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kreso

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Everything posted by kreso

  1. I agree, since it always seemed to me that I really want to hit the mage with Pierce Shield (which removes combat protections as well and is lower level) rather than Spellstrike. Ideas? 100% spell failure for x rounds? (1-2-3) Deafness? (would apply 50% failure chance; which in turn causes SCS casters to stop casting completely) Drain spells? (this would be kinda neat I think; altough it would only work with SCS - in vanilla game casters don't really use memorized spells) All of above, or mix&match? (i.e. 100% spell failure in first round, followed by 2 rounds of Deafness, and drain one spell from memory?)
  2. Auf...Spell Trap in latest SR is litteraly a Pro Magic scroll with an added benefit - you can still cast spells through it. To bring it down you need either Spellstrike, Ruby Ray or Pierce Shield. In the absence of those three, mage is virtually untouchable by magic for it's duration. With 2+ Spell Shields memorized to protect the Trap, I don't think there's much one can do to bring this down. I don't feel this needs to be any stronger. Spell Shield protecting vs dispels might turn out quite ok, for a number of reasons; the main being that when it comes to spell protections, Spell Shield is always destroyed first, and can be removed by any spell protection removal regardless of your other protections (like Spell Trap), even a Spell Thrust will always work. I reckon this would make Demons slightly less game-ending for mages, since afaik only one SCS breed uses spell removals, but I may be wrong. This doesn't bug me for gameplay reasons, it bugs me due to conceptual reasons. I still have to check this out and how it would work with Dispelling Screen.
  3. Yea. I found even more bugs. Here's the list of what I've done: - Spider's Bane fully fixed to match it's description (web + poison immunity) - ditto Arbane - Cernd's cloak and staff now match description - Potion of Speed now adds +4 to movement speed and + 0.5 apr, stacks with haste-type spells (much less troublesome, especially for non-SR users). It will not remove Slow effects anymore. (it's too easy to counter slow now, you'll need some kind of spell to do it). - Keldorn's armor matches description - Valygar's armor now mentions charm immunity in it's effects - fixed wrong power levels on Inertial Barrier belt and shield of falling stars, previously someone under Globe would not gain penalties/bonuses - tweaked Cloak of Vengeance not to have a spell power of 0 but 3 (matches Call Lighting spell) to nerf it a bit - Staff of Woodlands now provides +4 to AC as per description and makes the user immune to Barkskin - Grandmaster's Armor now has a complete list of slow/haste immunities - Greenstone Amulet no longer makes wearer immune to all charm/confusion/stun/hold sources, it now use Pro Spell opcode to protect vs Psionics and various *mind-affecting spells* (example, PW:Stun, Hold Monster and similar are blocked, but Symbol:Stun, ghast's attack and Koshi's katana stunning effect aren't) - this is a seperate component which took cca 1 hour to code. I'm not sure if this should block stuff like Demogorgon's Gaze of Insanity or paralyzing gaze attacks from beholders (it did before, it still does now, but I'm not sure if these are attacks that attack the mind) - toughts? Keep in mind, this item is nerfed now. - added a seperate component to apply portrait icons where applicable (NPP, strenght, death ward, free action etc.) - added a seperate component to make potion buffs dispellable Spell Revisions: - Hardiness doesn't stack from various sources (wish/innate) - HLAs like Hardiness, Avoid Death and similar are no longer affected by Breach - some spurious strings that'd be displayed twice removed from magic attacks - Wish options of Imp.Haste now use proper SR effects, rather than vanilla effects - Improved Haste (all versions) no longer stack in their effects, and now correctly prevents any source of slow to match it's description. - Haste (level 3) now gets AoE, no longer adds THAC0/saves/AC, adds +6 to movement speed and + 0.5 apr, stacks with Oil of speed however, and has a scaling duration (1 turn + 1 round/level). It's still followed by a period of fatigue. It's description is changed to match new effects. It also no longer stacks with itself, or any source of similar spells. - (Un)Holy Word effects are no longer dispellable by Haste stuff, however Break Enchantment/Freedom will remove the effect. Slowing effect from them will still remove Haste. - fixed secondary types on more than 50 spells and innate abilities - in effect; Break Enchantment spell now will