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polytope

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Everything posted by polytope

  1. I've updated the original post with version 2, which now supports Spell Revisions so long as it is installed afterwards, I've also included a new component to shore up the "dispellability" of Project Image, and the option to move Project Image to a HLA, whilst replacing the original 7th level spell with something entirely new.
  2. I installed the version 18 Beta yesterday to check compatibility with my own mod, I noticed a couple of things: Protection from Elemental Energy (Spwi422) the 2da it depends on is not copied to override folder, on the original BG2-ToB engine anyway, perhaps EE installs do things differently. In the new "Chaos" (Spwi711 and Sppr709) the berserk effect - opcode 3 - does not affect creatures outside the party, you need to use opcode 247 for that, opcode 3 is also inconsistent regarding the controllability of those who are berserk, i.e. there's a good chance that you actually can micro them rather than watching them attack randomly and the saving throw is made with a -6 penalty, not -4 as in the description.
  3. Looking at Spell Revisions v4 Beta 18 - which I installed yesterday - the SR version of SPWI513 use power 5 on the 146 to cast SPWI513B and SPWI513C, and also uses a power level of 5 on each shell spell; the spell's power level, like magic resistance, should surely only be checked once, with the initial spell and associated projectile. Have you changed this locally? This is not going to be an issue if the Breach spell uses power level 5 on the 146, which it appears to, in the most recent version of Spell Revisions. Otherwise, yeah, the "exploit" of my compatibility fix is that the player can achieve the same thing by casting a 5th and a 3rd level wizard spell which they previously could have by casting two 3rd level spells... true, there are some battles where 3rd level slots are actually more valuable than 5th level slots but I really do not think I'm enabling cheese here. As for SCS enemy mages AI, they are unlikely to throw Breaches at a Spell Trap or Spell Shield.
  4. Ok, here is the code I will be using in an update to my modifications of dispel magic to provide compatibility with Spell Revisions, it's a fairly popular G3 mod, so I really should have considered that: ACTION_IF FILE_EXISTS_IN_GAME ~k1#scre.spl~ THEN BEGIN COPY_EXISTING ~sppr303.spl~ ~override~ ~spwi302.spl~ ~override~ ~spwi326.spl~ ~override~ ~spcl231.spl~ ~override~ LPF ADD_SPELL_EFFECT INT_VAR opcode = 146 target = 2 power = 0 timing = 3 duration = 1 parameter1 = 0 parameter2 = 1 STR_VAR resource = ~spwi513c~ END COPY_EXISTING ~k1#scre.spl~ ~override~ LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 2 power = 5 timing = 0 duration = 300 resist_dispel = 2 STR_VAR resource = ~a^dispe2~ END //There are multiple redundant power checks with the Breach //shell spells, resulting in undesirable interaction with //Spell Deflection for instance COPY_EXISTING ~spwi513c.spl~ ~override~ LPF ALTER_SPELL_EFFECT INT_VAR opcode = 221 power = 0 END BUT_ONLY END @Bartimaeus does this look fine to you, as I understand you maintain SR? My mod would need to go after it in the install order, obviously. Installed Spell Revisions and trialed it briefly, "Dispelling Screen" vanishes on the first attempted dispel, level check notwithstanding, but this was the former (and presumably intended) behaviour. Spell Deflection unaffected, as is intended.
  5. I assure you this isn't a problem, the kit/alignment exclusion flags are stored separately in the header of the .spl file to the actual school for purposes of in game effects (0x001e vs 0x0025). Also, unless you were starting in ToB it wouldn't matter as you wouldn't be able to choose spells of 5th level on character creation. Out of curiosity I just did and no, a transmuter was not able to select Spell Shield, Minor Spell Turning or Spell Immunity at 5th.
