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Bartimaeus

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Everything posted by Bartimaeus

  1. Yeah, and it forces graphics options on the user for no real good reason when it could just be left to the user to decide what to use - or to use nothing at all, if you don't like 1pp. 1pp has several customization options - Salk, for example, I know prefers BG1-style shields, but I am fine with BG2-style shields (or a mix of both). Being able to use the 1pp patcher after IR, instead of before, allows you to customize which type you want instead of IR forcing the choice for you. And yes, it would be a lot of work...almost as much as just reverting everything back to vanilla appearances, actually, haha. Actually...I can think of a scheme that would probably vastly simplify updating most of IR to use 1ppv4...but really, I'm just not a fan of having 1pp inside of the IR installer to begin with.
  2. An explanation of 1pp: it's a big concoction of graphical improvements (bams, sprites/paperdolls, colorings, spell effects, etc.), and it does it all by patching, as opposed to IR, whose main component is 100% overwriting. So it never really made sense to me that you stick the nice and dynamic patching mod before the overwriting mod - that doesn't make any sense at all, but that's what's recommended by IR because of compatibility issues as a result of IR being based on and including a very, very old version of 1pp. So the idea was to remove all the old 1pp changes so that you could just use the much more modern 1pp patcher on top of it like it was originally supposed to be. I know Salk, for example, has been working on making the two compatible for ages. Instead of trying to make mini-mods that you stick on top of both to try to fix them, I figured why not cut the problem off at its source and rebuild the IR files? So that's the approach I went with.
  3. Yes, I've always hated the IWD-style icons, too, and lobbied years ago for their removal, to no avail. The ToB icons aren't great, no, but at least they SORTA fit in.
  4. I removed graphics changes from the items themselves by setting almost all color, bam, and sprite/paperdoll changes back to vanilla (I had two copies of the game installed so I could compare directly), and then disabled the installation of the old 1pp graphics present in the IR archive entirely so that one, the mod is fully compatible with whatever configuration of 1pp you wish you install (BG2 style, BG1 style, whatever), and two, you also do not actually need to install 1pp on top of it either if, for some reason, you do not even like 1pp to begin with (i.e. it works standalone, too). Basically, the idea was to erase the mod of any 1pp stuff so that you can actually install 1pp on top of IR the way that 1pp was originally meant to be (as opposed to the hackneyed setup currently recommended)...with all the additional components that Demi/Mike recommended against installing, like additional paperdoll stuff. I really don't think trying to integrate 1pp was something IR should've ever tried to do in the first place except as absolutely necessary (for new/unique item concepts where the original graphics didn't make any sense, basically) - let the user decide what they want to do. Now, we seem to be at an impasse where it's too much work to try to fix/revert everything so that it would be fully compatible with 1pp - which is why I did it all myself.
  5. I made a version of the mod that strips it of almost all 1pp graphics changes and reverts it back to vanilla (besides just a few things - a few handfuls of .bams and sprite/paperdoll colorings that I considered more or less vital...that also work just fine with 1pp already, basically) so that it's actually fully compatible with 1pp in whatever configuration you wish to install it (indeed, it should then actually be installed AFTER, not before IR) and also fixed all the things I already mentioned in my previous posts plus probably 3-5 dozen more things I found and that I forgot to document over here (holy crap, so many random bugs and inconsistencies and undocumented stuff that you basically would not ever find unless you manually waded through all the files in DLCTEP/Near Infinity...which is exactly what I did: I went through literally every single file over the course of a few months). The only issue is that I also made a few of my own changes, including making some spell-like abilities to more closely simulate Spell Revisions as necessary, but also I revised a few more items like the Shakti Warrior Figurine and Golem tomes, etc. (in what I hope is a balanced/sensible manner)...as well as did various little tweaks to already revised items. Only a few already done items received "major" revisions, and mostly everything else is just slightly tweaking and standardizing stuff (especially text), because I'm kind of a penchant for that sort of thing. I could detail and discuss, and possibly even revert such changes if there's any real interest in it. How it works is that you would just extract the normal IR package...and then you'd just extract "my" "mod" on top of it and install IR as per normal. It's a dirty and BWP Fixpack-esque method that I suppose I could eventually create my own legit mini-mod out of if I really wanted, but I just haven't really felt like doing it since it was only meant for me. Would anyone be interested in it, or at least taking a look at it? The number of files changed in the item_rev/itm is quite large as a result of reverting all 1pp changes (and yes, it did take FOREVER to do this, and to subsequently test everything to make sure everything was actually as it should be especially in relation for compatibility with 1pp...but also without it, in case you don't want the 1pp graphics changes to begin with). I have a total of 1127 files in there changed - reverts all paperdoll/sprite changes, most (but not all) coloring and .bam changes (except as absolutely necessary, as mentioned before, as well as whatever 1pp doesn't handle), and of course, whatever else I changed. This is rather the issue I have with making my own mini-mod with it: it's much too difficult to create an actual patcher to patch the fixes and graphics reversions AFTER Item Revisions has already patched items with the non-main component changes, such as shield bonuses and weapon changes and such, which is why I'm not too particularly enamored with creating a proper mini-mod. It would be more or less creating the mod from the ground up again...unless you specified a VERY specific install order (i.e. main IR component, and then your mini-mod, and then the rest of the IR components), I suppose.