be able to correctly remove much more disables (like Demon/Devil charms, Vampire fear and similar disables), even non-SR users will be able to benefit from this (believe it or not - some dragons breath attacks and psionic abilities would be stopped by vanilla Spell Shield (!)) - Mellisan's abilities now a bit more potent - her Blade Barrier is no longer affected by Breach spell to match SR version of the spell, and her Divine Mantle now makes her fully immune to all damage, just like SR's Apsolute Immunity. - few Balthazar's abilities fixed on Ascension installs - in-game traps fixed - now they use a correct secodary type (you can now remove the charm effect from the trap by Break Enchantment and similar); they get a proper saving throw for SR's spell system (no longer save vs spells for fireball trap; but you'll roll breath). 90% of this stuff is done via code, so it won't mess up anything what you install beforehand and it's easy to change. It will still go before SCS (SCS makes new spells from those in the game already). To do: - optional component for IR "revised armor" users - Kit Revision verison of Hardiness (+20 to all resistances) so you don't end up with gazillion damage resistance by installing this component if you don't use KR - optional component - KR version of fighter HLAs - Deathblow, Power attack (buffed); (Greater) Whirlwind (a la vanilla imp.haste but 2 round duration) - add a component for Wyrd where Spell Shield stops dispel attempts (the more I think about it, the more I like it, even if conceptually I don't dig it) - MSIX no longer Basilisk but Greater Werewolf - for EE users, STAT opcode for offensive spells (fully immunity if your resistance to select attack is 100% or above) - this is kinda done already, but I'll revise it a bit - check what I've messed up
  4. Ok. Spell Shield to block any kind of dispelling effect. Personally I don't like it, it overlaps with DS too much, and I don't know how AI would respond to this (I'll mark it as both SI:Abj and Spell Shield). Otoh, I do fear that new DScreen does indeed make mages suffer , coding this won't take longer than one minute, so you'll have it. Next Friday I'll upload all I manage to do. On a sidenote, having seen some latest Weidu installs from BWS; it seems that BWS users will have their install busted, since SR goes so very early in the install order. Also, it can still be installed with Spellpack. While Spellpack can indeed be installed with SR, an average user will run into numerous troubles doing so. There are many things which simply overlap, some that are outright incompatible, and quite a few Spellpack spells are simply bugged and don't do what they should (at least they were the last time I checked). Regarding install order, it's either right before (not reccomended) or after (reccomended) Refinements.
  5. I'm not sure I understand. Dispelling Screen does exactly that. You want a spell that works as vanilla game SI:Abjuration?
  6. I've begun to work in Revision fixes. I'll release it as a minimod to be installed after IR. Since IR has various install options (revised armor, prices, weapon changes etc.) I'll do this via patching code so this will go after IR. Fixed, kind of. I'm unsure about what spells this should make one immune to. I've tweaked it to match it's description (it protects vs various spells that affect mind) but I'm unsure about innates (example; Beguiling gaze, Insanity attack that Demogorgon uses); PW:Stun & Symbol:Stun. Imo, PW:Stun immunity is ok, but Symbol:Stun isn't a mind effect....toughts? Untouched. I leave this to Demi to tweak. Brac16 is kinda ok as it is, brac26 needs a rework. I could edit brac26 to add AC instead of setting it, and add it as optional? Untouched. I'll see what I can do with leat24 at least. (add protection vs all Slow sources I find...) All fixed to match description. Will add as optional component (to match what I use in my games) - + 0.5 apr; +4 Movement speed. Should this be stackable with Haste effects? I kinda feel yes; I don't think it would be OP if Haste added only 0.5 apr (you can't go over 5 apr w/o whirlwind in any case). AI would benefit from this as well (In SR, AI cannot detect it's hasted anymore). One more thing, we keep non-SR compatibility kinda intact. Untouched. I'll see what I can do about these. Fully fixed. Spider's Bane wrongly protected vs much stuff it shouldn't (like ghouls paralysis attack), and failed to fully protect vs Web (you could get slowed). Wrong spell power effects would make people under Globes and similar immune to beneficial aura effects. Clck25b now may deplete Spell Deflection, but spell power of 3 makes it far less overwhelming (especially with enemies using Globes for protection).
