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kreso

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Posts 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've seen a number of instances where spellcasting does not break invisibility. The one I see most often, because I replay it most often, is SCS Silke, who casts invisibility and then casts a bunch of buffs without turning visible (even partially visible).

     

    Is this a product of a change made by SR? Or SCS?

     

    If the former, what exactly is happening there? How does it work?

    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.  

    Ok, good to know. I guess I can understand and accept the logic behind it, but the description doesn't match the behavior. Maybe indicate that it protects against all weapon ?

     

    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. :cool:

  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. :D

    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. Spell revisions add opcode 328 to spells SPPR403 (Free Action), SPWI406(Minor Globe of Invulnerability) and SPWI602(Globe of Invulnerability).

    Normal BGT game (not EE), so i get CTD when i try to use those spells.

    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. Just for the record with KR the monk can get 10 A/R. Maybe because I've installed KR before Refinements. The other way may fix that bug, otherwise the monk is more devastating for 3 rounds ^^.

    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. I find the implementation of project image problematic. In vanilla game, you could destroy your own images by dispelling them, which was instant and always succesful. Now with dispel being remove magic, this doesn't work. Unfortunately, the 'image gets dispelled when caster takes damage' doesn't always work either, because not everything registers as damage. For example, if my stoneskin-protected caster gets munched on by a mindflayer (easy to happen in SCS, because they teleport directly to PC), their 'devour brain' attack doesn't register as damage. And with the PI lacking improved alacrity, it can't even damage itself with spells quickly enough to make it dissapear.

    Hardcoded mechanics here, nothing can be done. Frankly, I'd remove the spell from the game and replace it with something else.

  9. 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.

  10. I'm currently doing a test run of this.

    Bugs found:

    - PW:Stun I managed to mess up I think :rolleyes:. 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 :D. 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.

  11. Edit: Any plans to make some of lvl 8 arcane spells more appealing? During my solo sorc playthrough, i struggled to choose my lvl 8 spells. Adhw, simulacrum and spell trigger are the only ones which I felt feasible for sorc. I wanted another dmg spell but Incendary cloud was too weak in terms of dmg. Bigby hand was also too weak, it made 13 cold dmg to target first round and gone at second round. Fiend spell was unreliable and i didnt want another summon. If i dont take the meteor swarm as lvl 9 spell, only damaging feasible dmg spell is adhw which wont work on undead.

    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.

  12. kreso,

     

    locally I fixed the lack of headers for the Inquisitor's Dispel Magic (SPCL231.SPL) for levels lower than 6.

     

    It is just for the benefit of BGT/EET players, I guess... Would you mind fixing this on your side too?

    How do they get messed up in the first place?

  13. Good job, kreso.

     

    I would really offer you that beer... :beer:

     

    leat09.itm has also wrong usability flag, by the way. ;)

    Give me a beer when I get git.hub to work properly. :rolleyes:

     

     

    leat09.itm has also wrong usability flag, by the way. ;)

    See? That's exactly what I want to see in the morning!

  14. I mean if it is a graphical glitch or something related to true sight i dont know. When i casted true sight, Lich began blinking within seconds. It is visible for half a second then become invisible other half. It took 30 secs or so until it become visible and targetable. During blinking, the cursor doesnt recognize it as a targetable object. When i mouseover. I cant click it. It seems to me a graphical glitch rather than spell related though.

    EE issue; can't do anything about it. :(

  15. 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...

  16. K'logarath's "Slicing" effect (save vs. death or take an extra 2D6 slashing damage) actually does crushing, not slashing.

    Fixed.

     

    (e): Belt of Inertial Barrier has an undocumented 50% penalty to move speed in its "Inertial Barrier" effect.

    It doesn't, it has a 0 probability. It had wrong power level on few effects however, fixed.

     

    (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.

    Tweaked, they give you 1xday WW attack.

     

    (e): After all these years, Ring of Human Influence STILL targets the caster instead of the target...hah.