  6. Two additional bugs I didn't catch before: Warblade has undocumented "Sundering" effect, Eagle Bow +2 inexplicably requires 6 strength instead of 3. (edit): Text inconsistency: Ripper is somewhat out of sorts. THAC0: +3 bonus Damage: +1 bonus Proficiency Type: Long Bow Weight: 4 Speed Factor: 5 Requires: 18 Strength Type: 2-handed -> THAC0: +3 bonus Damage: +1 bonus Weight: 4 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength As per other Composite Longbows.
  7. 1. Um, sort of. The only one I had out of order out of those was the "increased paperdoll variety", I believe, but I had other other problems beyond that, and it reverted much of 1pp's newer graphics changes back to an older version of 1pp, which I wanted to fix. 2. That would be...exceedingly difficult to do, for reasons Mike spelled out. Without his theoretical tool, it would be just an absolutely absurd amount of work for all the changes Item Revisions makes, and pretty much the entire main component of Item Revisions would have to be redone from near scratch. To me, it would just make so much more sense to simply recommend installing all of current Item Revisions before 1pp if you're going to install both of them...and then making some sort of additional "compatibility" component for Item Revisions that fixes the few inconsistencies/bugs that there are between 1pp and Item Revisions that would be the only component you'd install after both 1pp and Item Revisions. That would be what I'd do, anyways. @Mike: a few criticisms of my text changes you mentioned: 1. Conflating specific spells with particular protections (e.g. immunity to level drain/Protects Against: Level Drain -> Spell: Negative Plane Protection). Yes, this is actually something I was considering reverting. I originally had, for example, Amulet of Metaspell Influence say "Spell: Vocalize", but then, when I came upon Shazellim that actually *did* have the entirety of Vocalize's effects, I realized that they should not necessarily be considered the same thing (and in fact, I very much did not want them to be the same thing!), and ended up reverting some of such changes. I tried to keep only the ones that were literally exactly the same (Negative Plane Protection being such a one), but there may have been a little oversight on some of them, and regardless, I get why you don't want to use it. 2. Immunity to [...] vs. Protects Against [...]. This is something I struggled with as well - basically, my thought was that I didn't really like "unanchored text" - text in Equipped Abilities and Combat Abilities that did not fall under any sort of specific "ability". Without any sort of specific ability for that sort of text to fall under, I was basically thinking, "Well, why write 'Speed: +1 bonus to Attacks per Round' instead of just '+1 bonus to Attacks per Round'?". That's the same reason I used "Spell Memorization: [...]" instead of just writing it without - it was just to avoid any unanchored text. I understand your dislike to it, though, as it's one of the few ways my text got perhaps unnecessarily longer rather than shorter. In this specific case, though, I valued consistency over brevity. 3. Ordering. Yeah, my order is somewhat arbitrary, basically a mix of what I felt was generally (but not always) followed in vanilla Item Revisions as well as a couple of my own changes, some based on the order the game displays them in, for example, character sheets...with the one major exception of instead putting all penalties below all bonuses (and then in the same order). Also, I just realized - all "Lockpicking: [...]" text should actually be "Open Locks" as per how the actual game writes it. Also, Horn/Claw of Kazgoroth should be Horn/Claw of Kazgaroth, if I'm not mistaken. 