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kreso

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  1. I know. Everybody loves me, I'm kinda perfect. V4 - Beta 10 (18.6.2017.) - fixed Cernd's equpiment (staff & cloak were a mess), regen buffed to 1/round - staff of woodlands fixed - Valygar's armor Non-Detection working a la SR - Shurupak is now splint mail - Amulet of Spell Turning now turns back one "magic attack" - wrong power level on some eff spells fixed to 0 - Vengeance cloak power to 3, fixed instakill due to posion and similar ticks - ditto Yamato - Mazzy sword now penalizes damage as well - Keldnorn's armor matches description - bracers of Blinding strike now give you 1xday whirlwind - potion of speed now gives +6 to movement, 0.5 apr and stacks with haste - Grandmaster tweaked to behave a la SR's imp.haste - shadow armor now works a la SR's Ghost Armor - deep guardian plate now makes you immune to hostile spells only - ring of invisibility duration to 1 turn - Spider's bane & Arbane fixed not to prevent paralyzation but web only I'll finish Greenstone, tweak some minor stuff and upload tomorrow.
  2. For Update no.2 - Stalker's Haste fixed to obey the same rules as wizard spell - Stalker is apperantly intended to use Non-Detection rather than MSD. Now the spell gets applied properly for them. - due to a typo, a few clerical spells doing fire damage would still work on fire-immune stuff, fixed - due to me editing main SR spell component via NI, I forgot to export the tweaked Physical Mirror spell. Fixed. - more secondary type fixes, now charms/holds/confusions from traps I missed should be de-enchantable - few more spells added to eestat code - first go at HLAs (only three for now - Hardiness, WW and GWW), this is added as a seperate component. WW and GWW no longer set apr to 10 but double it instead, and they last for 2 rounds. HArdiness (and wish option) now grant +20% resistance to all damage types bar poison - mage spell Web is now really a disable - spell descriptions are updated Link is in the first post.
  3. And neither can I. Try now.
  4. CHANGE-LOG - more fixes to Haste_slow and petrification code - this should really be fixed now, with everything working as intended - Imprisonment permanent animation fix (removes the graphic overlay playing forever, even after you die) - Haste reverted to AoE due to popular demand and to avoid some AI glitches. It looses it's THAC0/AC/save bonuses and has a scaling duration (1turn + 1 round/level) - Free action spell was preventing petrification due to fact it uses immunity to HOLD2 opcode. None of Item Rev items use this, so I assume it's a bug on SR side. This will also lead Implosion to hold people that have FA on. - included HLAs from KitRevisions as an optional component //( if I get the time) I'll do this in a few days. - Pro Elemental Energy casting time made instant. Previously, you'd cast the spell, wait for casting to be over, then you'd get the menu, then you'd cast the protection you want. Not cool, now you go to the menu instantly (a la vanilla Spell Immunity spell) - Flame Arrow damage slightly nerfed (save removed so it's 1d6 missile + 1d6 fire per missile). Demi suggested it since this spell is crazy when used on sole targets, and I agree it needs to be toned down slightly. It's still a powerhouse. - Waves of Fatigue buffed - it's now marked as a disable, it does what it's name suggest (increases fatigue level by "a day's worth"), it's effects are stackable, it no longer penalizes movement or THAC0 explicitly. It still has a short duration to compensate. This spell wasn't worth a 5th level slot by any means. Now, it's a valid sorcerer pick, if you don't believe me check out what "fatigue" opcode does in this game. - storm shield now works vs inc.cloud as well and doesn't stack with itself anymore. Probably oversights. - insect-type spells no longer panick the target, they make them berserk for 6 seconds on failed save. I really don't feel as if people who chase dragons and liches should be afraid of insects, but they might get mad at them....this is a buff to the spell. And you'll probably want to remove the insects somehow (ZoSA and Gust of Wind will disperse them). - priest spell magic resistance is no longer dispellable by spell removals - while MR does protect you from magic, I cannot envision this as a "spell protection" - those are Deflections and Globes imo - Physical Mirror spell is nerfed; it can block only one melee attack per combat round (this also removes the nonsensical "you cannot cast more contigency yada yada" message). Self explenatory, and if you're playing on "easy" difficulty you'd never, ever get hit. Now the spell is a bit more balanced for it's level and duration. And the apperantly hardcoded message won't appear anymore. - Same goes for wizard's Reflected image. - Globe of Blades is tweaked to be a buffed version of Blade Barrier, doing 2d6 damage per 2 seconds and it's damage no longer