  6. I can at least say that having examined Spell Revisions, their version of SI:Abjuration (SPWI590) rather than providing immunity to the entire abjuration school instead provides 101 vs opcode 58 (dispel effects) and 206 protection vs Breach and its relatives (from Wish), as well as 25% magic resistance disregard that, the in-game spell upon installation doesn't give MR, the version that actually does appears unused? I'm not sure if the intention was to strengthen SI:Abjuration (even a beholder's anti-magic ray is unable to debuff you!) or weaken it, in that it no longer protects from Imprisonment. Either way, you're right that the SR version of Spell Immunity will not protect you from my tweaks to dispel magic. I would edit SPWI590 to ensure it always has a 206 vs A^DISPE2.spl, although it's beyond me why they made such changes so that it doesn't actually protect against all abjurations and yet protects from other stuff which it never used to...
  7. It works fine with SCS, the interaction must be with either Spell Revisions or some subsequent mod in your order. I suppose I'll download SR and see what's going on.
  8. I accounted for this when designing my mod; Spell Turning, Spell Deflection and Spell Immunity are all undispellable unless another mod in your install order has changed the spell files. (Minor) Globes of Invulnerability can indeed be brought down by a successful dispel magic, that's per 2nd edition rules, although it was not so in vanilla iirc. Note that there are some other spells like Feeblemind that in AD&D are also undispellable, but I left these untouched so as not to confuse AI scripts that may attempt to dispel the condition. This is the relevant code from the tp2, it simply changes the spell school for in game effects although not the restrictions/requirements for mage kits. The only way I can imagine this bug appearing is if another mod subsequently overwrites the .spl files in their entirety. COPY_EXISTING ~sppr701.spl~ ~override~ ~spwi318.spl~ ~override~ ~spwi420.spl~ ~override~ ~spwi420d.spl~ ~override~ ~spwi519.spl~ ~override~ ~spwi522.spl~ ~override~ ~spwi590.spl~ ~override~ ~spwi591.spl~ ~override~ ~spwi592.spl~ ~override~ ~spwi593.spl~ ~override~ ~spwi594.spl~ ~override~ ~spwi595.spl~ ~override~ ~spwi596.spl~ ~override~ ~spwi597.spl~ ~override~ ~spwi617.spl~ ~override~ ~spwi618.spl~ ~override~ ~spwi701.spl~ ~override~ ~spwi710.spl~ ~override~ ~spwi710d.spl~ ~override~ ~spwi809.spl~ ~override~ ~spwi809d.spl~ ~override~ ~spwi902.spl~ ~override~ ~spwi908.spl~ ~override~ WRITE_BYTE 0x25 9 //Testing reveals that this does not effect specialist wizard selection of spells
  9. Bumping this topic, it's of interest to me. I do use OR() a lot in my scripts to see when a caster should attempt True Sight, dispel etc. you're saying that it's faster to check in separate blocks whether Player1 is STATE_IMPROVEDINVISIBILITY, Player1 is STATE_MIRRORIMAGE, and so forth for each potential target? I have noticed script related slowdowns on a map I was working on with 5 mages, 10 archers and 10 warriors. The mages when spawned together via console on a separate map didn't cause such problems, and their scripts are ~3400 lines each. Experimentally, I replaced them in my map with SCS mages of about the same level, this didn't help the slowdowns. The archers' targeting does contain a fair number of OR() conditions though. I seem to remember the map working fine once before, but it's possible I had the archers using the old WTARSGT, which doesn't contain OR()s.
  10. Of course it isn't, why would it be? Chaotic Commands protect from mind control; conceptually, psionic powers originate from the mind but don't necessarily affect it, detonate blows up solid things. Same applies to the amulet. Protection from Magic Energy will block the damage from Detonate (...it's another spell that does more than it should, much like Chaotic Commands). Stoneskin or Mirror Image will absorb Ballistic Attacks, which are usually even more of a threat.