4. And finally, creature text for summonables. Yeah, that's something you'll have to figure out on your own. What I was trying to do there was to avoid, for example, Spectral Brand's "immune to everything except magic damage" type text, and instead provide a standard to follow that was similar to Spell Revisions'. Unfortunately, it doesn't totally work how I imagined, because depending upon those stats, it sometimes spills onto a second line which I was trying very hard to avoid. Part of the reason I did this was that I also wanted to list the creature statistics of Polymorph/Shapeshifting abilities like you see on Cloak of the Sewer, as well as provide stats for a few summonables like Spectral Brand and Ras, which Item Revisions did not do. I also made my own revised versions of a few additional items and creatures like the Jade Hound and Moon Dog figurines among some others (including Regis' Ruby Pendant of Beguiling, the Holy Symbols, and some of the "Bonus Merchant" items that Item Revisions does not handle...and probably a few other things ) and which I then added to my own Item Revisions 'Revised' mod (for personal use only, of course)
  8. Awesome, anything is better than nothing, since it was originally solely for my own use, . Although I'm curious as to what I missed... For shields and helms, I added every single one in the game to my inventory via console and equipped them see what was up. Basically, what I noticed was that: 1. Shield of the Harmony has a BG1-style small shield for an icon, but has BG2-style small shield paperdoll and sprite graphics. 2. Saving Grace has a similar problem: BG1-style medium shield icon, instead has BG1-style small shield graphics. 3. Borderline case: Nature's Ward is supposed to be a medium shield, but 1PP gives it its own unique graphics that sorta looks in between a small and medium shield. 4. Reflection Shield is supposed to be a buckler, but has its own unique tower shield graphics from 1PP. Hilarious, but the worst inconsistency of the bunch. 5. Helm of Balduran has mismatched graphics and icon (namely, the graphics are the BG1-style Helm of Balduran, but the inventory icon uses a...well, this). 6. Helm of Despair and Shadow Veil should *probably* use CHELM08 for description graphics instead of CHELM04. Besides there, there doesn't seem to be any other problems. As far as I'm concerned, these very few issues are worth the way better helmet graphics and icons of 1ppv4. There was just such a serious improvement in helmets from earlier version of 1pp to 1ppv4 that I really just can't stomach not having it. Plus, it's better than bucklers looking like tower shields, which is what I was getting when I installed it the other way around (although you do say that should not happen, and if that's the case, I wonder what did it). And anyways, I can easily fix them. (edit): By the way, one more item bug: Ring of Folly does not force Wild Magic/Wild Surges upon casting. I believe this is because the opcode 280 is supposed to be type 2, not type 0. Instead, the effect appears to be some chance of spellcasting failure. I haven't any clue how much of a chance it is, though, particularly because of how weird it worked when I equipped it: my first three spells failed due to spellcasting failure, and then the next 10 or so worked fine. I was getting spellcasting failure because I was trying to cast Expeditious Retreat over and over. Man, I'm dumb. In any event, I changed the type to 2, and now the ring works as it's supposed to. In default IR, the only thing the ring does is grant +1 bonus to spellcasting speed...so, in other words, it's actually a benefit without any downsides, which is obviously not how the Ring of Folly is supposed to work. (e): Also, Root of the Problem has 0 lore to identify...I would think it should be around 50, but maybe this is by design? (e) ...and Girdle of Bluntness should say "+4 bonus to AC vs. crushing weapons", not blunt weapons Also, I personally like the idea of changing some cursed items to match the graphics of other non-cursed variants - e.g. Ring of Folly changes from IRING23 to IRING08 (Ring of Wizardry), and then you can reuse the Ring of Folly's graphics with, for example, Ring of Acuity, so it has its own unique graphics. ...But that's just me and an idea.
