Jump to content

kreso

Modders
  • Posts

    2,693
  • Joined

  • Last visited

Everything posted by kreso

  1. Ehm. I don't know what to do with MSIX. Basilisk is imo a total no-go (and btw, I'm gonna remove all that jazz for SR-SCS, no more free summons for mages). So why not put a demon there? At least as a "placeholder" of sorts? I've experimented a bit with Werewolfs but wasn't too happy. The thing is, virtually only summons I ever use are skeleton warriors since I like to have my PCs do the bashing, not some summoned crap, hence I rarely see how useful they are in practice. MSVIII is imo fine. I'm not sure about planetar. Is it really that OP to warrant such a nerf? I know about their OPness in vanilla game, but never had much issues with them in SR... Oh, and I've also fixed this crap from occuring. ("Unaffect by effects from..."). Now the message is properly displayed.
  2. I know about this; Semaj (mage in Sarevok battle) always gets this. I can't vouch for Silke thou. If she uses spells on herself, that's fine, those don't break invisibility. But, I've witnessed and read reports about True Seeing not working, mages poping in and out of invisibility at will etc. All I can say is, EE better fix this. It doesn't happen on old engine. It has nothing to do with SR or SCS in any case.
  3. Yes, the description of the spell should be amended accordingly. It makes sense to me that PfMW protects against non magical ones as well but then the name of the spell itself is rather misleading as well. Will fix. And yes, it's intended. No more bypassing PfMW with 1gp arrows/darts. Sorry, but that's just a)lame b) silly c) stupid d) utterly unfair towards AI who never, ever, uses normal weapons to beat your omnipotent pfmw-protected mage. (RogueRebalancing does, but it will make no difference in this case since all weapons are rendered equally useless). I'm sure Demi will flay me for this, but the spell shall be called (taaa-daaa....) Protection from Weapons.
  4. For new version - more fixes, 2 additional components: 1) make potions dispellable again (with SR's Dispelling Screen I feel fighters have a decent enough option of keeping their buffs intact); fwiw I always play with this 2) display portrait icons where applicable - vanilla game (and Fixpack/EE) put icons everywhere. Any kind of MR boosting item gives a portrait icon "magic resistance" even if it's only 5%. With this component, all that nonsense is gone. You get icon when you get *full* immunity - i.e. Helm of Charm protection won't display "Mind Shield" icon, but Ring of Free Action will display "Free Action" on portrait since it gives complete set of irmmunities. These are both optional. Note that description of potions will be unchanged ("....cannot be dispelled...") but if you install this, you'll know better. Both of these components can be installed at any time, (even after SCS) due to how IR potions work. I've also tweaked some descriptions and item usability flags, and "decursed" many items since SR's Break Enchantment would remove them from your characters. Now those items are "cursed" since they affect your character in a maligant way, not because you can't take them off.
  5. Yo. I'm back. All will be fixed, and uploaded tomorrow. Cant vouch for spell descriptions (lot of work) but: - 328 opcodes that slipped through are removed, so now SR is once again fully compatible wih old engine - insects are now blocked by fireshields properly (Aura of Flaming Death also blocks them) - wizard web is now truly a disable (copy-paste is bound to lead to errors) - clerical spell Dispel magic now affects only enemies, same as wizard version, boo-ya - petrification code optimized with ONLY_IF_CHANGES - insects now really make people go berserk (save is allowed, and it will only last for 3 seconds however) - and some other stuff; mostly from this thread. I haven't touched Simulacrums or PI spells, and will not be bothered with it, sorry - I hate these spells beyond measure and if I could delete them from the game I would. I haven't fixed casting graphics, will if I get the time. @Mike I'll send you my work, if you can upload it to Git that'd be great. If not, I'll put it on dropbox. I don't have the time, willpower and stamina to go through that again. I've tested the installer on EE2 and old BG2, works fine.
  6. I'll check this out. In a perfect world, adding 328 opcode should be active only on EE games by default, I made (tried to!) very few changes to the main SR component and anything EE-specific should parse only on EE installs; end-user shouldn't even notice the difference. Of course, mistakes do happen and I'll see what happened. @Salk, appreciated, tnx. You've saved me a lot of time. Btw,@all; I've been horribly busy with RL in the last months, and had very little time to devote even to family life, let alone BG modding. Sorry for the inconvinence this cause to anyone. I should get some time next week and I'll sort through the issues reported.
