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SR V4 Beta 15


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Actually you are right now that i think about it, i didn't realize beta 15 took a pass at NPC spell books.

 

P.S can i get a confirmation that priest dispel magic should be effecting allies again now (spell description says differently) or have i somehow messed something up for by beta 15 install?

 

Edit: Have read comments by Kreso and others on this topic, and i'm totally lost as to what is intended behavior for beta 15,

Here is some of the discussion around it for beta 13 (http://gibberlings3.net/forums/index.php?showtopic=28261&&page=7), how much of this is still true

 

Was hoping to do a play through with beta 15 as i have with 14 and point out bugs and give feedback but finding it difficult to know how many of the changes were intended in 15 (that are not mentioned in the changelog)

Edited by DavidC
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I find the implementation of project image problematic. In vanilla game, you could destroy your own images by dispelling them, which was instant and always succesful. Now with dispel being remove magic, this doesn't work. Unfortunately, the 'image gets dispelled when caster takes damage' doesn't always work either, because not everything registers as damage. For example, if my stoneskin-protected caster gets munched on by a mindflayer (easy to happen in SCS, because they teleport directly to PC), their 'devour brain' attack doesn't register as damage. And with the PI lacking improved alacrity, it can't even damage itself with spells quickly enough to make it dissapear.

Edited by chimaera
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I find the implementation of project image problematic. In vanilla game, you could destroy your own images by dispelling them, which was instant and always succesful. Now with dispel being remove magic, this doesn't work. Unfortunately, the 'image gets dispelled when caster takes damage' doesn't always work either, because not everything registers as damage. For example, if my stoneskin-protected caster gets munched on by a mindflayer (easy to happen in SCS, because they teleport directly to PC), their 'devour brain' attack doesn't register as damage. And with the PI lacking improved alacrity, it can't even damage itself with spells quickly enough to make it dissapear.

Hardcoded mechanics here, nothing can be done. Frankly, I'd remove the spell from the game and replace it with something else.

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... project image ...

Hardcoded mechanics here, nothing can be done.

 

So you are telling us that you can't assign a script that looks if the original caster want to kill the summoned creature ? Cause you can make an ability that's there for the summon time that just sets a global that will then use the assigned script to look out for the global and kill itself when it's more than some, and sets it to say zero.
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No, I'm pretty sure that can't be done. There's no ways to have scripts target the image.

 

Frankly Project Image is a stupid spell to begin with. Better to do what I do, turn it into "baby Simulacrum" - a Simulacrum that can only cast 3rd or 4th level spells. And tack on an Improved Invisibility effect for the caster. (I make the same change to Mislead, except the Mislead clone can only cast 1st-level spells.)

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Just read about the new Physical Mirror spell... I missed that change! Very interesting. I wonder if instead of using a contingency you could simply apply the Mirror Image opcode every round, and code it as non-illusionary so that True Sight etc. would not dispel or bypass it... that could be cool, both visually and in effect.

 

Does those lite changes are part of one of you mod?

Tome & Blood, 'Spell Tweaks' component. It also adds a 9th level Illusion spell (only for Illusionists, and only with the 'Revised Specialists' component) that gives you a full-strength/non-level-drained Simulacrum (which also gets an opcode 316 rest so it has full spells even if you have exhausted all of yours). Edited by subtledoctor
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that gives you a full-strength/non-level-drained Simulacrum (which also gets an opcode 316 rest do it has full spells even if you have exhausted all of yours).

Have you prevent it from having the 9th level spells as without doing so, it's going to recast itself indefinitely...
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Yeah, that occurred to me as I was typing... I suppose we can just give the clones 101 protection against the PI/Simulacrum opcode...

 

EDIT - or just use 172 to remove the clone spells from clones. That would probably be better. (It's how we limit them to certain spell levels in the low-level variants.)

Edited by subtledoctor
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Sure, but how do you connect the original caster to the clone? What if two people both cast Simulacrum?

Simple, you kill both Simulacrum's. Aka you don't care that it does this, as the enemy won't be using the same spell anyways, they are not effected.
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