allows a save. This spell wasn't changed in the big v4 changes, and it allowing a save while lvl6 version wasn't isn't cool. In addition, you can now use these spells together. - disabling effects from Chromatic orb can now be countered by Break Enchantment - Ray of Enfeeblement is now coded as disable, thus is counterable by BE. Maybe it would be better if some other spell countered this like Restoration, I don't know. - Wizard spell Detect Illusion power fixed so it bypasses spell protections. This was buggy. I've checked how it worked in vanilla setup, it is indeed cast "on point" so SR keeps the same targeting. - (Minor) Globe of Invulnerability and Spell Trap duration set to fixed 2 turns. GoI and MGoI should now be a bit more valid in early BG2 and BG1. This will also buff SCS mages in BG1 who love MGoI. - workaround for Imprisonment - 1 turn after it's cast on a character, he will reapear (but will die instantly), this way having someone imprionmented no longer botches the game w/o a freedom scroll. This looks rather odd when you see it , I'll see what I can do about it. - ditto Flesh to Stone, character will die if effect isn't cured - Wail of Banshee has a no-save Deafness effect added, 2 rounds duration. To make the spell a bit more useful for it's level. - Wizard spell Greater Malison has a fixed 2 turns duration, in addition to lowering saves it now penalizes Luck by one for it's duration. I did this for two reasons. One, I don't think Malison with -2 to saves is a worthwile pick for level 4 (stoneskin, break enchantment, ice storm etc.?). Now, this spell increases the damage output of your spell quite a bit, even on succesfull saves. Second reason is that enemies get a way to lower your Luck score. - things such as Web (all sources) and Grease can be countered by Freedom and Break Enchantment. Tnx to Serg_Blackstrider for pointing this out. Freedom really should counter Web. - a fixpack for various secondary types from innates to HLAs (most of warrior and thief HLAs are no longer dispellable via breach or spell removals), charms, confusions etc. This I made when I noticed I couldn't dispel demon charm with Break Enchantment. Turns out, there's a lot of stuff coded wrongly; neither Fixpack nor EE fix those. SR now does. - double-strings from spells like Breach/Pierce Shield etc. removed. If the target has no protections on, no strings are "automatically" displayed anymore. What you would see in the game (and if you're not using SR you'll still be seeing it) is that when you'd cast example Breach, you'd get a message in feedback window like: "Combat protections dispelled" "Specific protections removed" Now the messages don't appear at all if nothing is removed, and they appear if you actually remove something. Since spell removals use "remove type protections" opcode "display string" opcode is useless, the line displayed is select from a .2da file - Spellstrike now causes 100% spell failure rate for 6 seconds, then 50% for the next 6 seconds, no save. This works vs both priests and mages. When used vs SCS, it will effectively shut down casting for 2 rounds (triggers/contingency can be used however). This spell was (imo) completely overshadowed by Pierce Shield, now it should be a valid pick. - Pierce Shield is nerfed, it no longer removes *specific* protections. It can still remove *combat* and *spell* protections, as well as get rid of Dispelling Screen. Again, this spell is probably the only removal you'll want to use, but at least I found I way to nerf it a bit. It's still rather op. - Moment of Prescience is buffed slightly - in addition to +20 AC vs specific weapon types, it now grants additional +10 generic AC. I've mostly done this so that even archers/kensai have trouble bypassing it. I should also add backstab immunity probably... On EE istalls 206 opcode is removed from most spells (where applicable) are removed in favor of 321 opcode EE uses. This means that you'll be able to refresh Blur/Armor of Faith/whatever w/o worrying about "spell innefective" message, duration will be renewed and spells won't stack with itself. This will make for a more "fluid" gamplay, you'll no longer need your protections to expire but rather refresh them when you have the time in battle to do so. This is (imo) far better, and while it can be mimicked on vanilla engine, doing so would take much more time, and I don't know how much secondary types are available for using. Since the number of spells in this code is rather big, this is; and will stay, an EE-only component. This automatically gets installed on EE games, and is skipped on non-EE games. Lastly, I've included my work on this. This is (especially the "regxp" part of it) kinda prone to flunky stuff; I'm gonna play through the game and see if I messed up something. Overall, it should (and does) work, and will allow for some splendid stuff in the future. While this was kinda implemented in SR already, the way it's handled on old engine is very