have to look through the dialogue itself and find the variables.
  18. Will there be a way to set your individualized settings without having to use the widget for every new game? I frequently reinstall and restart for various reasons: it'd be nice to not have to use this "widget" every time, even if it's just an externalized ini or something.
  19. Thanks, Subtledoctor. Question: what is the new Greater/Whirlwind stuff in spell_rev\lib\kreso_hla.tph for? Also, your d5_set_spell_schools calls for "d5/dvscrlmap.2da", but d5/ is obviously not Spell Revisions.
  20. But the Mirror Image fix comes before the AoE SD fix. From what I see, that bypasses the problem you're talking about, since the effects of both e.g. SPWI304 and SPWI304D (Fireball) have the "Bypass Mirror Image" value enabled. I could see that being an issue if the install order was switched, but it's not.
  21. That would be bizarre, too, since again, that's not a component I touch, so it should not be affected by SRR being installed or not.
  22. It is exactly what it is supposed to happens. Mirror image is not supposed to protect you from aea attacks anymore with the fix ! Yeah, but that's with SR, not with SRR. He's been making the point that with SRR using the Mirror Image fix, it is not being bypassed, which would seem wrong. @Wyrd: I never have used the Planetar animations (never liked 'em), but I do use the Cure Sleep Fix. If you have that installed, everything is as it should be?
  23. Actually, that's not true. Because SRR's .tp2 would make it say "beta 15" even if he had used beta 14. Yes, it's definitely really strange, especially because it seems to be SRR-related, but I have no idea why, since SRR doesn't even touch the Mirror Image component. You can literally see it's not one of the changed .tpas in spell_rev/components, so I am not sure what's going on.
  24. Okay, sorry, one last test, because of what Draztik said. Try version V1.00d of SRR on top of SR instead of the latest: https://dl.dropboxusercontent.com/s/ijpeyutlngksxg3/SR%20Revised%20V1.00d.zip If THAT works, that means...uh, something. That I did something in a very recent version that is breaking, I guess. It should be easier to track if that's the case, at least.
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