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polytope

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Everything posted by polytope

  1. Yep, they're broken. Go to folder stratagems -> firegiant -> ssl, open golbur01.ssl with notepad and replace: IF See(NearestEnemyOf(Myself)) Global("FIN_TIME_STOP_RUNNING","GLOBAL",0) THEN RESPONSE #100 ReallyForceSpell(NearestEnemyOf(Myself),BURNING_MAN_KEENING) SetGlobalTimer("BurningManFearTimer","LOCALS",24) END with IF See(NearestEnemyOf(Myself)) Global("FIN_TIME_STOP_RUNNING","GLOBAL",0) !GlobalTimerNotExpired("BurningManFearTimer","LOCALS") THEN RESPONSE #100 ReallyForceSpell(NearestEnemyOf(Myself),BURNING_MAN_KEENING) SetGlobalTimer("BurningManFearTimer","LOCALS",24) END If you don't want to reinstall the firegiant component just for this, you'll need NI or a similar editor to change the script GOLBUR01.bcs, find the block referencing KEENING and insert that line.
  2. All creatures receive the 2DA bonuses to strength and dex, even if they aren't warrior classes who would be entitled to an exceptional strength roll they still get the benefits if they have 18 and a non zero number in the field. Only creatures with classes that a player can choose receive constitution bonuses to hp, +7/hit die maximum (for 24+ constitution) if fighter/ranger/paladin, +2 max if not. If the creature doesn't have a caster class, it's spells will all be cast as if first level, or the minimum required to cast the spell, i.e. always a 5d6 Fireball, always a single Magic Missile. Make sure the spells are assigned correctly, or you will get a CTD when the creature tries to cast for instance Stoneskin if it had it memorized as a first rather than fourth tier spell.
  3. Indeed, so there is justification for some potions to have more powerful effects than a given spell (i.e potion of storm giant strength is much better than the wizard spell Strength, potion of power much better than cleric Aid, potion of magic shielding is even better than arcane Protection from Energy in most cases). However, when it comes to magically restoring hp, that's the purview of the cleric, so healing potions should usually be weaker than cleric spells even before Heal is available at lvl 11 (especially considering their superabundance), while direct non-physical damage (particularly AoE) is the role of the wizard, so I wouldn't like to add more potions that can be used as "grenades".
  4. The PnP potion compatibility table is interesting but I suspect it wasn't implemented in the original game for a good reason. I foresee problems in that: It promotes save scumming i.e. drink a potion, quicksave, drink another, reload if you didn't get the desired result (compatible at least, but preferably a +50% enhanced duration, effect or doubled/permanent). Following from this point, it's deleterious to the AI unless you patch every single .bcs referencing any potion and insert additional timers into the blocks to ensure potion using NPCs will wait at least 1 turn after drinking their potion (for those with instant effects) or the entire duration otherwise, since bad results are more likely. Considering that battles usually last less than 1 turn, this will increase the number of potions the party can collect from defeated enemies (to sell, if nothing else, even if they aren't exploiting the aforementioned save scumming). Nope, potions of fire resistance for instance have always stacked so that a double dose grants 100%. Many players who (correctly) considered it cheating to stack spells like Armor of Faith, Blur, Doom, Protection from Evil when that was still possible nevertheless stacked potions, after all, those are limited, single-use resources. Myself, I've always been leery of stacking potions of the same type, but fine with stacking different potions that have somewhat overlapping effects, i.e. genius + mind focusing, fire resistance + magic shielding, perception + master thievery.