limited, and can't work for negative resistances. What would happen is that, example, Pro Fire would make you immune to Fireball but if your fire resistance would get lowered you'd still be immune to it. With it - what you get is: - no zero-damage disruption from spells if target is immune - if you're immune to a certain spell, it won't eat up Deflection charges anymore (ring of FA will fully block Symbol:Stun, so that's 8 layers extra) - people immune to ill effects like Vampire Fear are now immune to "bad" sideffects of it like THAC0 penalty etc. - if you're poision immune (think vanilla Cavalier) you can now stand it the middle of a Cloudkill and laugh at enemies. No more "x is immune to y damage" message. - race immunities are fairly standardized now - etc. This will parse only on EE installs. Download. P.S. I haven't tried installing this version on old engine, and can't do so since I've retired my BG games for good. While it should work, chances are an EE-specific opcode sneaked through somewhere. If it did, this will very likely lead to instant game crash. If it happens, let me know. p.p.s. quickfix for 321 opcode not working since it was being added as last effect, while it should be first. Reuploaded. p.p.p.s. ofc it didn't work again...reuploaded. With the release of SR V4 Beta 16, I'm closing this discussion. Please leave comments for SRv4b16 in this thread.
  5. Scrap all of the above. Added: - more fixes to Haste_slow and petrification code (hope I AM DONE with it) - Imprisonment permanent animation fix - Haste reverted to AoE - Free action spell was preventing petrification , fixed. In addition, Free Action will no longer stop Implosion from holding you in place. - included HLAs from KitRevisions as an optional component //( if I get the time) - Pro Elemental Energy casting time made instant, subspell has casting time, so you don't need to cast the spell "twice" - Flame Arrow damage slightly nerfed (save removed so it's 1d6 missile + 1d6 fire per missile) - Waves of Fatigue buffed - it's now marked as a disable, it does what it's name suggest (increases fatigue level by "a day's worth"), it's effects are stackable, it no longer penalizes movement or THAC0 explicitly. It still has a short duration to compensate. - storm shield now works vs inc.cloud as well and doesn't stack with itself anymore - insect-type spells no longer panick the target, they make them berserk for 6 seconds on failed save - priest spell magic resistance is no longer dispellable by spell removals - Physical Mirror spell is nerfed; it can block only one melee attack per combat round (this also removes the nonsensical "you cannot cast more contigency yada yada" message) - Same goes for wizard's Reflected image. - Globe of Blades is tweaked to be a buffed version of Blade Barrier, doing 2d6 damage per 2 seconds and it's damage no longer allows a save - disabling effects from Chromatic orb can now be countered by Break Enchantment - Ray of Enfeeblement is now coded as disable, thus is counterable by BE - Wizard spell Detect Illusion power fixed so it bypasses spell protections - (Minor) Globe of Invulnerability and Spell Trap duration set to fixed 2 turns - workaround for Imprisonment - 1 turn after it's cast on a character, he will reapear (but will die instantly), this way having someone imprionmented no longer botches the game w/o a freedom scroll - ditto Flesh to Stone, character will die if effect isn't cured - Wail of Banshee has a no-save Deafness effect added, 2 rounds duration - Wizard spell Greater Malison has a fixed 2 turns duration, in addition to lowering saves it now penalizes Luck by one for it's duration - some smaller bug fixes and tweaks - things such as Web (all sources) and Grease can be countered by Freedom and Break Enchantment. Tnx to Serg_Blackstrider for pointing this out. - a fixpack for various secondary types from innates to HLAs (most of warrior and thief HLAs are no longer dispellable via breach or spell removals), charms, confusions etc. - double-strings from spells like Breach/Pierce Shield etc. removed. If the target has no protections on, no strings are "automatically" displayed anymore - Spellstrike now causes 100% spell failure rate for 6 seconds, then 50% for the next 6 seconds, no save - Pierce Shield is nerfed, it no longer removes *specific* protections. It can still remove *combat* and *spell* protections, as well as get rid of Dispelling Screen. - Moment of Prescience is buffed slightly - in addition to +20 AC vs specific weapon types, it now grants additional +10 generic AC Big Cahuna: EE-only stuff; 206 effects from most spells (where applicable) are removed in favor of 321 opcode EE uses. This means that you'll be able to refresh Blur/Armor of Faith/whatever w/o worrying about "spell innefective" message, duration will be renewed and spells won't stack with itself. In addition you get this for free (tnx to kjeron), fully modified for SR. Uploading tomorrow, midnight cet.
