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Lianos

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Posts posted by Lianos

  1. On 9/13/2021 at 3:18 PM, subtledoctor said:

    EDIT - sorry, didn’t see the thread had moved on. I think we pretty much covered invisibility issues. 

    Your solution is technically superior, but I think IR(R) should stand on his own legs without the need of bugfixes via other mods.

     

    On 9/13/2021 at 10:26 AM, Bartimaeus said:

    fixed The Whistling Sword bug for sure (because I actually tested it this time)

    Indeed, but it doesn't protect from Fear caused by Horror and Spook (at least). 😄

  2. 5 hours ago, Lord_Tansheron said:

    But there's no need to make it so complicated you end up with characters clobbering empty air because there's something invisible there. That's just goofy gameplay

    This. Items and spells should be comprehensible at first go.

    Detect Illusion ability is either OP (vanilla, SRR) or completey useless (SR). Given the state of thiefs compared to mages and warriors, Imho it's ok to have the former.

     

  3. Regarding usefulness of potions:

    I was also very stingy with limited ressources until recently, when I started a solo run with a Barbarian. I was able to solo BG1+SoD on SCS/Hardcore (with XP cap) thanks to potions. There is also enough money when playing solo to just buy every potion in the game. Too bad the shops did not replenish.

    The Potion of Dispelling was replaced by the Potion of Energy Protection, also a very helpful tool. Potion of Dispelling would come in handy when Ray of Enfeeblement, Doom and other debuffs hit.

    The change of IR to Potion of Sight is unmatched in originality (in vanilla, it grants Infravision, most useless thing in the world). I will test your fix and report back.

  4. On 9/11/2021 at 3:55 AM, Bartimaeus said:

    Except for obvious and extreme cases, I have a general policy of "don't nerf stuff just because it's powerful when combined with multiple something elses", default_yes.gif.

    With IRR it's possbile to combine items, HLAs and potions for immunity to physical attacks. (Even with kresos refined warrior HLAs from SRR it's still possible)
    Is this to balance the situation vs mages? 😄


    My experience with the Potion of Sight:
    The potion will enable the character to see invisible creatures. This works, as the character will auto-attack invisible creatues. However, the targeted creature is not visible to the player - on screen, the players avatar attacks thin air. (this is with BG1EE 2.5)

    @Bartimaeus Why did you remove the Potion of Dispelling?

  5. 2 hours ago, subtledoctor said:

    Why everyone? Why not just rangers? You can use 177 by class, right? (I made a mod specifically to give backstab to rangers - makes sense since they naturally have stealth.)

    +1

    Btw, how are Swashbucklers excluded atm?

     

    13 hours ago, Bartimaeus said:

    Invisibility + wands: Unable to substantiate, see https://dl.dropboxusercontent.com/s/ehemm0s5mibf1uw/97AaWg5UAO.mp4.

    Alright, lets test:

    All tests done with a Sorcerer drinking a Potion if Invisibility and using a Wand of Frost.

    BG1EE 2.6.6 with SoD + modmerge + IRR (only main component) -  invisiblity does not break

    BG1EE 2.5.17 w/o SoD + IRR (only main component) - invisiblity breaks

    BG1EE 2.5.17 with SoD - invisiblity breaks

    BG1EE 2.5.17 with SoD + modmerge - invisiblity breaks

    BG1EE 2.5.17 with SoD + modmerge + IRR (only main component) - invisiblity breaks

    BG1EE 2.6.6 w/o SoD - invisiblity breaks

    BG1EE 2.6.6 w/o SoD + IRR (only main component) - invisiblity does not break

    My conclusion: IRR does not like Patch 2.6.6.

  6. 42 minutes ago, Bartimaeus said:

    Which ones did you specifically find issue with, @Lianos?

    Wand of Fire (WAND05), Frost (WAND06), Magic Missiles (WAND03), Paralyzation (WAND04)

    Invisibilty spell, potion and stealth was tested, always the same behavoir. Casting a Fireball from scroll breaks invisibility like expected.
    I don't even know if it's an IRR specific thing.

     

    1 hour ago, Bartimaeus said:

    Yeah, I give that one named hobgoblin The Whistling Sword.

    It's not there in my installation.

     

    1 hour ago, Bartimaeus said:

    Sunin is supposed to have a Ring of Wizardry (RING08), which does exactly what you suggested it do: "Spell Memorization: arcane spellcasters can memorize one extra spell of each level from 1st to 4th". Are you saying that's not the case?

    Exactly. The description is also in German (the language I play in) - so perhaps the installation went wrong. Or SCS made some ninja moves again.