  9. Back in the V3 days (of Item Revisions), I actually made my own custom version of the Item Revisions installer, where I had changed all the Item Revisions items to use 1ppv4's new graphics. But obviously, you can't just redistribute modified versions of the Item Revisions package without permission and/or oversight, and obviously, IR v3 is now rather out of date. Right now, my 1ppv4 after Item Revisions solution seems to be working mostly just as well, though, with only perhaps a few issues that I'd need to manually fix. Loving having 1pp's helmets and shields finally working with IR v4...who knew you just needed to totally ignore IR's install instructions? If anyone ever wants to give it a try, here's a copy of my new weidu.log that's working much, much better than my previous that you can sorta use as a guide - the most important bit is installing Item Revisions BEFORE Infinity Animations and 1pp. Why also Infinity Animations? Because 1pp completely breaks if you try to install it before Infinity Animations, but obviously works fine if you install it before - ergo, if you're trying to install IR before 1pp, you also therefore have to install the two of them before Infinity Animations as well. weidu.log
  10. As an aside, here is my amended English item_descriptions.tra for Item Revisions' NORMAL (not my edited) stats. I kept copies of both for comparison. You can use a tool like WinMerge to see the differences quickly. I don't expect anybody to really use this, but it might be worth a gander if you're curious. There aren't really any major changes - it's mostly just about consistency and brevity of the special Equipped, Combat, and Special Abilities text in all of the items, and re-arranging and re-writing them to match an internal order. For example, properties like "Immunity to silence" become "Protects Against: Silence", or "Saving Throws: +1 bonus" goes above "Energy Resistance: +10% bonus", not below it (and this sort of order is followed throughout the entire text instead of the random mishmash that it is in vanilla Item Revisions), or "Arcane and divine casters can memorize one extra spell of each level from 1st to 4th" becomes "Spell Memorization: arcane and divine spellcasters can memorize one extra spell of each level from 1st to 4th" - just all sorts of stuff like that. There are also a few minor text choices I made such as changing "Amulet of Seldarine" to "Amulet of the Seldarine", or "Larloch's Soulstealer" to "Ring of Larloch" with a "Soul Stealer" subtitle in the description, et cetera. It also rearranges effects that can be save vs. (whatever)-ed against - as an example, Erinne's "Energy Burst" effect text is changed from "Energy Burst: 10% chance target must save vs. spell at -4 penalty or take 100 points of magic damage" to "Energy Burst: 10% chance target takes 100 magic damage (save vs. spell at -4 penalty neg.)", and that text rule is followed throughout the entire file. Equipped Abilities and Combat Abilities are totally done in this regard, but Special Abilities are still a little bit inconsistent because I changed many of those abilities to emulate Spell Revisions more closely, and so I never bothered to fully correct them in these vanilla stats text file. Again, I don't expect there to be any serious interest in this, particularly because the style would be inconsistent with the other languages...but you know, I just figured I'd throw it out there. Actually, I'm apparently not allowed to attach it, so I'll just link a dropbox link to it: https://dl.dropboxusercontent.com/s/6lspxtpejojfe39/item_descriptions%20%28vanilla%20stats%29.tra
  11. @Mike: weidu.log: The only one that I think is out of order from the suggested Item Revisions' order is "Increased Paperdoll Object Variety (Core)" - blame the BWS for that, which is what I installed to use this broken install. However, that one would only explain the wrong weapon (e.g. the Bastard Sword) paperdolls.
  12. Salk, I would love to share my fixes, but alas, I made no distinction in my revised Item Revisions installer between my "fixes" and my straight up changes. There were many changes that Item Revisions made that I felt were...suboptimal, such as making +50% resistance stats instead +40% across the board, which, while I understand the motivation, I felt was unnecessary for someone who isn't deliberately trying to cheese the game. I also rewrote many items myself and standardized the entire text - that's why I was able to find many of these bugs, as I was going through most of Item Revision's installation files manually. In regards to Sling of Seeking, it seems as though you are correct, after looking at IR's SLNG03 again - I was accidentally looking at Sling of Force, not Sling of Seeking, whoops! I'll cross that one out. But anyways, yeah, I basically have my own "Item Revisions Revised" here, so it's hard to post fixes. I would actually say that the Ravager and Serpent Shaft are the scariest bugs as of right now - that Viperous ability is frightening enough in itself based on the description, and right now, it provides no save or magic resistance to resist it. In regards to the Spear of Withering, it looks to me that the Contagious effect is working at the correct percentage, 0-15 - this percentage chance is applied on the extended effect of the item, though, not the ability itself, as per normal Item Revisions behavior, outside of a few errant exceptions. Salk, in regards to 1pp, I'm actually doing some testing now, and finding that stuff works MUCH better if you completely ignore the installation instructions of Item Revision, and instead install the entirety of 1pp AFTER Item Revisions, not before - including components Item Revisions says not to install because "it already includes them". This admittedly creates some slight incompatabilities and inconsistencies - a few items that 1pp thought were of different types than they are in Item Revisions consequently have incorrect graphics, such as a few shields that Item Revisions changes the size of, but on the whole, I'm finding it to be working a lot better than trying to install half of 1pp before Item Revisions, and half of it after. You may wish to experiment with this on your own. Furthermore, because 1pp almost exclusively does item patching instead of straight up overwriting (...as opposed to Item Revisions, which does the latter), it seems like the overwhelming majority of Item Revisions' stat and text changes are carried over - I haven't seen any that aren't, but there might be a few.