  6. It will all be fixed in 2 days. I'm currently tweaking and fixing SR; adding 2 completely new components (warrior HLAs and EE-only component). When I'm done with it I'll get on with fixing IR. I won't however be touching 1pp stuff since I'm oblivious go graphics. And I've lost my damn account.
  7. I'm not saying it's not possible. I don't know if it is possible. I'll respond to the rest later today, got to work...
  8. Detect Illusion - dispels all invisibility/illusion spells in an AoE up to level 4. Makes Imp.Invisible enemies visible and targetable (fully dispels it). "stronger" version of this spell is Oracle Detect Invisibility - dispels normal invisibility, makes caster able to cast spells vs imp.invisible enemies but doesn't dispel imp.invisibility. "stronger" version of this spell is True Seeing Detect Illusion is bugged since it has wrong targeting; now looking at it Creeping Doom also has wrong targeting (requires a target, unlike Plague).
  9. Trolls are bugged as they are, and invisible trolls are bugged even more. The problem is their claw weapons. Frankly, I'd remove all trolls from the game and be done with it, their silly death scripts, and, in this case, their nonsensical invisibility. About Pro X: I don't know if this is possible.
  10. Ice Storm's power is in it's no-save slow and it's power level that allows it to bypass MGoI, not it's damage. The fact that you can squeeze 3 of them into a sequencer is just icing on the cake.
  11. Per anti-illusions - personally, I hate how most of these spells work, I'd prefer to simply remove most of them from the game. Imo, 2 is enough - one low-level (2nd or 3rd) and True seeing. Less is more sometimes, and this is one of those times. Dispel illusion (if that't the spell that isn't self cast, need to check) is then bugged, I'll fix it. About Pro X - yea, if you'd give your entire party invunerability to select element indeed this would be hard to balance out. Possible solution, this protection could work vs 1 single spell of select element and then be removed from the character. Kinda like Dispelling Screen vs elemental damage. That way, duration can be as long as one wants - the moment you're hit by a spell (say fireball) your Pro Fire spell would be removed and you'd become vulnerable. That's all great and imo would work (kinda) well - but - how to explain this in spell description? Moreover since Wizard spells don't work that way.
  12. Afaik Rakshasa have no MR at all. They're simply immune to spells of level 7 and below. Unfortunately, with so many anti-illusion spells available (I don't even know what's the difference between all of them, tbh) something can go wrong. I'm pretty sure that one of them (could be DI) needs to be cast *somewhere* (like a Fireball), unlike the others which are cast on "self". Now the problem is that spells cast on "self" ignore MR, spell level immunity or whatever (Lich can cast stoneskin, even if he's immune to level 4 spells, same as Rakshasa). So, the solution would be to make the buggy spell be cast on "self" rather than "any point within range" - this would make it work vs illusions despite being low-leveled.