    Fixed.

     

    (e): Werebane says it gains +4 to damage against vampires and werewolves, but only gets a +2 vs. the vampires.

    Fixed.

     

    (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.

    ........not fixed.

     

    (e): Werebane also seems to have an undocumented +1 to APR, unlike all other (enchanted?) throwing daggers.

    Fixed.

     

    (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.

    Fixed.

     

    (e): Dagger of the Star's Stardust effect (DVSTDUST) does not provide a save for any of its effects, contrary to its description.

    Fixed.

     

    (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.

    I don't see this as a bug.

     

    (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?

    Need to check, I'm unfamiliar with poison mechanic.

     

    (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?

    Yea.....can't be done. I've tested this opcode myself, believe it or not this (and reducing apr to 0) is the only way it works properly.

     

    (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".

    Fixed.

    (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.

    Fixed, along with wrong power levels, blindness now lasts for 1 turn (600 seconds is crazy), and the desc matches it's effects

     

    (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.

    Fixed and tweaked. Now only the Smashing Wave gets the slaying effect, and it allows no save anymore. Net effect, this weapon has 15% chance to outright kill fire dwellers.

     

    (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.

    Desc already states it's correct (2d4) damage.

     

    (e): Runehammer +4's "Champion's Strength" uses the SPPR513B (Righteous Magic) icon instead of the SPPR507B (Champion's Strength) icon.

    Fixed.

     

    (e): Cloak of the Wolf's special ability should *probably* use the SPIN155 icon, a la other Polymorph abilities from items.

    Fixed.

     

    (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.

    Fixed.

     

    (e): Karajah's Leather Armor +3 says it gives a +2 bonus vs breath, but it actually gives +3.

    Fixed to match description.

     

    (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.

    Fixed, now the descritpion is correct.

     

    (e): Aeger's Hide seems to have some sort of raging effect on it that is not listed in its description?

    It was used before, now probability is 0, so it's fine.

     

    (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.

    Fixed.

     

    (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).

    Fixed. Now it has a weight of 25, enchantment of 2.

     

    (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.

    Fixed, Invisibility obeys the same melee range as wizard spell, True sight is clerical and will stay - it's targeting and range are fixed, Wyvern fixed (tweaked to summon via eff) fireball works fine, cloud gets any point within range targeting.

     

    (e): Methild's and Azlaer's Harps can be used by Cleric/Fighters, for some reason.

    Fixed.

     

    (e): Unholy Reaver says it does +6 damage to creatures of good alignment, but it looks like it actually only does 5?

    Fixed, now description states it 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

    Fixed and improved.

     

    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

    Fixed.

     

    Jansen Spectroscopes gives undocumented immunity to blindness, detect invisibility ability is weird and should be looked at

    Descrription now states blindness immunity, DI projectile fixed.

     

    Firecam Armor has 50% magic damage resistance instead of listed 40%

    Fixed, it's now 40.

    Sword of Arvoreen has enfeebling says duration 6 in the description, actually is 12

    Fixed, now it's 6.

     

    (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

    Fixed.

     

    (e): Doomplate doesn't seem to get the touted -5% penalty to thieving skills(?)

    Doomplate doesn't allow thieving at all....

     

    (e): Ring of Djinni Summoning (RING26) has incorrect targeting.

    Fixed, now it's self.

     

    (e): Wand of Sleep says duration 60, actually is 30.

    Fixed; it now lasts 30 and descriptions states so.

     

    (e): Web Sack has the wrong icon for its ability - should be IWAND14, not IWAND13.

    Fixed.

     

    (e): SLNG06 has icon ISLNG02 for its extended effect instead of ISLNG06.

    Fixed.

     

    (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.

    Fixed, damage is now implemented via opcode 12, 1d6.

     

    (e): Staff of Thunder & Lightning's "Lightning & Thunder" ability saves vs. wands, not spell...and at an unmentioned -2 penalty for the damage.