  5. I hear you, but this could actually be used to the player's advantage, i.e. let's says a potion of extra healing restores 13hp immediately, and gives 2hp/round regeneration for 7 rounds thereafter; a PC can drink two safely out of sight of where he knows a dangerous monster lurks, then rush them and as combat starts drink a third, thus enjoying 6hp/round regeneration for the next 5 rounds of the fight. A tactic the AI won't be able to replicate. There's a reason potions of regeneration are rarer than healing potions in game. I wasn't suggesting random rolls for healing spells, but random rolls for potions make a lot more sense to me, besides being BtB. After all, do you know the vintage, dosage, expiry date of any given potion? I do not favor changing potions to essentially be spell scrolls anyone can use, firstly and thematically they rarely exactly mimic a wizard or cleric spell, with the exception of a potion of extra healing duplicating CCW. Even the oil of speed is quite different to Haste (duration and lack of fatigue), there's no spell equivalent to potions like stoneform, heroism, giant strength and invulnerability. In gameplay terms potions that are the equivalent of offensive spells mean a boost for the player's party, you're usually limited to the number of spells you can cast per round (pre HLA) by the number of spellcasters in your party; even in vanilla, equipping everyone who can't cast fireball with potions of explosions and simultaneously showering a group of say beholders with them is a powerful tactic. Wands don't quite have this problem because of the limitations on classes who can use them. Generally, I feel magical spells should be usable by, well, magic-users... in the absence of a rare and difficult to acquire item such as the sunblade or helm of brilliance.
  6. It's on my to do list, although a lot of stuff I floated years ago (before a scratched hard disk platter) like the Lance of Disruption and Static Charge spells made it into SCS IWD spells component anyway (and I bothered to recolor the Static Charge and make spell icon bams for them, ack!). Is there a specific component you were interested in, like a creature component? A class or kit change?
  7. That's already the case with Greater Restoration if you don't have the SCS nerf installed, and Mass Cure has the default 15 ft radius. It would be an advantage though for the minor cures at low party levels when you don't yet have boots of speed/haste and take a risk by ordering your potentially fragile cleric to the front. Not in the middle of combat, which is when healing potions are used... and Mass Cure already used a die, 1d8 + level hp which was practically better than Cure Critical Wounds when you get 5th level spells i.e. heals the cleric and at least one other character by 10-17hp each, with a shorter casting time too.
  8. Oddly enough, a barbarian in his rage is immune to opcode 185, but an enraged berserker isn't. However 185, like 175 has a hardcoded string and glow effect attached, and some mods that touch spells and items granting Free Action might patch those against it. So far as I know nothing grants immunity to 165, but even though the character's animation appears frozen in place and can't act they nonetheless retain their AC and are not autohit like stunned/held/unconscious targets. Of course you can tack on whatever AC penalty you like as a secondary effect but it won't be removed by the opcode 270, unpause target if you want it to be curable, you'd need to complicate things with removal of effects by secondary type (I try to avoid this) or by opcode 321 on the EE engine.
  9. As things stand potions are almost always the better choice; those can be used immediately, no casting time or possibility of interruption and it takes up only a warrior's action for the round, rather than a spellcaster's (pre HLA that's preferable). And there's a real abundance of healing potions as proven by the fact that people solo fighters through the trilogy in Ironman/no-reload play. There are currently mods that increase the amount healed per spell level, although I had ideas along a different track; on another board there was a discussion about the reality of damage in games, the argument being that hp loss always means real physical damage but: If you get hit for 1 hp damage and you only had 2, it represents a severe injury like a pneumothorax, severed artery or broken skull. If you get hit for 1 hp and had 14, it represents a substantial injury, a broken rib or deep bleeding cut. If you get hit for 1 hp when you had 100, it was merely a bruise or graze Weapons that use a larger damage die or dice (or monsters with such for their attacks) represent their increased likelihood of causing a really devastating wound. But what about a spell named Cure Light Wounds? Shouldn't the healing be more dependent on the level of the target than the caster, since high level characters are better able to mitigate the damage done to them? I've thought up the following table, regarding percent of hp restored per level of the target: Which would also apply to the reversed i.e. harmful versions of these spells, note that this means that powerful creatures will still have 30% of their hp left after landing a Harm spell on them, that Cause Wounds spells other than Harm are actually useful, and that beholders will be much more dangerous unless their Cause Serious Wounds eyebeam is nerfed to allow a save (it doesn't require an attack roll, so probably could be given a save with a penalty dependent on the type of beholder). Potions on the other hand should be nerfed a bit, to compensate for healing magic being more powerful, I'd use the PnP values: Potion of Healing 2d4+2 hp (not much of a nerf actually, since it only healed 9) Potion of Extra Healing 3d8+3 Potion of Superior Healing 8d6+2 (the least nerfed, but also the least common) Of course, randomness with dice is actually harder on players (is this EH potion going to heal me 22hp, or only 9?). Thoughts on this? Edit: I updated the healing table to be a bit less "jumpy". Dependent on wisdom and assuming standard cleric spell progression, once a cleric reaches level 11 they should be able to heal their entire party and themself fully once per day... over about 20 rounds (actually, a Wondrous Recall to get back two CCW spells may be a better choice than a heal, something I doubt players ever did in vanilla). Of course, if you don't have the nerf to Greater Restoration installed, a 14+ level cleric can heal the entire party in one round.