  11. David, I've found a few more if you're planning on updating soon: The precast druidic Iron Skins (DWSP506.spl) is still flagged as a spell rather than combat protection (on classic, anyway). I mentioned in another thread the issue with giant spiders launching multiple web tangles per round, I forgot to note that phase spiders can teleport multiple times per round due to the same bug (much less troublesome though). The more aggressive AI for Invokers (flinging AoE damage spells without regard for their own safety) increases their threat level but also has some unintended consequences; a militia wizard in Trademeet fried himself with a rebounding Lightning Bolt, resulting in nearby soldiers and innocents turning hostile (allowed myself a reload for that, as it's obviously a bug). I'd suggest that GOODBUTBLUE wizards not be given the Invoker kit and script to avoid this kind of game-breaking thing. Not really a bug, but some of the enhanced random encounters (inter-area ambushes) check PC's level before spawning a tougher group; I feel they should check XP instead, because a PC bard hits level 11 much earlier than a PC fighter/mage/cleric.
  12. Incidentally, the Icharyd buff-expiration thing also happens with vampires summoned by Limited Wish, which sets the time to midnight. I like Angel's idea of teleporting the party to a cloned "night map" and back instead, which is simple enough to do (editing the TIS to give the "starry void" effect is not). Further findings from my playthrough, in no particular order: Necromancers (can spot them even without a editor, they have no illusionary prebuffs) use minor sequencers with Blindness (not sure if they also have spell sequencers with Imp Invisibility). Mages can turn invisible (DW#SILIN.spl) if they are out of your LOS for even a fraction of a second - which happens often in certain maps because they run around - regardless of whether their aura was clear and they would legitimately have been able to cast a spell that round. Similarly, certain creatures Teleport Without Error to the party in the same round that they've cast a spell, noticed this with Nymphs, perhaps Fiends would do so, but I'm using aTweaks fiends (with a little TPA modification I give them SCS stat & hp boosts and allow your casters to summon them... I'm reluctant to post the modified files as they're hacks of someone else's work). Some enemies waste their round recasting illusionary buffs like Mirror Image even if you're running True Sight, this is most noticeable with Rakshasas (which have few non-illusionary buffs), such behaviour does make sense for a thief trying to sneak in a backstab, but not fighter/mage types. NPC assasins lack their correct bonuses, they get opcodes 167 and 286 (missile THAC0 and damage - archer kit bonuses). The Shade Lord's hp do not appear to be increased, contrary to previous versions. Enemies sometimes fail to identify unhittable targets (on BG2 classic, anyway); these fallen paladins are attacking earth elementals with non-magical swords (they have the regular IMMUNE2.itm). If anyone cares, I had earth elementals this early in the game (my cleric->mage PC was level 8, and hadn't dualled yet, the Haste spell was from Jan, I swap him in and out of the party while "babysitting" recent dual class characters) because the elementalist druid gets lesser (8 HD) elemental summons as a third circle spell, they only remain for 1 turn though; she also got level 11 during this encounter, but dualling her to a fighter caused CTD, although the elementalist->fighter build worked fine on paper and in testing... I suspect the problem is the way the kit's hp penalty interacts with the stored hp count on characters in a saved .GAM file, I don't think this is an SCS bug though, it's either a kitpack bug or a Polytope bug, but I was able to fix it with DLTCEP and continue this campaign, which so far is no-reload apart from bug induced crashes.