  13. The final thing I would like to report, in addition to my now rather sizable bug and inconsistency report post on the previous page, is that compatability between IR and 1pp is currently pretty much totally broken. It "technically" works, but the results are worse than if you used just one of them. Item Revisions says to install the main "core updates" component of 1PP before Item Revisions...but in practice, this just serves to revert and/or break many of the changes that 1pp makes, including most paperdoll changes and some sprite changes. For example: 1. Many shields, particularly medium and large shields from what I noticed, end up using totally incorrect animations, including large shields using buckler animations and medium shields having the wrong kind of medium shield animation (since in normal 1pp there are both BG2-style medium shields and BG1-style medium shields and IR interacts poorly with this). 2. Weapon paperdoll changes, including stuff like the new bastard sword, simply aren't there in IR. 3. 1pp seems to change the exact location of where some paperdoll animations are supposed to appear in the inventory display. As such, I have many misaligned weapons and shields where they're out of some of my characters' hands and slightly to the left or right of where they're supposed to be. This sometimes also depends on the armor you're wearing, and the paperdoll it's displaying depending upon that - swap between different types of armor (and no armor) with an elven bard, for example, if you want to see this. 4. IR helmets are totally messed up. It seems totally random what kind of paperdoll and sprite animation a given helmet will have outside of a select few. The newer 1pp helmets, bams and actual animations, are also usually extremely superior to the older 1pp helmets that Item Revisions use (in my opinion, of course). There's probably other stuff, but this is the main stuff I noticed.
  14. I could be wrong, but I am pretty sure the Gauntlets of Weapon Specialization don't exist in IR. They are replaced by, what, Gauntlets of Parrying? Gauntlets of Weapon Expertise (perhaps the one you're thinking of?) and Gauntlets of Weapon Mastery still exist, though. As an aside, the damage definitely works on GoWE, as I just took the base IR item but changed the bonus to 100, loaded up a game and added them and attacked someone, and did over 100 damage. So it's working just fine. Added more bugs to my previous post, by the bye.
  15. K'logarath's "Slicing" effect (save vs. death or take an extra 2D6 slashing damage) actually does crushing, not slashing. (e): Belt of Inertial Barrier has an undocumented 50% penalty to move speed in its "Inertial Barrier" effect. (e): Some of Bracers of Blinding Strike's unique ability's effects are set to a duration of 20 instead of the 18 they're supposed to be. (e): After all these years, Ring of Human Influence STILL targets the caster instead of the target...hah. (e): Werebane says it gains +4 to damage against vampires and werewolves, but only gets a +2 vs. the vampires. (e): Werebane also doesn't seem to have a melee variant...and I don't mean just a DAGG09A and DAGG09B: it has no melee abilities of any sort even on DAGG09. (e): Werebane also seems to have an undocumented +1 to APR, unlike all other (enchanted?) throwing daggers. (e): Throwing Axe (non-enchanted) has a melee attack, yet doesn't mention it in the description like other throwing axes that you can also use in melee. (e): Dagger of the Star's Stardust effect (DVSTDUST) does not provide a save for any of its effects, contrary to its description. (e): Dagger of the Star +5's main variant is the melee version, unlike every other throwing dagger in the game. Not a big deal, just a minor inconsistency. It also doesn't seem to have a B variant, but I am guessing that is because DotS +5 is a forged item by Cespenar and has 0 lore to identify (meaning it's automatically identified without examining it), which appears to be reasoning behind having B variants (instead of just using the base variant when you switch back from the A variant, so you don't have to re-identify the item every time you switch variants). (e):Crom Faeyr's main variant is also melee only, too...hm. (e): Asp's Nest's poison effect appears to be wonky, at least it appears to be to me. Type 0(?) poison effect with 40 damage over a duration of 40. Shouldn't this be type 3, value 3, duration 120 based on the description? (e): Suryis's Blade's staggering effect seems to set