  7. Gonna make a small update next week. I'm gonna release it as a seperate package; when Demi becomes more active he can include it. For now, what I did/will do: 1) Holy Word/Unholy Word will dispel haste but are no longer counterable by it - you will be able to counter them with Break Enchantement/Freedom etc. To dispel Holy Word effects with Haste or Oil of Speed is silly; and is an unintended consequence of regexp mass patching. 2) further tweaks to Spell Deflection code (hopefully no more hickups this time) 3) traps - most of them I modified to use the correct saving throw (thnx to Subtledoctor for the code; I've made this a long time ago and I think SR could benefit from this for consistency, if only as a seperate component) 4) enemy abilities. This is on my to-do list, and I'll see what I can make of it to make the game more balanced and fun. Some spells enemies use (Divine Mantle and similar) are coded to work as vanilla spells; which creates a discrepancy with SR ruleset. I'll tweak them to adhere to the new rules; by either modifying save type/bonus or overall effect. Example, Mel's Divine Mantle works like a longer-lasting vanilla Apsolute Immunity. Cute, but given SR's Apsolute Immunity is *apsolute* it's only fair Mel gets the same candy... 5) Haste reverted to AoE 6) I don't know what to do about MSIX. The spell is broken; I'll probably make a component which balances it. Greater Werewolves seem fitting but they don't really fill the role of the basilisk (i.e. basilisk have low hp and are disabling summons, while werewolf is a dps/tank kind of a summon). 6) If anybody has suggestions/ideas/has found things that are disbalanced and similar, post them. I'll make all of these into seperate components so anybody will be able to install whatever he likes and if one wants basilisk galore, he can have it.
  8. Yes, that's exactly how I handled it. Imp. Haste advantages over Haste are: 1) +0.5 apr (for a total of 1 extra apr) 2) +2 breath saves, AC and THAC0 3) no fatigue Otoh, 3rd level has a longer (scaling) duration so Imp.Haste doesn't make it's lesser brother totally obsolete.
  9. One more - True Sight/Seeing should probably "cure" Blindness, rather than making one only immune to it.
  10. Yeah, but the monster summonings are part of the long-duration prebuffing, it seems. I have the "Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC" installed, but even mages that are present in the area when my PC arrives have summons precast. I wouldn't mind if they were skeletons, because those last 8 hours, but these last 3 turns. edit: I have attached a screenshot from the Umar Hills dungeon. The lich in question is at the end of the dungeon, far away from the PC. I have noticed this as well, also in BG 1 (though it is obviously not MS IX) and would like to change this on my installation. Any one can point me to the right file in SCS revised to change this behaviour? I found several blocks related to pre-buffing, but non-mentioned the summoning spells there. It will be gone in a few days.
  11. I don't think so. If no other effects are non-dispelable, this one shouldn't be either. Fwiw, I've never considered much about these pre-buff options SCS has available (I always use full prebuff and never even tried anything else). I'll remove these insta summons alltogether. After playing with it for a while, I don't really like it either. I already mentioned this to Demi, since I don't like it either. Here's the score : Haste and it's big brother Imp.Haste are probably the 2 hardest spells to balance in this game. For more than one reason. One is level 3, other is level 6. Haste opcode is buggy and causes issues, so we removed that. Vanilla game Imp.Haste is basically a 120 second Whirlwind attack for dual-wielders (it's a freakin' HLA!), so you can understand why this spell needed to be toned down. That leaves you with a hardcoded engine limit of 5 attacks per round. Now, with this taken into consideration, options on balancing these are kinda limited. Numerous things were tested; like Haste being +1 apr; imp.haste being +2 apr etc. ; none of which seemed to balance both spells; when you take their level/effect into account. Fwiw - I came up with a rather neat tweak for them. It's not included in SR; Demi hasn't responded on it; but it works - I made Haste (level 3) grant + 1/2 apr and gave it an AoE, while removing AC/THAC0 bonuses from it. This way, Imp.Haste is kept really "improved" (no fatigue, bonus AC/Thac0, retains AoE) while Haste is back to its more vanilla flavour (party wide buff, but with only half apr bonus). To make level 3 version a bit more appealing, I've tweaked it's duration to 1 turn+1round/level, so it doesn't get totally obsolete when level 6 version comes online. Another way to tweak Imp.Haste is to revert it to single-target again, and buff it a bit (I once tweaked it into Executioner's Eyes; so characters would crit on a roll of 15 and above...it's fun since AI uses it and combined with "revised critical hit aversion" from IR it's a blast of a spell). Yea, Conjurers are definitely nerfed by this; in case of Edwin that might not be so bad however (+2 spells per level amulet? I'm always surprised IR didn't tweak this item...). Note that True Seeing isn't the only spell that counters imp.invisibility. I'll make the changes about SCS-SR compat next week since I'm finally going on holidays and will have some time on my hands - pre-cast monsters will be gone for good. The thing that really made me change my mind about this is Yaga-Shura battle, that's kinda nuts indeed. Thnx for feedback, appreciated.
  12. Uninstall Lolfixer and try again.
  13. Critical hit immunity prevents 341 effects. Meh...
  14. Well, I did test it, no go. 341 should be named "add critical hit effect", 'cause that's what it does. It doesn't replace double damage on non-protected characters. As a point of note - this opcode works with Critical Strike HLA; so there's definitely a lot of cheese potential here.
