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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. EET raiding is done in this commit. [bg] The Thayan Bodyguards could cause townspeople to go hostile in the first Neera encounter [bg] Neera and Dorn inventory not carried over to a weird respawn (could dupe gem bags, other issues) [bg] Aec'Letec fight could break if he followed the party out of the area; stairs now disabled during the fight [sod] Dead NPCs shouldn't stay in the party in Chap 13 [bg] Cleaned out junk from the rest spawns of ar1801 (first level of CW mines) [sod] Petrified victims of Telania had leftover player scripting assigned [bg] Aec's cultists had shout scripts, potentially causing them to move around instead of staying put [bg2] Arla's Dragonbane could be imported as a semi-broken Sling +3 #1 forced the creation of our first alignment change table; I'm approaching this like we did for the BG2 Fixpack since alignment changes were... much discussed. #3 is also worth a look, too. Aec'Letec, thanks to the BG2 engine, can follow the party upstairs if the party runs away. The problem is that much of the fight's scripting (other culties turning into Aec, the final XP reward) is handled by the area script, so all sorts of stuff can break when this happens. @K4thos solved this by disabling the stairs; another possible solution is to make the stairs impassable by NPCs so that Aec can't come upstairs. The former seems a more reasonable solution, whereas the latter preserves oBG behavior where you could retreat upstairs, rebuff, and go back into the fight. For now I've kept the disabled stairs, pending discussion. I think the rest are pretty straightforward, but we can discuss if anyone has questions.
  2. If you just drop a link into a post, it'll fancify it--in this case, note that a black bar appears at the bottom with "Your link has been automatically embedded. Display as a link instead" to make it a text link. If you instead highlight some text and use the link button, you'll get inline links.
  3. Cheers, these were merged a while back. Yeah, I'm with @jmerry on this one. The descript (kit and spell) has been updated.
  4. Got it. Checked and found a leftover morningstar in IWDEE (Kiel's, so unused) and one more in SoD (Martyr's Mornignstar). Check, check, check. On to page six. (And a little oopsie).
  5. Since I've already stolen everything I can from IWDification, IWD Fixpack, and BG2 Fixpack, I'm moving on to jmerry's Tweaks. With permission from @jmerry, I'm incorporating any fixes we haven't already nabbed. Stuff we had fixed already and/or is no longer relevant: Wilson's strength doesn't stack indefinitely Vernus can be raised Fix Black Pits oversights Joinable NPCs don't have null kits Close polymorph immunity loopholes [multiple commits from Luke] Shapeshift corrections [multiple commits from Luke] Hold Person doesn't display multiple strings [offending eff no longer used due to 318/324 filtering] Nature's Beauty blindness can be cured [already fixed by Luke] In progress: Enchant Weapon works in contingencies NPCs don't go in inaccessible locations Wish Hardiness doesn't stack with itself Barbarian Rage blocks cosmetic strings Dueling fireshields don't go infinite Standardize Wand of Missiles Next on the list: review fixes from DavidW in SCS, and various fixes from EET.
  6. This is added, though I did keep power levels for a handful of these--I think it's entirely appropriate for, say, GoI to block bogstandard arcane Fireshield damage.
  7. Fixed. It's now 1d4 whatevers at all levels, keeping the 1 round/level duration.
  8. I'm unable to repro this one--getting the key via dialogue is the only path available where there's not an explicit Enemy() call. It's possible he's going hostile from a shout from another creature in the area, but there are only a few and they seem to be using different (or no) shout scripting.
  9. This is normal. A petrified/frozen enemy will die, frozen in place, and then will shatter (if gore is enabled) when struck, or fall down in the normal death animation (if gore is disabled).
  10. Fixed, though I decided against expanding the trigger region. If it goes much larger it'll overrun other regions, plus allow for NPCs to comment even before the cave is in sight.
  11. This is by design--it rolls every eight hours, and 40% of the time it will force the encounter. This is also by design. The guide is stating the rewards from saving the petrified characters as if they're fixed, but they're random. However the petrified characters carry items from the magic random tables: in total, three RNDMAG02 and one RNDMAG03. These can resolve to a number of minor treasures (including single arrows, or the stuff listed in the guide) or even nothing at all.
  12. The only (non-Lesser) Shadow is the one to the upper-left of the green-circled. The green-circled shadow is a Lesser Shadow (vsshadow), Lesser Shadow 1 in the area file, and is replaced with an identical vsshadow. If the spawn points were enabled, then yes, the Shadow (shadow) would be replaced with a Lesser Shadow (vsshadow) on respawn.
  13. This is handled by #curecon as part of this... mess.
  14. It already has a proper 344 vs. lycans, so I've set enchantment to zero.
  15. Both fixed. Kharm's was simple, as he was only giving out a reward on one of the four replies. Shadow/bugbear was a little more complicated, as there are ten flavors of bugbear spawns, and they all vary depending on the difficulty, but it's sorted.
  16. Right, the actual effects are easy enough to fix. The issue about icons is a little trickier. Option 1 is to leave it without icons. The second easiest option is to re-use existing icons: closest for BG/BG2 would probably be 'Bad Luck', which is used for creatures impacted negatively by something like Chant. IWD also offers us the 'cursed' icon from the Curse spell. Alternatively, thanks to the flexible icon system, we can create Holy Smite/Unholy Blight portrait icons (from the spell icons, presumably) and apply those. Thoughts?
  17. Alright, caught up with everything in the thread with this commit, as well as a followup (and spectacularly egregious) bug I noted for the Potion of Icedust. Potion of Icedust is a bit of a mess. I added a fire protection icon and the buff spellstate to bring it in line with fire resistance potions, but there are still some uncertainties. It was originally enemy-only, but I changed this to affect everyone (enemies and allies) in its AoE, because the description says the effects apply to 'all'. The effects are also subject to MR, which seems wrong (most buffs bypass MR), but I left it alone for now.
  18. I'm going to ping @AL|EN on this one. The output you've posted is WeiDU's default "I've been started, but with arguments I don't understand" message.
  19. The easy one: @lynx noted that ar1600.ini (Warrens of Thought) has a buggy spawn point definition, specifically spawn_point = [3898,1705:8] That should be a period between the coordinates, not a comma. This traces back to oPsT. For IWD, @Graion Dilach noted an issue with the Vale of Shadows spawn points: This is the initial creature setup for the Vale of Shadows. The shadow at middle-right, circled in green, has a working spawn point and will respawn after a delay of three minutes. All of the other shadows have spawn points which are never activated due to typos in the ini file. Having only one of the 16 shadows respawn is, I think, pretty clearly a bug. As noted in the discussion on the pull request, there are two viable solutions: disable or enable all of the spawn points. (FWIW all of these spawn points get deactivated when Lysan is defeated.) So while the PsT one is fairly simple, I wanted to open up the IWD one for discussion.
  20. This occurs specifically if you load a game from a sub-area of Saradush and use the Pocket Plane ability. If you go outside at any point, the bug doesn't occur. If you encounter the bug, loading a game from the Pocket Plane will end the Saradush messages. This is reproducible, but it's also fleeting. We could insert some blocks that basically block the Saradush area script (and all of the ToB master areas) but it's essentially a band-aid that may interfere with anything else that uses the area scripts--what we need is a code fix here.
  21. Death Ward and Story Mode now block Death Gaze for BGEE.
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