the target's APR to 0.5 instead of decreasing it by 0.5 (unless TobEx changes the functionality of this opcode, anyways). I am not sure if there is a valid decrease by 0.5 value for that opcode, though. Perhaps type 2 value 6 for something more workable? (e): Drowcraft Shield +3 only gives 5 AC in the main base IR component. Shouldn't this be 6? Base shield is 1, +3 for enchantment is 4, Drowcraft AC bonus is +2 is 6. Unless the "Drowcraft" AC bonus is inexplicably only +1 for shields, I guess. Personally, I think the Drowcraft text should be revised to be more clear, like " Drowcraft: +1 bonus to AC". (e): Blackmist's unique ability does not mention a save vs. spell, when in fact, it does allow for one. (e): Also, it doesn't mention a duration, which it probably should, considering it's 10 turns. (e): The Wave mentions a Fire Eating ability that kills various types of fire entities upon the Smashing Wave effect hitting them - however, this death effect is actually only applied to the melee attack, not the Smashing Wave spell. As such, it will only attempt to kill the one directly hit by your melee attack when a Smashing Wave goes off, nobody else. This is not what the item description suggests. (e): Dwarven Thrower's description suggests (or at least I think it does) it does an extra 1D4(+1?) base damage when thrown, but it actually does 2D4 even in melee. Dwarven Thrower's variant switching ability has the wrong icon - should be IHAMM06, not IHAMM07. (e): Runehammer +4's "Champion's Strength" uses the SPPR513B (Righteous Magic) icon instead of the SPPR507B (Champion's Strength) icon. (e): Cloak of the Wolf's special ability should *probably* use the SPIN155 icon, a la other Polymorph abilities from items. (e): Armor of Missile Attraction +3 mentions being studded leather, but the armor class specified in its description (5) suggests leather armor. However, the actual given AC bonus appears to be 4, so it does seem to be studded leather. (e): Karajah's Leather Armor +3 says it gives a +2 bonus vs breath, but it actually gives +3. (e): Skin of the Ghoul's description lists strength requirement and weight for leather armor instead of hide armor, but actually has hide armor's in reality. (e): Aeger's Hide seems to have some sort of raging effect on it that is not listed in its description? (e): Wyvern's Tail and Iron Bow of Gesen just say "THAC0: +x" instead of "+x bonus". Similarly, Runehammer (both +3 and +4) do not have "bonus" after the Magic Resistance, either. (e): Orc Leather +2 has 15 weight instead of 20 (and also an enchantment level of 3 instead of 2, but that doesn't really matter, I don't think). (e): Book of Infinite Spells allows you to cast invisibility (MISC3A1) on somebody from a range of 25 away. Probably a bug. (e): Also, the Book of Infinite Spells casts the priest variant of True Sight (MISC3A3) instead of the wizard. Its range and targeting is also wrong. (e): Same with the Wyvern Call variant (MISC3A6), the Fireball variant (MISC3A), and the Stinking Cloud variant (MISC3A7) - these last two should be cast spell at point with area targeting, not cast spell at target with creature targeting. (e): Methild's and Azlaer's Harps can be used by Cleric/Fighters, for some reason. (e): Unholy Reaver says it does +6 damage to creatures of good alignment, but it looks like it actually only does 5? (e): Cloak of the High Forest gives saving throws and AC bonus instead of elemental resistances or spell immunities, regeneration is every 20 seconds instead of every 12 Staff of the High Forest gives the spell immunities that are supposed to be on the cloak, does not give casting speed bonus...also gives immunity to entangle Jansen Spectroscopes gives undocumented immunity to blindness, detect invisibility ability is weird and should be looked at Firecam Armor has 50% magic damage resistance instead of listed 40% Sword of Arvoreen has enfeebling says duration 6 in the description, actually is 12 (e): Chaos's (NPSW06) wounding effect is every 3 seconds instead of every 6, and does 1 damage, not 2. Should probably just use one of the standard bleeding spells (e.g. dvbleed2). Probably not a bug, but along with a few other items' effects, like Angurvadal's Incendiary effect, could probably be explained better in the description. (e): Corthala Family Armor's flavor description mentions charm immunity, but the actual equipping effects do not (e): Doomplate doesn't seem to get the touted -5% penalty to thieving skills(?) (e): Ring of Djinni