  15. Not a bug, but an oversight in Detectable spells - Basilisk creatures can only detect Pro Petrification cast from wizard spell, both the green scroll and Mirror eyes potion are not taken into account for their "smarter" targeting.
  16. there is this opcode? I tought EE got "critical hit effect" opcode, not "replace critical effect". Critical hit effect doesn't remove double damage afaik.
  17. there is. However, it works so that having a good enough AC is equal to PfMW..with IR, it much easier to obtain godlike AC values than in vanilla game. I remember playing through Ascension with -22 permanent, undispellable AC class. Even Fallen Solars missed on a regular basis with pips in sword&shield style. The "perfect" solution (for me, at least) would be: 1) remove the double damage from a critical hit, even with no helmet equipped 2) when a critical hit is scored, extra effects are added, be it damage or some debilitating effect 3) IR items which grant protection from critical hits make you immmune to these extra effects 2) and 3) are easy; at least on EE. 1) I don't know if can be made. I wonder if protection from criticals can be applied via .spl file... Another option would be to apply a permanent -1 to critical chance to everyone; so that; for example: - a character with a pip in two-handed and/or single weapon style can crit on a roll of 20, but not 19 - dual-wielder or sword + shield guy cannot This would work on both engines and is trivial to do. Net result - BG1 gnolls are slightly less deadly while Ankhegs/Ghouls/Carrion Crawlers/99% of archer enemies/Gibberlings etc. are harmless, provided you got a full plate on you.
  18. Imo, there are three instances in the game where this is really jarring. One, geting to level 3-4 while in BG1. To have a random gnoll (with SCS, they get pips in 2-handed style so have 10% crit chance) kill you with a single hit is very ugly. Two, non-stoneskined low HP character (a la Vicionia) having a ranged weapon equiped is likely to be chunked on a critical backstab. Three, ToB Drow using Critical strike HLA. Ad.2) and Ad.3) can be worked around with (give some item with critical hit immunity to Viconia and your tanks); Ad.1) leaves much to be desired - apart from depending on a lot of ranged combat going in melee vs gnolls is a fight you're eventually gonna loose. What I find very annoying with this is that monsters which can't bypass a certain AC (apart on crit) do freakin double damage *when* they finally hit you, and they can't hit you otherwise. If one could remove the nonsensical double damage from crit (or say, allow it for certain weapon styles or "keen" weapons) that'd be grand. Or to have a save vs it allowed. Or, to roll to "confirm" the critical hit (as in PnP). Maybe some stuff could be made on EEs with that STAT opcode about it, I haven't given it much tought however. High DEX = crit immunity? Meh... Iirc, Demi mentioned a "less hardcore" version of this component - helmets would give immunity, but Ioun stones wouldn't. EEs picked up on his idea apperantly. My main gripe vs this is that this affects only PCs - there are very, very few enemies (Sendai might be the only one) using Ioun stones. So now you got monks/swashbucklers, otherwise legit frontliners, dying in two-three lucky hits. Not my idea of fun, in any case scenario.
  19. There is, but I wouldn't recommend it (you'd be spending several days work tweaking stuff with an editor). Depending on your install (I assume SCS and aTweaks) your spells will not protect you from some stuff, they will not dispel some stuff, and AI will often be using different spells than you do. If you really want v4 on your game I'd reinstall.
  20. Not a bug perhaps but PCs using the SCS AI script will completely avoid attacking disabled targets, even if there are no active enemies left.
  21. Add SetPrivateProfileString('Script','QAMODE','1') line to baldur.lua, then in-game select Player1 and press B key. Only works in SoD chapters, though. Fantastic.
  22. Heh, I never install duergars since I use Dungeon-B-Gone; and I never use polymorph self spell. Will check it out. Fwiw, Pro Missiles is seriously OP in SR anyway, so I don't use that either .
  23. It's possible, but I don't feel as if Lirarcor is a bloodthirsty sword. Iirc, the reason why it's not changed is that it's one of the most iconic weapons in the game, so Demi assumed people would be against tweaking it. Imo, it's fine as it is; even in BG1 two-handed swords are usually more enchanted than single-handed counterparts.
  24. Yes. I don't really understand this question. "revised SCS" is SCS pretty much as it was; I tweaked some stuff which I usually do on my home install and uploaded it. Most of the gameplay changes you'll see come from Spell Revisions v4, not "revised SCS".
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