  10. Magic cold actually works fine on the original engine, magic fire was the only one bugged. The main problems with setting necromancy spells to inflict magic cold are: Creatures will be frozen+shattered by the damage, there are several fixes for item loss following this kind of death, but it will be conceptually strange for most necromancy, particularly ADHW which is stated to dehydrate the target. While it's easy to patch every undead with specific immunity to magic cold, and I guess add a MC vulnerability to cold immune living creatures that aren't constructs or whatever, it still forces a particular install order, needing to come after any mod that adds creatures. It's better to use ids specific racial immunity as an eff in the feature block of the spell itself. Necromancy spells already almost exclusively use the magic damage type (cleric poison being the exception), which seems reserved by dev intent, the problem is more that Sunray and Magic Missile also use it. Sunray as magic fire sounds fine, Bolt of Glory too perhaps, but I really don't know about MM, I suspect only if PC usable buffs and items that give resistance or immunity to magic energy are also patched to give equivalent protection from magic fire would this work for the AI, who use it a lot and make assumptions (unlike Sunray and Bolt of Glory vs the party...). Obviously the reverse shouldn't follow for enemy undead who might be immune to the necrotic/magic energy subtype, but quite vulnerable to radiant/magic fire. Can magic fire be given a different damage animation to normal fire? Easy to add via VVC of course, but it tends to "linger" visually on the target for a few moments. Then there's the Horn of Blasting and if you have the IWD spells installed also Lance of Disruption and Shout etc. A while ago I discovered that physical (crushing) damage bypasses stoneskin if applied by opcode 272 (repeating eff) which seems good for sonic damage if you feel the 1-second delay (1/2 if hasted) is worth the unsoakable nature of such an attack.
  11. It's my experience that the entire party can surround and strike a creature with a default (human) sized circle. Weapon range is extended if striking from the diagonal position (i.e. 1:30, 4:30, 7:30, 10:30 on a clock face bearing) relative to those directly above, below or to each side (3, 6, 9, 12). I don't think it really matters that a dragon can be "mobbed" in this fashion, you could still shower it with missile weapons and spells if it had a smaller "hitbox", besides it seems thematically appropriate to take one down in a team effort and most summons (apart from gated Planetars and Elelmental Princes, not sure about SR summons) aren't effective against dragons anyway because of their exceptionally low AC. There is the deeper problem that since very high level characters can 1vs1 dragons they are obviously not individually a challenge to very high level parties, which is how they are usually encountered late game unfortunately. About the range of dragon attacks, I'm fine with it being equal to a PC with a two handed weapon, but do not think it should be the greatest of any monster. Why? Because a dragon attacks with claws and bite thus inevitably getting its vulnerable head, neck and limbs close to its intended victim. Maximum melee range should probably be for Fire Giants, the largest weapon using creature, and secondly for Mariliths.
