Jump to content

Bartimaeus

Modders
  • Posts

    2,502
  • Joined

  • Last visited

Posts posted by Bartimaeus

  1. 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.

  2. Hi Demi.

    I found an error with the Gauntlets of Weapon Specialisation. While the text states that they give +2 dmg, that damage is not actually added to the characters damage. They still give the benefit of +1 THAC0, but not the damage bonus.

     

    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.

  3. 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.

  4. 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.

  5. 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, :p 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*

  6. 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.

  7. 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...

×
×
  • Create New...