Summoning (RING26) has incorrect targeting. (e): Wand of Sleep says duration 60, actually is 30. (e): Web Sack has the wrong icon for its ability - should be IWAND14, not IWAND13. (e): SLNG06 has icon ISLNG02 for its extended effect instead of ISLNG06. (e): Backbiter's self-damage effect is a flat -3 instead of the 1D6 it purports. Unsure why opcode 12 with self-targeting isn't used here. (e): Staff of Thunder & Lightning's "Lightning & Thunder" ability saves vs. wands, not spell...and at an unmentioned -2 penalty for the damage. (e): DVEMPATY (Staff of the Woodlands' "animal empathy" charm effect) is a little messed up - the charm opcode does not have any penalty contrary to the description, but the other two opcodes do. It also wouldn't hurt to have the description to state the length of the charm effect. (e number eleventy billion): STAF15 uses the wrong icon for its Gust of Wind ability? Maybe? I would've expected it to use SPPR318B here, not whatever it's using now. (e): Staff of Fire's Incendiary effect has a very minor bug - the second flame animation plays at delay 6 instead of delay 12. (e): Staff of Rhynn has the wrong icon for its Greater Malison ability - should be SPWI412B, not SPWI326B. (e): Serpent Shaft does not provide a save for its Viperous effect(!). You know, the one that does 120 damage in 12 seconds... (e): Actually, Ravager doesn't for its Viperous effect, either! Yikes! (e): Moon Blade gives +50% fire resistance instead of the 40% in its description. (e): Arbane's Sword has an unmentioned Haste special ability. This is not its "Hastening" combat ability. (e): Dragon Slayer has an undocumented "courage aura" of some sort. (e): DVBRNWND.spl (Blade of Searing's combat ability) seems a little off - other wounding effects work by delaying the first bit of bleeding damage by 6 (presumably to simulate "bleeding out"), but Burning Wounds here does immediate damage instead. (e): Shazzelim should *probably* be immunity to silence instead of straight up vocalize, as it can be used to cure silence in the middle of battle as it is right now. (e): Celestial Fury's Batto's deafness opcode gives a -1 penalty to save, unlike all the other effects. (e): Boots of Elvenkind do not have the abilities described, and instead just give +1 to dexterity, +25% to stealth, and immunity to entangle. (e): Warblade's listed weight is 12, but it's actually 11. (e): DVDISPEL (Carsomyr's dispel ability): mismatched save penalties between the different opcodes. (e): Base IR Storm Stars have two better speed factor than they should. (e): DVWITHER (Spear of Withering "Contagious" effect) seems to do 2 damage per second instead of the listed 1. (e): Sensate Amulet gives +2 to Charisma, not +1. (e): Spider's Boots of Stealth do not give the stealth bonuses, and have some sort of messed up special ability. (e): Sling of Seeking does not giving the Seeking bonus, and still seems to be a Sling +2 for all intents and purposes. (e): Malakar's "Keen" ability should be under combat abilities, not equipped abilities, per other items that describe the effect. Malakar's Companion, WAWAK, should have 1 speed factor in base IR, not 0. Web Sack mentions a -2 penalty to save vs. breath, but doesn't actually give one.
  16. Is Break Enchantment (SPPR308, I think?) supposed to have opcode 169 - immunity to special effect icon (55 - stun) with permanent duration? Wouldn't that make later stuns' icons not show up on your portrait? It already has remove special effect icon 55 later down... I'm not sure what I was looking at, but it wasn't SR's Break Enchantment. (e): Priest's Poison sound effect after the poison has ended does not check for a saving throw - that is to say, if the creature hit by the Poison saves vs. poison when the spell is initially cast upon them, there will still be a sound effect of the poison expiring (...should a poison really have an expiring sound to begin with?) 60 seconds later. (e): On another note, Vampiric Touch's (SPWI314)'s level 5 effect (aka level 1 effect) does 2d6 damage instead of just a flat 6 damage, as it should do per the description. (e): In the level 18th version of Fire Shield, the fifth effect is an opcode 84 (reduced damage from magical fire) that is not in any of the others. (e): Protection from Missiles has a duration of 60 instead of the listed 120. (e): The sound effect for Disintegration has a save vs. spell instead of a save vs. breath. (e): Priest's Holy Smite has mismatched saves for the blindness and damage effects.