  12. For my own AI scripts I'm currently using opcode 268 to set stat 148 (EXPLORE), and 293 to set stat 183, in order to keep track of certain buffs. These two were chosen as being among the least likely for any other modder to set as timed effects on player characters, as well as the least visible in game. I'd prefer not to either interfere with or require detectable spells. Party members naturally clear fog of war, enemies only trigger their buffs if aggroed, hence it shouldn't matter that they subsequently get a short duration 293 applied.
  13. Sorry to keep posting my own mods in the SCS forum, but demiliches aren't really working as intended in the current version, so I tinkered with them for a bit, adding back some of their PnP powers and susceptibilities. As with the original boss of the Tomb of Horrors, demiliches can be damaged by a few spells - Holy Word, Shatter and Dispel Evil - since two of those are unimplemented in game, I've extended this to any spell that causes purely physical damage such as Bigby's Clenched Fist and Implosion, whilst the deafening effect of Holy Word will inflict upon them a chance of miscasting their spells (but not spell-like abilities). Power Word: Kill will destroy a demilich if it's under 60hp (see below). Demiliches cannot be turned. The most scary special ability of the demilich, draining a soul, does not allow a save (the ToH was designed to be lethal to high level parties with good saves) but you may choose on installation whether it should be blocked by magic resistance or a berseker's enrage and the protagonist's slayer transformation; the former option is my favored take, because paladins are supposed to be among the best classes against these ultimate undead and soul trapping is quite unlike the spells Imprisonment and Maze which bersekers can ignore (it's also fairer, because any character class can gain MR, unlike berserking). If you choose this option, those freed by the Freedom Spell return with 1hp and unbuffed, so it may be dangerous to cast in mid-battle (a demilich's attack is supposed to destroy the character's body as it steals their soul). In either case spell protections can deflect Trap the Soul, which is by the book a 7th level conjuration, not abjuration, important to know if like most players you're relying on Spell Immunity as a defense, (TtS normally allows a save, but not if you touch the trigger object and apparently not if the caster is a demilich). A demilich can only use this attack a maximum of eight times per day. Another ability of the demilich, to lay a powerful curse, is restored. Curses can be foiled by magic resistance, but not dispelled, you need Remove Curse for that. The curses (which I made up) you may see are as follows: Curse of Misfortunes, -5 penalty to attack rolls, damage rolls and saving throws, lasts 24 hours Curse of Mortal Terror, every round for the next 3 rounds save vs spell at -4 or lose 25% of hp and flee in panic for the rest of the turn, inspired by the ability of the titan Coeus from Legends & Lore, counter with RC and Remove Fear Curse of Foul Rotting, a deadly disease, based on the periapt of the same name, counter with RC and Cure Disease or Heal Curse of Internal Fire, what it says on the tin, really Demiliches will not buff themselves with protective spells (as they didn't in the vanilla game), they already have a natural, or rather unnatural, superlative immunity to most forms of attack. Extra defensive magic which you need to strip is gilding the lily, so to speak, and always felt wrong to me. Demiliches also have fewer memorized spells than a regular lich, only two of every level, which are mostly used to remove protections so they can use their preferred attack forms of soul trapping, howling or cursing (they can howl in the same round they use a spell or curse, with a 2-5 round cooldown between howls, because it's described as "instantly unleashed" and is arguably their weakest attack). Lastly, there is an option to increase the hp of demiliches, which is out of line with PnP, then again, the original demilich was designed before 2nd ed introduced weapon grandmastery and Improved Haste (not to mention Whirlwind Attack and Improved Alacrity). If you install this then you might need to get them down to ~40-50% of their hp before PW:Kill will be effective. I was going to add some dialogue to the Watcher's Keep demilich, because it's strange for a boss type creature not to say their piece before attacking, but the fourth floor of WK already has plenty of talkative enemies and I'm not actually a good fiction writer. A potential warning, I play tested this on the original ToB engine, I wouldn't expect it to be incompatible with EE, and the demilich script actually checks for a few EE added weapons (those which could hit it) in prioritizing targets, but I haven't tested it yet. My pilot character (a sorcerer) was "only" lvl 23 in this duel, but it was a pretty close call as you can see, since I didn't take Spell Shield and the demilich has just stripped me of Spell Immunity. I should also note that these demiliches use my own scripts, not SSL, I've tried not to break anything when it comes to detection, the main potential problem is that HLAs like Whirlwind and Smite share a stat with berserking on the default SCS ToBEx install, of course, if you choose the install option for berserkers not to be automatically protected from Trap the Soul then my AI won't be confused by this. Note that Polylich should be installed after SCS but does not require any components of SCS. It has no effect on the behavior and abilities of regular liches. Incompatible with Improved Anvil. polylich.rar Edit, a very quick and silent update to ensure the WK demilich has the correct number of spells if you install it after, rather than instead of SCS spellcasting demiliches component.