     

    BG1EE Patch is 2.6.6 with SoD via GoG

    WeiDU.log

  7. IRR-Feedback for my BG1EE 2.6 run with SCS 33.7 & IRR V1.3.500 & SRR V1.3.500

    • There is no Ankheg Plate in the hidden stash of Nashkel. The gem is still there, and an empty item-slot left of it. Is this intended?
    • Ring of Sorcery (doubles level 1-spellslots): There are two of them, one in the hidden stash outside the friendly arm inn (BGRING08). The other one is dropped by Sunin, a wizard in the city (RING08). My suggestion: Make RING08 a Ring of Wizardry with +1 spellslot for level 1-4 (like in vanilla IR). Leave BGRING08 as it is, it's a very satisfying item for the super-early stages of BG1.
    • For Baals sake, please change the icons for Perdues short sword, Kylees dagger and Nestors dagger into something non-standard. Nothing flashy, just a subtile coloring indicating they are items of interest.
    • Dagger Heart of the Golem: There are two of them: One in the south-eastern region, one on Marek in BG. Don't know if it's a problem in the case tbh.
    • I could not find the Short Sword +2. In vanilla IR, it is dropped by one of the Hobgolbins west of Beregost.
    • Please add a Spear +1 and a Two-Handed Sword +1 to the smith in Beregost (after the mine is cleared).
    • Short Sword of Backstabbing should give his +1 mutiplier also to Stalkers.
    • Using Wands does not break invisibilty. This is hugely exploitable.
  8. SCS 33.7 (on BG1EE 2.5 and 2.6) is creating its own version of elemental arrows (at least Arrow of Fire, Arrow of Ice). It's overwriting other changes (e.g. made by Item Revisions - which is bad, because I want to use Item Revisions). The component that changes the arrows is 5900 "Initial AI".

    What is the reason for these changes? Would it break the SCS installation if deactivated?

    I am pretty sure that the arrows were not changed in the last version of SCS that I used (33.2 or 33.3).

     

    /edit
    I just realised there is an ini to deactivate this. I will test and come back...

  9. On 5/28/2021 at 10:35 AM, Bartimaeus said:

    I played around with a number of things for SRR, but I was never able to figure out a proper solution for Imprisonment's mechanics. Restoring the original behavior breaks character dialogues if cast on party members OR ends the game instantly if cast on the PC - that really sucks. Permanent maze makes it so that you can't leave the area or even rest (I think?) without kicking the character out of your party - also not acceptable. Simply killing the character instead sort of solves the biggest issues, but it feels so crappy and doesn't allow you to counter it in a sensible way. What's the solution? ...I don't know.

    My understanding of the current implementation: The spell Imprisonment starts a timer. When the timer reaches a threshold, the affected character dies.

    The spell Freedom should stop this timer (in addition to freeing the victim from the maze).

  10. 11 hours ago, pochesun said:

    You sure Haste dispells Slow? Yesterday i had a fight when my character was slowed and then he imbibed potion of haste (forgot the name) and slow did not go away (both icons of Haste and Slow remained on the character) and the character movement still was clearly slowed. I am not sure about spell Haste but i assume spell and potion should act the same way.

     

    1 hour ago, subtledoctor said:

    Was it an IR potion of haste, or a regular one? (I.e. do you have IR installed?)

    I can confirm this for my installation of SCS + SR* + IR*, the IR Potion of Haste does not cancel a slow effect. On a weird way, both effects apply simultaneously.

    The Haste spell cancels out slow effects like it should.

    * not the Revised versions!

  11. Imprisonment & Freedom

    Intended way of Imprisonment in SR how I understand it: Victim is send to a maze. After a cpuple of rounds, he returns and dies.

    My assumption: Freedom is the counter to Imprisonment.

    Actual behavoir ingame: If Freedom is cast, the still-in maze-victim of Imprisonment is freeed from the maze. However, he will still die after a couple of rounds. This is not intended, isn't it?

  12. I don't find Karkh exceptionally difficult to bring down. Bring his defenses down, spam him with summonlings, cast insects, shoot him from afar... I don't want to say it is easy, but quite doable.

    And for the comparison with Sarevok - Sarevok is not that special on his own, as is the Baalspawn PC. It is the combination with the companions that makes a strong force. Karkh is on his own. A single foe will never be as powerful as a party.

     

  13. Feedback to some of subtledoctors patches:

    • Silver weapons vs Loup garou etc - check for Flame Tounge and Werebane
    • Mareks antidote works as intended - check
    • Daystar does not do damage anymore when equipped - check
    • Bracers of Speed - still an anmiation when triggered, and no fatigue effect anmyore - I think this was not intended?

     

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