  13. 1, thnx for feedback. About druids and their spells : Obscuring Mist should (imo) have a shorter duration and less AoE. It's insane for it's level when used in conjuction with some other stuff. Ice Storm is buggy since it's movement rate decrease ignores MR. Frankly, I'd add a save vs it as well - this spell is so good that it should probably be on level 6 as it is. Stoneskin is labeled as such since "druids shun iron". It's effects are the same. In vanilla game, Ironskins were coded as "spell protection" so you'd need things such as Spellstrike to remove it (and in EE, you still do, even if the spell doesn't protect you against a single spell and is a copy of wizard's stoneskin). Pro X (element) spells are kind of a legacy. Wizards get a single spell and then choose what element immunity they want. Afaik Demi had an idea to make these druid/cleric spells short-duration but with a party-wide effect.
  14. Ok. I haven't done all I wanted, but I said I'll send something so here it is. Irsrfix is a minimod you can get from here. Check the readme (!!!!) before you go installing stuff. Be vary of the install order - it goes after SR but *before* SR's AoE spell Deflection component. Not nice, I know. Before you go installing it, be sure to download this. These are some fixes for SR, just extract to your BG folder (make sure Spell Revisions is extracted there already; it will ask you to overwrite say yes). You'll need to reinstall SR for the changes to take effect. It deals with some patching stuff which is kinda akward to fix after SR's already installed. Not nice, I know. Hopefully; it should fix all know issues with looping spells, potions of Mirrored Eyes not giving protection from petrification attacks etc. Let me know if it installs correctly, I've added some last-minute code that I haven't tested in practice. Also, in case you're playing a EET/SoD install with IR, be sure to check out this before you go playing.
  15. Here's updated armor & shield list for SoD. Just extract to your EE folder (or SoD, I only play EET so I extract to EE2 folder, wherever IR goes anyway) and install. It makes new shields and armors behave as instructed by IR code.
  16. Yeah, I'd also go with that. It kinda fits the name of the spell. 9 seconds is probably fine, but spell description which involves such expressions is sure to look bad. 1 round is much easier to handle imo. Other than that, how about save vs spell (at -2 or so) or loose 1 memorized spell as well? Or better yet, no save at all? It wouldn't affect HLAs (they're all innates already with SR). Would this make the spell worth picking? My fear is that 1) it could be rather very effective vs AI (depends, if an enemy caster gets of a time stop he'll usually deplete his level 9 slots there; so you'd likely be wiping an ADHW from the spellcaster) 2) against some annoying enemies it's a very sub-par effect (Mellisan is immune to spell failure + she casts via script, not via memorization) 3) w/o SCS, this effect would be useless, vanilla AI usually force-casts spells that they don't ever have memorized
  17. I'm gonna (finally) upload my work today, eta 10 hours from now. It will include fixes for IR as well, fully fixed (again---I hope) Deflection code and Petrification protection not working properly sometimes.
  18. I've also noticed this. An easy workaround would be to make these give flat THAC0 & damage bonuses as in vanilla (they're called "weapon expertise", not "melee weapon expertise" anyway). Besides, it'a a rather late-game item in BG2 (ch.6) so I'd hardly call these very powerful by the time you get them. P.S. Despite the bonus damage not being mentioned in character sheet, it's there, so they're actually working fine.
  19. Iirc, Demi did want to include v4 per default, but it's a lot of work...
  20. I have very little knowledge of what exactly and how 1pp does, so I'd rather leave this issue for somebody with more graphic expertise than myself. One thing I do know is that I much prefer the original BG2 Axe of Unyielding bam than the new one, but that's just a minor issue.
  21. I'm not sure I understand. You removed 1pp graphics from IR, by manually editing out stuff with NI editor; so IR would be compatible with 1ppv4?
  22. You'd need 2-3 casters and quite a few slots devoted to Spellstrike. It's still blocked by Spell Shield. 49% allows spellcasting, but I'd rather not put such values here. If spell failure is 100% and lasts very short (1 round?) I doubt it would be OP. I could make it's casting time shorter also, so you could use it to disrupt spellcasting. We can also add a save vs any effect we put there, if balancing is needed. Keep in mind this is a level 9 spell. It's supposed to be very powerful. a) not so straightforward and imo too complicated (i.e. remove is blocked by DS, spell removal by SS). I had an idea about MD; actually have it coded when I was tweaking mage kits). b) overalaps with Pierce Magic too much c) ditto above. Coding this is possible, but not imo worth it.
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