  7. Yes, since with KR monks start with 2 apr, not 1. Inner time actually doubles attacks, so KR monk gets 2 extra over vanilla with this HLA. Install order you use (KR first, then Ref) is correct. Afaik, you can only pick this HLA once so it's pretty balanced overall, and 8 or 10 apr doesn't make such a drastic difference.
  8. Hardcoded mechanics here, nothing can be done. Frankly, I'd remove the spell from the game and replace it with something else.
  9. I've been afk, sorry, RL happens. Will sort what needs sorting.
  10. I hope so. Given I work at school at now it's holidays, I was swamped in paperwork stuff - hopefully next week I'll get to it. I did play a test-run up to Odamaron in ToB, found I few issues which I've fixed, and I'll see if I can get to tweak some more stuff. Only for EEs, however.
  11. I hope I've got them all - IR has been updated on Github. !!
  12. One more, Imp.haste seems to dispel itself when cast. Lol.... More: - Creeping doom has wrong targeting - fireshields don't seem to block insects
  13. I'm currently doing a test run of this. Bugs found: - PW:Stun I managed to mess up I think . This spell's no-save 6 second stun effect should be nerfed a bit (same as PW:Kill, save vs spells) but I busted it. Will fix. - Mind Blank fails to include all stun sources, most namely the Master Brain's Whip. - Zone of Sweet air doesn't disperse insects, but I'm actually fine with it. Gust of Wind does. - description of HLA component and HLAs is messed up 50% of time . That's what I call Weidu mastery. - on EE installs, while all works fine, there's one thing that bugs me greatly....but the damn forum won't allow me to upload the image. Here's what happens. As you can see, the message says :"Unaffected by effects from................" This is because spell name gets nulled by Deflection code. I'll see what I can do to work around this. It's just cosmetic however.
  14. You're usually better off writing a new post, if you edit what you wrote before chances are nobody will see it in a while. As per mage level 8 - I don't see what's wrong with them. Trigger/Mind Blank/ADHW/Inc.Cloud/MoP (all saves automatic)/PW:Blind (take a fighter out of comission virtually instantly, no save, casting time = 1) etc. They're all powerful spells. p.s. There are other spells that do work on undead; they're all vulnerable to fire. And level 7 Delayed Blast Fireball can hurt even liches. Having a single level 8 spell dedicated to anti-undead measures is a bit drastic, no? If you really want it you've got Inc.cloud which should melt them quickly. The thing with Inc.cloud is that it's supposed to be a spell which you can combo with movement-imparing spells such as Slow and similar. Or make a fighter fire-immune (either via spell or items/potions) and simply stay in the cloud tanking the horde, you'll suffre no ill effects from it. If the damage seems low, cast another one - they stack. Additionaly, there's one more no-brainer pick level 8 spell - Pierce Shield.
  15. How do they get messed up in the first place?
  16. Give me a beer when I get git.hub to work properly. See? That's exactly what I want to see in the morning!
  17. EE issue; can't do anything about it.
  18. I'm not sure what you mean by: True sight doesn't work...it's not supposed to make imp.invisible creatures visible. You should be able to target them with spells, but only if the caster has True Sight effect. ADHW, no it's not supposed to work vs undead. I'll fix this in the next major update, where plenty of such things will be considered. Enjoy it while it lasts...
  19. Update 3 - Stalker's haste should remove slows and get dispelled by them - fixed several spells that got busted by 321 opcode due to wrong targeting - hopefully descriptions work now
  20. Tnx. you'll probably see same issues with level 3 wraithform.
  21. ....and now I'm gonna have a beer. @Salk I'll look into the shield and the obsidian.
  22. KR hasn't been updated in ages. I had a fully fixed version on my laptop, now it's gone since I didn't make any backup of it. I'll see what I can do to make at least a fixed, AI-friendly version of it, since there are limitations. Frankly, what I want to do now is a) play the game using the current SR version I uploaded b) include fixes for IR (those I made + those I'll make tonight) c) fix what needs to be fixed/changed and test out everything d) name the new versions "IRv4" and "SRv4" e) get KR back online (not much, at least bugfixing) f) final, but not the least, see what I can do with Gith Hub. While this may not seem like much work; I'm the kind of player that pays much attention to detail and want things to go and play out perfectly. Even a missing "Immunity to display string" annoys me to no avail. Managing a mod like SR is a huge undertaking by itself, let alone when you want all changes to work with due care and respect for other people's work. Then you've got IR