  17. For the first point: I'm afraid you're simply incorrect, at least on the latest (official) release of Spell Revisions. Description: Simbul's Spell Trigger Level: 8 School: Universal Range: Personal Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell allows a mage to prepare a magical trigger that can store spells to be used later in a single swift action. The trigger can store three spells to be released simultaneously, all of which must be of 6th level or lower. A mage can only possess one spell trigger at a time, and the trigger will remain active until the spells contained within it are released. Number of extended effect headers: 1, (a spell which improves as you level up should have more, for those who don't know - consequently, this spell stays the same no matter what level you are) Effect 1: Spell Sequencer Creation - Maximum Level Usable: 6; Amount: 3, (Permanent Timing, Self) Effect 2: Play 3D Effect: SPCONTIN, (4 Duration, Self) This is from the raw file, (SPWI809), of Spell Revisions' install folder. Also, it'd be level 15 you could get it at for a level 8 spell, Only Contingency does the divide by three thing, as far as I can see. For the second point: I still don't understand. There are no spell protection counters that can't take it down, already, as a level 5 spell. No spell counters would be unable to take it down, consequently, as a level 4 spell. The lowest spell protection counter's, Spell Thrust, highest level of spell countering is level 5...which would still affect Minor Globe of Invulnerability and Spell Shield, (as well as the lower level spells Minor Spell Turning and Minor Spell Deflection, of course). Therefore, I don't really see the problem...it literally changes nothing, except the balance between it and Minor Spell Deflection would be kept in line, as opposed to how it is now, (where it makes absolutely no sense to use Minor Spell Turning). The only thing that changes for counters is that now all spell protection counters are theoretically/technically less powerful, as a result of one of the spell protections they affect being one less level...functionally, it makes no difference on their part. *shrug*
  18. I do not mean to offend, but I sadly failed to understand any of your points. Their power drawn level? Leave a widely open...widely open what? The spells get better at levels? I think I understand this bit, but at the same time, I don't, as I think you're implying the three spells progressively get better as you get higher level - which they don't, as it's always level 2 or lower for Matrix, level 4 or lower for Sequencer, and level 6 or lower for Trigger. So I think I'm not understanding that, too. I also don't understand the bit about the piercing magics. The lowest level piercing magic is Spell Thrust, (takes away one level 5 spell protection or lower in an area of effect of 15 radius, IIRC), which would still definitely work on a level 4 one. So I'm probably misunderstanding that, too. Also, looking over Contingency, shouldn't it be mentioned that the hard max is level 6? At the moment, the description just reads "The spell level must be lower or equal to the level of the caster divided by three.". I was honestly expecting it to go up to 8, (not 9, since you could trigger a Chain Contingency which could trigger a Contingency which could trigger a Chain Contingency, etc., eek!), though balance-wise, it does make sense that it stops there.
  19. Level 3 Spell: Minor Spell Deflection - 4 Spell Levels Deflected Level 5 Spell: Minor Spell Turning - 4 Spell Levels Reflected Level 6 Spell: Spell Deflection - 10 Spell Levels Deflected Level 7 Spell: Spell Turning - 12 Spell Levels Deflected Level 9 Spell: Spell Trap (Deflection) - 30 Spell Levels Deflected Difference between the minors: reflection is two spell levels above deflection; difference between the normals: reflection is one spell level above deflection, and has two more skins. Is it just me, or does that seem extremely inconsistent? 6th level Spell Deflection is too weak in comparison to its 7th level turning counterpart, but 5th level Spell Turning is too weak in comparison to its 3rd level deflection counterpart, IMO. I would think Minor Spell Turning should be a 4th level spell - or have a few more spell levels, (6, 7?), to reflect - while you could do a few things with the other two "normals", like reducing Spell Turning to 10 spell levels, or increasing Spell Deflection to 12, etc. Similarly, the Spell Triggers... 4th Level Spell: Spell Matrix - 2 spells of second or less level 7th Level Spell: Spell Sequencer - 3 spells of fourth or less level 8th Level Spell: Spell Trigger - 3 spells of sixth or less level Shouldn't Sequencer be a 6th level spell? That, or give access to fifth level spells, I guess...
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