  14. Agreed, daggers are particularly bad in regard to range because you can't attack unless your characters circle is actually touching the enemy. In contrast, two-handed weapons have a speed factor that is much too slow compared to average movement rate. If an enemy is armed with a two-handed sword (non-magical, not a kensai and no bonuses for dexterity or style) you can run up and hit him with your fists then back out of range before he swings. Yeah, try that in real life.
  15. I am surprised about Nimbul not reacting to attacks from neutrals who are scripted to attack enemies, like guards. I thought that kind of thing was fixed in much earlier versions (and even in vanilla, most creatures retaliate with a default attack against those who have attacked them if no PC is in sight). However, what you suggest is going to be pretty hard to do by generic modification of scripts, which is SCS's usual purview, it would need so much consideration of other actors and opportunities in a particular area. I've tested something in my own games, invisibility is only reliable if a creature hasn't been "aggroed", once they have, for the remainder of their in-combat timer they gain a per-round chance of detecting invisible creatures based on their intelligence (which is checked in the creatures script; no chance if intelligence is below 6, 5% at 6 intelligence, up to 75% at 20+ intelligence).
  16. Some drow clerics have an undroppable weapon (DWWHIP01 or DWWHIP). On hit, it has a 60% chance of a special effect; either lowering strength to 3, slowing or an extra 20 cold damage with a save vs spell allowed vs each. I'd prefer if these things were collectable by players but only usable by evil elf clerics (incl multiclass fighters but not mages) or with UAI, and probably dissolving in sunlight like other drow equipment. The enchantment level is wrong too.
  17. I notice that only single target spells actually cast at a creature are caught in this bug, i.e. in your vid the lich did use Malavon's Rage when a party member was close enough and also triggered a Chain Contingency with Incendiary Cloud at one of them whom he didn't deliberately attack with spells. Considering that I'm guessing that the culprit is Stat 500: DO_NOT_TARGET_SPELLS Here's the general type of targeting block in question, in stratagems/lib/ssl //////////////////////////////////////////////////////////////////// /// Single-target spells //////////////////////////////////////////////////////////////////// BEGIN_ACTION_DEFINITION Name(Spell) TRIGGER !GlobalTimerNotExpired("castspell","LOCALS") HaveSpell(scsargument1) !StateCheck(scstarget,STATE_NOT_TARGETABLE) !CheckStatGT(scstarget,0,SANCTUARY) CheckStatLT(Myself,60,SPELLFAILUREMAGE) !CheckSpellState(scstarget,DO_NOT_TARGET_SPELLS) ACTION RESPONSE #scsprob1 SetGlobalTimer("castspell","LOCALS",6) Spell(scstarget,scsargument1) END That stat seems to be set temporarily by the scroll of Protection from Magic, but perhaps permanently on some of your characters. What other mods do you have installed?