    Fixed.

     

    (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.

    Fixed, description now says 5 rounds

     

    (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.

    Not a bug. Icon is used by SR's GoW spell.

     

    (e): Staff of Fire's Incendiary effect has a very minor bug - the second flame animation plays at delay 6 instead of delay 12.

    Fixed.

     

    (e): Staff of Rhynn has the wrong icon for its Greater Malison ability - should be SPWI412B, not SPWI326B.

    Fixed.

     

    (e): Serpent Shaft does not provide a save for its Viperous effect(!). You know, the one that does 120 damage in 12 seconds...

    Fixed.

     

    (e): Actually, Ravager doesn't for its Viperous effect, either! Yikes!

    Fixed.

     

    (e): Moon Blade gives +50% fire resistance instead of the 40% in its description.

    Fixed, description is changed (50%).

     

    (e): Arbane's Sword has an unmentioned Haste special ability. This is not its "Hastening" combat ability.

    Fixed, the "magical" ability is removed.

     

    (e): Dragon Slayer has an undocumented "courage aura" of some sort.

    Probability is 0.

     

    (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.

    Can't say this is a bug, untouched.

     

    (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.

    Vocalize effect removed.

     

    (e): Celestial Fury's Batto's deafness opcode gives a -1 penalty to save, unlike all the other effects.

    Fixed.

     

    (e): Boots of Elvenkind do not have the abilities described, and instead just give +1 to dexterity, +25% to stealth, and immunity to entangle.

    They seem to do..

     

    (e): Warblade's listed weight is 12, but it's actually 11.

    Fixed to match desc.

     

    (e): DVDISPEL (Carsomyr's dispel ability): mismatched save penalties between the different opcodes.

    Fixed. It still destroys illusionary w/o save, this I think is intended.

     

    (e): Base IR Storm Stars have two better speed factor than they should.

    They actually should :), not a bug

     

    (e): DVWITHER (Spear of Withering "Contagious" effect) seems to do 2 damage per second instead of the listed 1.

    Fixed, now it does 1/sec.

     

    (e): Sensate Amulet gives +2 to Charisma, not +1.

    Fixed, it's now +1.

     

    (e): Spider's Boots of Stealth do not give the stealth bonuses, and have some sort of messed up special ability.

    ??? There's no such item.

     

    (e): Malakar's "Keen" ability should be under combat abilities, not equipped abilities, per other items that describe the effect.

    Fixed.

     

    Malakar's Companion, WAWAK, should have 1 speed factor in base IR, not 0.

    Fixed.

     

    Web Sack mentions a -2 penalty to save vs. breath, but doesn't actually give one.

    It was fixed previously.

  17. Thanks for an answer, I asked because I fear Demi will not pick up work on IR, SR and KR anymore (RL probably just caught him full time) and I wondered if you came to some kind of an agreement, that you will officially continue his work on those mods. Those mods truly deserve fully developed versions that will be uploaded to G3 site.

    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. :undecided:

    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.

     

     

     

    ...

    On a sidenote, I'll see what I can do with Githhub...

    Well, the first thing you should do is try to get the word correct. = GitHub :devlook:

    Yeah, I know that's a typo, but had to throw the joke in...

     

    It's not a typo...

     

     

     

    will we never have a definitive version? It has been three years since I've started lurking in these forums and demiurgus is always away. Why doesn't he give the throne to someone else? Bartimaeus did a shitton of work with his own version and what is currently going on is complete void let him release a new version if needs be, at least we will have a version that is supposed to be bug free, instead of opening the can of worms each time

    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. :D

    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.. :love: ), 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....

  18. Kreso, are these new versions of SR and IR an alternative branches of those two fantastic mods or did you take the mantle of developing those mods from Demi? Can we treat these builds as official releases someday?

    Haven't heard Demi from March, I'm afraid. :undecided: 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...

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