  13. I've been very busy at work for the past two weeks but I've found some time to play and consider the feedback. Well, @Salk I will just say that I avoided using opcode 226 in favor of 220 because certain nonmagical abilities are flagged as "Combat Protections", Hardiness and Greater Evasion for instance (those are also considered alteration magic in vanilla, my mod changes that); incidentally, this means they can be removed by Breach, but then it's the prerogative of Breach to make a creature easier to hit, whereas Dispel Magic really should be incapable of negating protections that aren't magical. Likewise, dispel magic should not counteract Psionic Blast or Psionic Domination which are schoolless and yet have the "Disabling" sectype. I generally design my own mods with a view toward retrocompatability with SCS (among others, like Rogue Rebalancing and aTweaks), the only scripting error I could imagine this one creating is that if the option to make 7th circle and higher spells undispellable is used there are potentially times when enemies will waste their round throwing a RM at a character who is buffed exclusively with 7th+ spells... but this is very unlikely considering that excludes all forms of haste, Resist Fear, Death Ward, Chaotic Commands etc. and nailing vulnerable party members with lethal or disabling spells should be higher priority in a script than stripping buffs from those who are protected. You're right that it's complex, the number of effects in the feature block for each level dependent extended header depends upon the percentile increment that's used, for instance at 3% (not 5%) there are 31 effects at levels 16 to 21 (50% base plus 2 x 15 iterations of 3% above and below to cover the spectrum from 5% to 95% success against targets as low as 1st level or as high as 36th), at levels below 16 or above 21 there are obviously less. This is why I didn't include the option to select a percentage, such a spell would be difficult to build at install time with Weidu (on the other hand, it would be trivial to change, say, priestly Dispel Magic to a single target projectile so the AI can use it and I might include this choice for later versions). Anyway, I've started a new campaign to play-test my mod for balance. Party is four humans; a priest of Helm dualled at level 9 to a mage, an elementalist druid (Prestige Kitpack) dualled at level 11 to a fighter, an assassin dualled at level 10 to a fighter and a duelist (also PPK). Starting in BG2 rather than BG1 because I'm interested mainly in how duals from spellcasting classes work out: This is the kind of party that I expect to benefit most from the changes (four people means fast leveling, and buffs are checked for dispel on the highest class level) so I'll soon be able to report whether it disproportionately favors the player.
  14. Thanks, with my modification it caps for both caster and recipient at level 36, I also experimented with +/-7% per level difference (as an average of vanilla game 5% above ,10% below) but found it was still too poor at removing buffs of a higher level target, too overwhelming against lower level foes (fine for dispelling harmful magic on your own team though, which I guess is the only point of Dispel Magic versus Remove Magic). A breakpoint of 7th circle spells was chosen because this is the tier where archmages part ways with bards, and as I mentioned, where seemingly redundant spells like Mantle and Protection from Energy (why not just cast Protection from Fire and ProME!?) start making an appearance. Besides, in PnP a dispel attempt should check each magical effect (and not just each caster as a source, which opcode 58 does) separately and therefore be much less likely to completely denude someone of their buffs. Couldn't think of a way to implement that though.
  15. I will, but it might take me a while because so much of my earlier work has been lost with my old hard drive (backed some of it up on USB stick, but not enough) for now I must just emphasize what other posters have already discovered do not use the troll component on Enhanced Edition. (In my defence, EE hadn't touched the troll-death mechanic when I released Polytweak all those years ago)