  18. I think I've explained why four of the five vanilla game .spl files overwritten on a basic installation of Polydisp are so overwritten, rather than patched. Those four files are not "'a lot of stuff", Spell Revisions overwrites a much larger number of .spl files, I don't complain about that. Note that overwriting a spell is completely different to overwriting a .cre, a .dlg, a .bcs or (worst of all) an .are or a .2da for compatibility purposes. Memorizable spells are by their nature non-unique, and will not have an important item added to their inventory or given by dlg, nor set an important game variable on death. Your insistence that my mod is likely to break compatibility with many other mods is fanciful. None of the other 70 or so users who downloaded the first Polydisp release noticed a bug occurring here. In my years of playing this game with a variety of tactical mods I have never before seen another author make changes to the spell school of spell protections, I did so with reluctance and purely to prevent spell protections being removed by Dispel Magic, yes, it's foiled if another mod subsequently overwrites or revert those spells by patch to having a school. I've already explained that the school change has no effect on specialist wizards, because the exclusion flags are separate to the actual school in the .spl file and because specialist saving throw penalties are irrelevant for a self targeted buff that doesn't allow a saving throw. I didn't use opcode 58 even for the choice of spells above 6th level being undispellable mostly for consistency between install options and so that the player can see which school of magic they've dispelled.
  19. A few other issues I failed to mention earlier: Monster Summoning I (but not II or III) causes a CTD because two of the creatures potentially summoned dw#ms1oa and dw#ms1ow have the wrong entry in their animation field (4294967295), should be 59440 and 59392 respectively. Not that I use this spell, except from a scroll, but enemy mages can achieve a Pyrrhic victory by crashing the game with it. In a related note, some enemy casters such as Cowled Wizards attempt to use Polymorph Other, it doesn't work on green-circled creatures in non-EE installs. Brimstone, DW#YSDRA, doesn't receive the complement of high level spells typical to other red dragons in SCS (Firkraag, Saladrex & Carnifex). Unless he's intentionally weaker because he's not fought alone (and seems to be serving the fire giants, so he's presumably not a relatively powerful dragon). Creatures that open doors can injure or incapacitate themselves by opening trapped doors, this is most noticeable in the Windspear Hills. I'm not sure if this is worth fixing, but maybe include !AreaCheck("AR1202") in the door opening blocks of their script.
  20. I don't follow your reasoning; if a mage throws a Flame Arrow at a Rakshasa running MST it will be reflected back upon them, but it would have done nothing to the Rak anyway, so no mage would spend their spell equivalent action for the round doing that. If that mage instead cast Power Word:Kill on a badly injured Rakshasa who his Horrid Wilting hadn't finished off it would be slain in spite of the MST which doesn't bounce 9th level spells, either way, reflecting spells up to the 7th level is pointless if you're innately and permanently immune to those spells. I agree about Raks not buffing with spells that they should be immune to, this discussion has previously come up regarding liches although the mod author has expressed his preference for them to use those low level spells on themselves while preserving their immunity to external-origin spells of the same level. In the case of Rakshasa I'd definitely rather they didn't buff themselves with spells below 8th level, while with liches, I think they should be stripped of their immunity to 5th and lower spells which has no basis in 2nd edition AD&D. You'll notice that vanilla game Rakshasa scripts acknowledge their own spell immunity (by spamming usually dangerous-to-the-caster AoE spells like clouds, Ice Storms) while vanilla liches appear to be unaware that spells below 6th level can't harm them (casting Globe of Invulnerability for instance). Anyway, the Rakshasa AI is a minor issue, because it only amounts to a wasted spell slot on the part of the Raks (which are still an appropriate challenge at low-mid levels), on the other hand, demiliches not using their Trap the Soul innate makes them dramatically easier compared to old versions of SCSII.
