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Blash2

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Posts posted by Blash2

  1. Hello everybody!

    I noticed something that maybe is not really a bug but is quite annoying. From a certain point in the game, I start scouting with an invisible character. When I enter in the field of view of some mages, they start casting all their buffs, as per SCS script. Then, I go back to my party, buff up and go back to the mages. Their buffs are expired, so they have no protection. The fight is a piece of cake.

    @DavidW wouldn't be more logic if prebuff would work only when a visible character enters the field of view of a caster? Things as they are now are also quite immersion-breaking.

  2. 19 hours ago, czacki said:

    I actually used to think the same for years, but reaching certain spells and abilities completely changes the game. Playing ANY wizard is a race to HLAs, once you get them it's like a whole different game. To lesser extent this is true for other classes. A simple example would be Kangaxx (SCS Kangaxx) which, unless you cheese him of course with 1 million anti-Kangaxx cheese strategies, provides some challenge to a pre-HLA team.. and zero to HLA team. I don't know if EE/ modern SCS changed this, but last time I played SCS years ago, he ate a Dragon's Breath and died right away. That's because you're not exactly "expected" to have HLAs here. Demilich immunity doesn't include level 0 spells which HLAs are.

    If there is no cap, nothing stops you from XP farming till you HLA. Hell, with EE allowing party members to level up after you, you may as well farm XP till you hit 3 mil solo and recruit your party which will be scaled to your level (should be up to 1,250,000 in SoA 2,500,000 exp in ToB but it seems bugged and party members start going over the intended limit in SoA already). It's not even an exploit since the game naturally features respawning enemies.

    I like to "powergame", but I like a set of rules to keep me in check. it's only fun to optimize your playthrough if you don't break the game with your optimization, I'd say. Hitting HLAs by early BG2 breaks it, SCS or not.

     

    In the end, since EET caps are non-functional anyway, I just play a 6-man party that does not farm encounters, ever. This way I usually stay within reasonable bounds. For instance, I did ALL quests in BG1:EE and ended up with "only" ~280 000 exp on main char, which is obviously more than the intended 187,000, but it's usually not even enough to warrant an extra level.


    SoD is the only offender with those huge, diablo-like spawns of random trash.

    As far as I know, SCS "Hardcore" difficulty makes so that some enemies use HLAs as well.

    Do you think this would balance the problem you exposed? Do you think it would be even too dangerous having enemies with HLAs?

  3. Here I am again in this old topic.

    There is a doubt I'm having. Let's consider Yeslick. After the transition to BG2 I will find him where I left him (in the FAI for example) but he will have no content. If I install the Yeslick for BG2 mod, the "old" Yeslick will be deleted from the game and a new one will be created. Is that right? Or I'll find two Yeslick?

    My doubt is valid also for the rest of the BG1 vanilla NPCs (Xan etc.).

  4. On 7/29/2017 at 8:29 PM, K4thos said:

    What the tweak currently does:

    1. sets bit4 flag to all ARE files:

    
    COPY_EXISTING_REGEXP GLOB ~^.+\.are$~ ~override~
        READ_BYTE 0x14 "flags"
        WRITE_BYTE 0x14 ("%flags%" BOR BIT4)
    BUT_ONLY

    2. Adds code to global script that triggers Game Over normally if tweak is disabled, player1 is chunked or whole party dies:

    
    IF
      Global("K#DISABLE_PC_CAN_DIE","GLOBAL",1)
      StateCheck(Player1,STATE_REALLY_DEAD)
    THEN
      RESPONSE #100
        GameOver(19377)
    END
    
    IF
      OR(3)
        NumInPartyAlive(0)
        StateCheck(Player1,STATE_EXPLODING_DEATH)
        StateCheck(Player1,STATE_FROZEN_DEATH)
    THEN
      RESPONSE #100
        GameOver(19377)
    END

    @K4thos to remove point 2 ("2. Adds code to global script that triggers Game Over normally if tweak is disabled, player1 is chunked or whole party dies:"), how do I have to modify the tp2 file?

  5. On 8/20/2019 at 6:15 PM, argent77 said:

    Game over triggering when the protagonist dies is scripted.

    Before installing this mod, open BALDUR.BCS with Near Infinity and search for "GameOver". Either remove the whole block where this script action is included or add "False()" before or after the "!InParty(Player1)"  trigger. Do the same in BDBALDUR.BCS and BALDUR25.BCS.

    I found out something curious. After applying the tweak, the BCS files you mentioned will contain this:

    IF
        OR(3)
            NumInPartyAlive(0)
            StateCheck(Player1,STATE_EXPLODING_DEATH)
            StateCheck(Player1,STATE_FROZEN_DEATH)
    THEN
        RESPONSE #100
            GameOver(19377) // The main character has been killed. You must restart the game.
    END

    I made some tests, and I found out that upon death by petrification, game ends anyway.

    The game doesn't end if I modify the script into this:

    IF
            NumInPartyAlive(0)
    THEN
        RESPONSE #100
            GameOver(19377) // The main character has been killed. You must restart the game.
    END

    Sounds right to you?

  6. I found this inside BDANGATH.BCS:

    IF
        Global("BD_ANDRUS_GO","GLOBAL",0)
    THEN
        RESPONSE #100
            SetInterrupt(FALSE)
            ForceSpellRES("BDGAMEOV",Player1) // Trap the Soul
            SmallWait(15)
            FadeToColor([10.0],0)
            GameOver(219377) // The main character has been killed. You must restart the game.
            SetGlobal("BD_ANDRUS_GO","GLOBAL",1)
            SetInterrupt(TRUE)
    END

    Do you know what it is?

     

    EDIT: Got an explanation on another forum.

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