  16. Following the other recent threads about nerfs of the Inquisitor relative to the mage and dependency on Spell Immunity: Abjuration in SCS to keep protections active, I had the thought to post my own view about the overwhelming effect of Dispel Magic on gameplay and a modification of my own that I made a while ago, but it was part of my much larger mod which is now mostly lost and mostly incompatible with EE. Even with the fixes implemented by ToBEx, and later EE it's still a fool's game to throw Remove Magics at buffed spellcasters who are even slightly higher level than the party, because while chance of success increases by 5% per level above the target, it decreases by 10% per level below. Potions buffs are also dispelled automatically in any battle with mages or demons (could be used after the first Dispel Magic hits, but you've only got one round of grace especially with demons/celestials and their frequent dispels). In my experience, for anyone except an arcane caster, this forces a style of play based on item based immunity and undispellable counters to disabling effects like berserker and barbarian rage. Druids in particular seem weak as buffers in the mid game because of the long climb to level 15. My mod substantially changes the rules for Dispel Magic, chance of success or failure is now incremented +/-3% per level difference. This softening reflects the much higher level of most spellcasting opponents a party will encounter. Conversely for a solo character, or even for a full party late game, remove magics from low to mid level enemies like drow and Glabrezu will still be a threat. The school of magic that has been dispelled will also be displayed in game (including potions that closely resemble a spell), and erroneous "dispel effects" strings are omitted on creatures that were not actually effected. This also resolves some inconsistencies with dispelling Polymorph Self and suchlike (if you don't already have it fixed) innate shapeshifting on the other hand cannot be dispelled. I've also included an option to make spells of the 7th circle and higher undispellable, although they might still be taken down by Breach, True Sight etc. This means Protection from Magic Weapons, Protection from Fire etc. are no longer peculiarly more useful than their greater counterparts. As you can see, Protection from The Elements is not stripped, although the Polymorph effect is. In addition, if a character has levels in multiple classes, the highest is checked when they are the target of Dispel Magic, this makes protective potions more useful and dual classing from (rather than to) a spellcasting profession more viable. For a probabilistic breakdown of how dispelling works out in game, take the likelihood of Dispel Magic succeeding from a 12th level inquisitor (who dispels at 4 levels above their actual level with polydisp) vs mages of: ==========17th level======21st level======25th level Vanilla 85% 65% 0% With fix 85% 65% 40% SCS nerf 55% 20% 1% My mod 47% 35% 23% Likelihood of a 21st level mage dispelling targets of: ============12th level=======15th level======18th level Vanilla 95% 80% 65% My mod 77% 68% 59% At your option you may also elect to make Arrows of Dispelling and the Holy Avenger, Carsomyr, more similar to their PnP counterparts: A sucessful hit from an arrow of dispelling subjects the target to the equivalent of a dispel magic from a 15th level caster; Carsomyr grants +50%MR, an extra +5 damage vs chaotic evil and dispels at the wielder's level with every blow... so long as it's in a paladin's hands. However it is now usable by any non-evil warrior (who doesn't receive the special paladin benefits) and regains its special purposes power to Hold chaotic aligned creatures (5% chance to be Held for 1-4 rounds on hit). Carsomyr's ToB upgrade is disabled, but the Purifier is left alone. ***Updated 25th October 2021*** Version 2 includes a compatibility fix for players using Spell Revisions, but also a completely new component regarding high level illusion spells, specifically Project Image and Mislead. Since Dispel Magic is no longer guaranteed to destroy illusionary "clones" these spells have become in some ways stronger but also more awkward; many players would rely on Dispel Magic to dispatch their own Project Image, this is no longer a sure thing, so an innate ability is added to the Project Image clone enabling the spell to be ended instantly at any time. Players also have the option to nerf Mislead and Project Image, since both are now harder to dispel (and Project Image is in any case far more powerful than it should legitimately be, in duplicating your entire spell book rather than just being able to cast memorized spells through the clone): Mislead clone duration is capped at 4 rounds (duration of the secondary Improved Invisibility is unchanged) whilst Project Image becomes a HLA for single classed and dual classed mages, replacing the "Extra 8th Level Slot" (it has no prerequisite), you may choose on installation whether you prefer it added to your Spellbook as a 9th circle Spell or as a once-per-day innate. The 7th level slot that was occupied by Project Image is filled with Malec-Keth's Flame Fist: polydispv2.zip Known incompatibilities: Improved Anvil because of the changes IA makes to Spell Immunity:Divination.