which has about 100 bugs at least, and a number of items that need to be tweaked one way or another - Demi had much more original ideas about tweaks than I do. Fixing bugs is easy, but to make an item original, useful, unique and special in a game that has hundreds of those is something which Demi used to do perfectly. So even tweaking an item like Deirek's Ring of Spell Turning (now it can cast Spell Turning 1xday, but if you install SR's "AoE Deflection" this is horrible) takes a lot of thinking about making an item really stand out, which is one of the reasons IR is so well accepted by the community. And that's just one item. Then you've got Greenstone Amulet. My idea is to tweak this item so it protects you from spells, but not on-hit and effects (so it's kinda balanced). Doing this took more than an hour of my time. And I'm still not happy with it. If you want the item to work on both old and ee engine you can't use any ee goodies . At least on EEs things can be improved much further. IR's to-do list is: - bugfixes and tweaks for current version; and then I'd probably call old-BGs IR's (and SR) development "final". There's no point in looking back anymore. While you can drive a 1980 WW Golf, why would you do it when you've got a 2012 Ferrari in your garage? - EE1 new items - EE2 new items - SoD items (I'd say these are mostly fine as they are in most cases, since it's obvious they drew inspiration from IR) - make Store Revisions include BG1. Code-wise, I think this shouldn't be hard. Balance-wise, this is a legit nightmare. Well, the first thing you should do is try to get the word correct. = GitHub Yeah, I know that's a typo, but had to throw the joke in... It's not a typo... I have same doubts. With each installation, I wasn't able to advance more in the game before next version popups with several bugfixes. I stopped to care about SR/IR long time ago because it was endless alpha with constant changes and bug fixes. I strongly support kreso work but what I desire is Revised SCS 31 + IR + SR combo fully stable and finalized in terms of vision and consistency how things work. Maybe someday such thing will come true. I don't know about "definite" versions. Maybe never, with 2000 spells + 1000 items in the game there's always something to tweak. But I would be very happy with versions that are a) bugfree b) fun c) stable d) balanced This day will come soon I hope - frankly, I much prefer playing the game than modding. I know there's been a lot of fixes during the v3-v4 advancement; but SRv4 introduced some new stuff that's much different then what you had in v3. First I suggested that Break Ench could use "remove spell type protections" which worked great. But then you've got an issue that not all spells game uses as disables (charms, holds, etc.) are actually coded with "disabling" secondary type. Then there was an idea about Dispelling Screen mechanic, by Toxin. Then I made this work (september 2015, first go.....sigh.. ), then I went further with sectypes for haste & slow + petrification, then there were bugs, then there were fixes, then EE messed up stuff, then more fixes, then more bugs with AoE Deflection, then fixes, then bugs with petrification etc. You should also understand that my work with this was pretty much my 2nd modding attempt. All things considered, it worked out fine, considering how delicate BG spell system is....
  23. Not all of them, no. Will do.
  24. Haven't heard Demi from March, I'm afraid. I cannot "take the mantle" since these aren't my mods and I've never asked permission to do so. . I wouldn't call these "alternative" branches since I'm not really modifying much - it's mostly bugfixing for IR and SR base components. I doubt Demi would object to that. There are some SR spells I tweaked for balance reasons (probably Waves of Fatigue being the most changed, followed by Wail of Banshee and Spellstrike, both of which Demi wanted to change at least similary to what I did). EE-stuff I've made for SR is solely my work; which I've icluded (whatever I did is in the lib folder starting with my name since up until now I only did stuff via code for SR, base component spells otoh I've tweaked via NI) - it's (was) imo a shame that SR doesn't make use of what EEs now offer. None of these tweaks will affect the gameplay much - I'd label that as "convinience stuff" for EE players. Since I want SR to still work on old engine I made sure I kept the compatibility - i.e. code for Hardiness is parsed on both vanilla installs that use "Pro Spell" to avoid stacking, while ees use 321 so it's duration is refreshed. When you this via code, compatibility is preseved since I only change the relevant opcodes that are the same on both game versions. That's why all EE changes are done by code w/o dropping spell files in your override (and it's far easier to debug stuff as well, at least for me). On a sidenote, I'll see what I can do with Githhub...
×
×
  • Create New...