  21. No, single target spells higher than 7th level go straight through Minor Spell Deflection and Minor Spell Turning, while any lower level spell (except Breach, depending on your installation) would fail to affect a Rakshasa anyway. The only single target spells that can be used against Raks are Bigby's Clenched Fist, Maze, Power Word:Blind (if you use the SCS option to make it single target), Bigby's Crushing Hand (weakish spell anyway), Imprisonment and Power Word Kill all of which work regardless of Minor Spell Deflection or Turning. Breach will be absorbed by MSD with default SCS behaviour and also strip Raks, but it's still not clear to me why the Raks use MSD rather than Spell Immunity:Abjuration or Spell Shield for that purpose. I'm not sure if they should even buff with spells below 8th level (i.e. not Absolute Immunity, Protection from Energy or Spell Trap)*., that's David W's choice. ... *Edit; or Improved Mantle
  22. All the IWD spells appear to work in my game (classic Bg2 + ToBEx), however the descriptions of the lesser elemental summons (spwi516, spwi520, spwi521, spwi526) are wrong, and have the text for Malavon's Rage. Mind blank doesn't display the Mind Shield portrait icon, makes it harder to tell if it's still active. Spell Immunity can be cast in the same round as another spell, due to it having target type 7, should be 5 as in vanilla, no? The player can exploit this but the AI doesn't seem to be able to. ... ETA, a couple of other issues. Spellcasting demiliches still do not use their Trap the Soul innate on PCs. They use an almost generic lich script! The main threat of a demilich was always its soul sucking ability, now they're simply more resilient - but not really more dangerous - than an regular lich (apart from being higher level and their occasional Howl). I don't mean to be a pest but demilich AI stands out as something that really needs to be fixed because it dramatically reduces the difficulty of a couple of what were previously uniquely challenging enemies. Some Rakshasas seem to have lost their weapon proficiencies, specifically TRRAK03, RAKMAH01 and RAKRAJ01, and their THAC0 is inconsistent with Rajahs and Ruhks being better fighters than the higher level, higher hp Maharajahs... am I wrong in thinking they should also strike as if using a magic weapon? Further, Raks buff with Minor Spell Deflection and Minor Spell turning, both are useless to them as these only bounce spells up to the 7th level which Rakshasa are naturally immune to anyway. Beholders (other than Hive Mothers and Elder Orbs) have too low HD, they should be 15th rather than 9th level (as Gauths are, that's right I think).
  23. This is simply not true. My mod patches, rather than overwrites files when it's reasonable to do so, including all HLAs that need to be schoolless in order to be undispellable as intended and potions that need an associated school to be dispellable, considering that removing magical effects only up to the 7th level - if player chooses that - requires they also be removed by school. The vanilla game files overwritten by my mod are: Each form of dispel and remove magic; arcane, clerical and inquisitorial (4 files). I explained previously in this thread why I don't build the large and complex spell files on installation through weidu. Projimag.spl, the main change is adding an innate A^ENDSP.spl with target 7 so the caster can instantly dissolve the image whenever they choose (per the spell's 2nd edition description), but while I was at it I fixed the timing of certain effects and disabled item quickslots (cheese). I could have patched this but it was simpler to bundle the changes together in a prepared .spl, sue me. Sw2h10; Carsomyr and Arow07; Arrow(s) of Dispelling, if the optional component to bring them in line with the PnP is used, in order to be as close as possible to their AD&D descriptions they are indeed overwritten. Incidentally Crysomer should be a long sword, rather than a 2-hander, but this would be a bridge too far. SPWI703 again if the user selects the optional component to recognize the power of Project Image by making it a HLA, the 7th circle spell obviously needs to be replaced with something else (Malec-Keth's Flame Fist), when a spell is drastically changed overwriting rather than patching is the obvious solution. So, 5 files in total overwritten on a basic installation of Polydisp, one of which should arguably have been patched instead.How many files does Spell Revisions overwrite, again? Now, before releasing my mod I should indeed have investigated how SR handles Spell Immunity, because it's quite a popular G3 mod and these kind of incompatibilities need to be apprehended. However, your comments in this vein are uncalled for; no other player who gave feedback on my mod (Suy for instance) noticed the bug of Spell Deflection or Spell Shield being dispellable, because it doesn't exist unless a subsequent mod overwrites those spell files. My first thought, on seeing an extremely visible bug that obviously departs from intended behavior and which no one else has reported would be "Ah, this problem is brought about by some sort of cross-mod interaction" rather than telling people "with polytope's Revised Dispel Magic installed, a Remove Magic spell can remove my spell protections, even though they are set to be undispellable. If you use SR and/or SCS and especially with my "Magic Battles Revised" tweaks, you probably care about the 'mage duel' system and this is a pretty undesirable result...For now, if the spell battle system is at all important to you, I would steer clear of that mod.'"