  17. Ah, there is definitely a problem with Giant Spider scripting now that I look closely. They lack this block: IF StateCheck(Myself,STATE_PANIC) THEN RESPONSE #100 RandomWalkContinuous() END Which most SCS enemies have at the top of their script to prevent them from using abilities while panicked. More importantly, the implementation of their ranged web spell like ability doesn't have a proper timer or count on number of uses: IF OR(2) Global("DMWW_spider_difficulty","GLOBAL",0) GlobalGT("DMWW_spider_difficulty","GLOBAL",2) OR(2) DifficultyGT(EASY) GlobalGT("DMWW_spider_difficulty","GLOBAL",2) !StateCheck(Myself,STATE_DISABLED) HaveSpell(INNATE_SPIDER_WEB) See(NearestEnemyOf(Myself)) See(SecondNearestEnemyOf(Myself)) See(ThirdNearestEnemyOf(Myself)) See(FourthNearestEnemyOf(Myself)) !GlobalTimerNotExpired("web","LOCALS") THEN RESPONSE #100 ForceSpell(NearestEnemyOf(Myself),INNATE_SPIDER_WEB) Continue() RESPONSE #100 ForceSpell(SecondNearestEnemyOf(Myself),INNATE_SPIDER_WEB) Continue() RESPONSE #100 ForceSpell(ThirdNearestEnemyOf(Myself),INNATE_SPIDER_WEB) Continue() RESPONSE #100 ForceSpell(FourthNearestEnemyOf(Myself),INNATE_SPIDER_WEB) Continue() RESPONSE #300 SetGlobalTimer("web","LOCALS",ONE_ROUND) Continue() END This can result in the spider launching multiple web tangles in the span of a second until the timer is randomly set (3 in 7 probability). Clearly the action should be: RESPONSE #100 RemoveSpell(INNATE_SPIDER_WEB) ForceSpell(NearestEnemyOf(Myself),INNATE_SPIDER_WEB) Continue()
  18. I never suggested you did, the fact that CC can be recast in combat is to the player's advantage though, rather than the AI's. True, but fighters are more item-dependent, so it's difficult to make enemy fighters level-appropriate in power without providing a surfeit of loot (and many in the vanilla game are useless anyway, as you know, 9 in every stat, no proficiency in the weapons they use etc.). I used to play sorcerers but not so much with SCS anymore as I find them simply too powerful (fine for Improved Anvil though, which I've recently tried out, and I feel the same way about fighter -> mages). In my experience sorcs end up restricted in terms of metamagic (and that's a good thing because they're otherwise stronger than mages): So it's unlikely that a 12th level sorcerer for instance, takes contingency for a sixth circle slot when there's so many other crucial spells to choose from and they will in any case eventually have the superior Chain Contingency; an experienced sorc player will also probably skip Spell Sequencer because they will later take Spell Trigger (the power gulf is less in this case, but being able to put Sunfire, Pierce Magic/Lower Resistance and ProMW in a Trigger decides in the 8th circle variant's favor). Changing these metamagic spells to automatically gained innates is imo unbalancing because the sorc no longer needs to sacrifice an actual spell choice, considering that their limited repertoire is the only real disadvantage to the class. You wouldn't normally get a 4th sixth circle spell choice until level 21 (22 for 7th and 23 for 8th - those are the tiers where metamagic is available and there's something of a bottleneck in terms of spell selection). As you guessed this metamagic-to-innate change is more of a convenience for the mage who will usually have scribed those spells by then anyway, though swaps them out of his memorized slots before entering battle. Mage HLAs as innates is also overpowering in my experience, but at least enemy mages and liches benefit from that, there are no enemy sorcerers to benefit from the changes to the metamagic system. Of course, like you say, it's at the player's discretion to install this component, and it's your mod rather than mine; but I'd be cautious about including components in a difficulty-enhancing mod which exist solely to make things easier unless they've been thoroughly playtested for balance.
  19. I can see where you're coming from re arcane power but I think the nerf to inquisitor dispel is about right (12th level inquisitor having a 50% shot to dispel 18th level mages seems neither weak nor broken). Inquisitors are also not the only class who have a chance to dispel enemy casters, bards can too, (and SCS adds scroll of the more convenient party-friendly Remove Magic for Haer). Even single class mages can have some luck with RM provided you're playing with a party of four or less, rather than six. Hmmm, I mostly agree. Timestop: Should have a reduced duration for anyone except a single class mage or sorcerer, one round of free hits is still very powerful for a fighter/mage (or fighter/thief with a scroll), should probably be two rounds for cleric/mages, because we don't want to weaken Melissan too much. Improved Alacrity: The real problem is The Robe reducing casting time to zero and turning mages into miniguns, if there were some way to ensure that every spell takes at least one segment to activate it would be more reasonable. Improved Haste: This is from the Dark Sun campaign setting where creatures tend to be a lot tougher than in the Forgotten Realms, it effectively halves the time it takes to kill enemies vulnerable to melee or missile attacks, so the SCS options to boost demon/dragon hp are a good start, maybe more enemy fighters (in SoA) need hardiness? It does feel strange that no warriors have HLAs (unlike mages!) until you get into ToB, where even Gromnir's foot soldiers have them. Horrid Wilting: This one doesn't need a nerf so much as cramming three of them in a Chain Contingency does... I'd say CC shouldn't be castable more frequently than every 2 turns (use opcode 101 vs 234). Yes this is a bit ridiculous, it negates one of the only disadvantages of the sorcerer, who was already better than any mage kit.