  24. I fail to see the issue, because opcode 221 is comprehensive and noncumulative in its effects, unlike 230, and the only thing the SPWI513C sub spell does is apply this opcode. It doesn't matter if subsequent or prior mods duplicate it. I'm not going to release another version just to correct something that is: Not going to occur in the vast majority of installations; even players who use Spell Revisions + SCS + Polydisp (not the most likely combination, I never designed for balance with SR changes to gameplay in mind*) in its original form won't see it, it would only occur if they also installed your "Magic Battles Revised" mod with mine, in addition to the above. Both tactically and aesthetically irrelevant because of the noncumulative behavior of opcode 221 and because SPWI513C (unlike SPWI513B) does not have any associated text string or visual effects. How can I put this? Releasing multiple new versions of the same mod in a very short time span harms consumer confidence, it gives the impression that your work is bug riddled and deters players from trying it out or prompts them to uninstall and probably not use it again if they don't have the latest version. *On this topic, there is a limit to how compatible two mods can be when they are both seeking to overhaul some fundamental behavior of the magic system. For instance Improved Anvil and SCS have quite different approaches to Spell Immunity, particularly the old chestnut of an untargettable mage running Improved Invisibility -> SI:Divination. IA simply made Spell Immunities non-stackable, so that anyone protected from divination magic is still entirely vulnerable to Dispel Magic removing their invisibility. SCS went in a different direction, making it so that protection removal spells can be targeted through Improved Invisibility. I don't entirely love either approach, in Improved Anvil mages who are much higher level than your casters can't be dispelled and subsequently targeted. Also, in IA you end up with party mages suffering a "bottleneck" of 7th level spells because of the necessity of Ruby Ray of Reversal - the only spell that removes SI:Abjuration - to peel through Spell Turning + Globe of Invulnerability + Spell Immunity. With SCS on the other hand I have a problem accepting the logic of some single target spells but not others conveniently bypassing Improved Invisibility and also with the stackability of Spell Immunity against multiple schools, which feels very illegitimate to me. True, SI stacks in the unmodded game, also in the unmodded game you can cast Armor of Faith four times (at caster level 20th) for 100% physical damage resistance, was that intended? I think not. My own preference would have been for Improved Anvil's take on Spell Immunity (only one active at a time) but... Cleric spell Invisibility Purge changed to abjuration magic and arcane spell Oracle changed to conjuration, hence either could remove Improved Invisibility from mages under SI:Divination. I don't think players used those spells before, Invisibility Purge is too slow and Oracle too high level for what it does. Pierce Magic and Spellstrike are included in the alteration school, reducing the dependence on Ruby Rays a bit. However, it's too late now! Too much work has gone into the respective AI scripts of Anvil and SCS, it would be up to me at this point to rewrite every mage script in the game to get my perfect, intended behavior and I haven't either the time or, realistically, the audience to make that worthwhile.
  25. Just checked, and with Spell Revisions SPWI513C uses opcode 221; remove spells of a particular secondary type up to the designated maximum level, rather than opcode 230; remove one spell of said sectype up to the max level, so duplication should be harmless in the unlikely case that it occurs.
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