  20. It's always been the case that creatures suffering magical fear or morale failure will occasionally swing at you if you get close enough. It might be more noticeable with SCS because they are more often hasted (potion or spell) which gives an initiative bonus, and makes the attack more likely to resolve while they are fleeing.
  21. You're right, I was confusing myself, of course I can't do that anymore. The demiliches no longer try to use Trap the Soul! Not even on vulnerable targets. Just tested and they behave like a regular lich (but much more resilient) also a Horrid Wilting that was saved against for half did 102 damage (which is obviously impossible on a plain 10d8) so can confirm Insane difficulty still doubles it. It's true that the variables in your scripts prevent mages from using more than a certain level appropriate number of 9th circle spells, but they now have the sorcerer-esque ability to choose which 9th level spells in mid battle. That seems strange, and as I say, there's almost always a Planetar, which there wasn't in previous versions with HLA capable mages who had more diverse spellbooks. I guess it's not really a bug depending on how you define bugs.
  22. Now that I think about it, there's very little that can be done about mage HLAs occupying separate slots to other 9th level spells, since in the latest versions your selection of casters using HLAs is determined on the fly, in game and adjusted for difficulty rather than at install time i.e. If a mage has only HLAs memorized for 9th level but the difficulty setting is too low for them to use HLAs then they will simply be without any 9th level spells... What I will try for my own game is not to install the HLA component, but instead copy the references from the HLA choice 2DAs to the spell choice 2DAs.
  23. Most mages of level 18+ have far too many 9th level spells, up to 8 for a 25th level lich. I suspect the HLA for mages component assumes "Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells" is installed. A side effect of this is that every high level mage (except perhaps invokers) seems to have a gate to Dark Planetar memorized, but most won't cast it unless you're playing on insane, feels weird though. Incidentally, the component to disable difficulty based damage increases doesn't appear to work on classic BG2; enemies definitely still inflict double damage per hit. Easy to workaround with the special "difficulty dialogue", but worth noting. Somewhat amusingly, demiliches have Imprisonment memorized as an actual Wizard spell, and don't use their innate Trap the Soul (SPIN788.spl) versus the party... how is it that no one else has reported this? The component to make Carsomyr's dispel on hit allow a saving throw also makes the damage bonus vs chaotic evil saveable.
  24. I haven't had time to reinstall everything and check whether 33.2 fixes these problems, but I don't see it in the documentation so I will just note some issues I had with G3 IWDification + SCS on BG2 classic. Acid Storm (with your tweaks) has problems with both it's damage (20d6, not 10d6) and the DW#VITRI shell spell it casts, which has a power level in the header that bounces it off Spell Turning etc., and Entropy Shield does not protect from offensive abjurations despite the description. Moreover several creatures don't have their level or class modified correctly with IWDification -> SCS, notably Pit Fiends are still class = IMP rather than class = FIGHTER_MAGE_CLERIC, and are still 14th level, some clerics have the same problem. Uninstalling IWDification solved the class/level errors. It looks like I'll do without IWD spells for now...
  25. I can report one incompatability due to mod development; atweaks gives the option to have fiends with aVENGER/Wisps' scripts but untouched combat stats - for mods that increase the fiends' hp, resistances and level. In the recent version(s) of SCS the extra hp is applied by in game script according to difficulty level and so skipped... and it also seems to be much less than in previous versions, where fiends were, well, fiendishly tough.
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