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IR v3 Beta


Demivrgvs

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Using "current hp bonus" as ersatz damage is very buggy, a creature with their hp reduced below zero through this effect not only will not die but will become immune to any sort of damage.

 

Spells with this problem; dvdehydr, dvbleed0, dvbleed2, dvbleed5 - maybe others.

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Silver Amulet (amul18) has Target:None instead of Self for both its effects.
Fixed thanks.

 

Demi, you need to rectify the launched projectiles issue. Arrows, bolts and bullets need a proficiency value other than 0, otherwise there is no penalty for non-proficiency.
I knew I forgot something about them! :) Will fix asap.

 

Using "current hp bonus" as ersatz damage is very buggy, a creature with their hp reduced below zero through this effect not only will not die but will become immune to any sort of damage.

 

Spells with this problem; dvdehydr, dvbleed0, dvbleed2, dvbleed5 - maybe others.

I haven't experienced this, I guess I'll have to test it again. If it's true the solution for those abilities is kinda simple (I'll use stunning damage as previously suggested).

 

Vampiric effects work the same way though...and for them I guess I would have to use 'magic damage'. :D

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Thanks for the great mod!

 

Btw I have a simple question.

 

Was shooting speed of throwing weapons increased as arrows/bolts? You know, though throwing daggers/darts have faster speed factor, these hit the opponent later than arrows/bolts in original BG series due to the these slow shooting speed.

 

You have modified all weapons' speed factor to be more appearing, so the additional modification is also required for it I think.

 

Anyway I'll install IRv3 beta version soon to test it myself. :)

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Silver Amulet (amul18) has Target:None instead of Self for both its effects.
Fixed thanks.
Btw, it seems to work fine either way.

 

Using "current hp bonus" as ersatz damage is very buggy, a creature with their hp reduced below zero through this effect not only will not die but will become immune to any sort of damage.

 

Spells with this problem; dvdehydr, dvbleed0, dvbleed2, dvbleed5 - maybe others.

Actually we cannot reproduce this. It seems "current hp bonus" cannot directly kill the target, but it doesn't make it immune to anything. Target stays at 0 hp and dies as soon as he takes 1 point of dmg (which means a player cannot notice this in any way and can just assume the target has few hp or even only one).

 

Was shooting speed of throwing weapons increased as arrows/bolts? You know, though throwing daggers/darts have faster speed factor, these hit the opponent later than arrows/bolts in original BG series due to the these slow shooting speed.

 

You have modified all weapons' speed factor to be more appearing, so the additional modification is also required for it I think.

Mmm, I'll look into it to see if the projectile speed difference is too much big, but I actually think that an arrow do travel faster than a thrown dagger, and a quarrel probably fly even faster. Long story short, the concept is correct imo, as long as bow/xbow's speed factor is noticeably more slow than dart/dagger's one.

 

Anyway I'll install IRv3 beta version soon to test it myself. :)
Good! :D
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Using "current hp bonus" as ersatz damage is very buggy, a creature with their hp reduced below zero through this effect not only will not die but will become immune to any sort of damage.

 

Spells with this problem; dvdehydr, dvbleed0, dvbleed2, dvbleed5 - maybe others.

Actually we cannot reproduce this. It seems "current hp bonus" cannot directly kill the target, but it doesn't make it immune to anything. Target stays at 0 hp and dies as soon as he takes 1 point of dmg (which means a player cannot notice this in any way and can just assume the target has few hp or even only one).

Sorry for the late reply, I have been able to duplicate this bug and I now understand what's happening.

 

A creature apparently becomes immune to all damage if it's hp are reduced below -9 (the threshold for permanent death with melee/elemental damage).

 

fig 1 (console spawned bandit reduced to -18 hp or so with "current hp bonus")

 

fig 2 (he's immune to sunfire)

 

I guess current hp bonus is still okay for bleeding damage as increments of 1 point won't cause this bug, but it needs to be removed from the Wave halberd... Correct me if I'm wrong but you were also planning to make Vampiric Touch/Wilting work this way for spell revisions v4? That will also show this bug as the "damage" is enough to get creatures well into negative hp. If you really wanted to keep it for the Harm spell or somesuch applying a short duration "minimum hp" effect may work.

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Was reading the item changes and just want to comment on what is now 'Skin of the Forest +3'; I don't think the barkskin suits it at all, contrary to you saying "the background is unchanged, as it still really fits the item". This item in addition to Night's Gift is just great, no problems or objections there...but not as a replacement.

 

The description mentions thins like 'blessed by Shar', 'only the greatest of thieves have ever owned this', 'essence of night woven into the dark set of armor' and 'encloses the wearer in a mass of twisting shadows'. There's no way this description 'fits the item' as far as barkskin goes.

 

Moreover it sounds pretty special and unique to me, and should offer something specialised to thieves. Sure the original +20% to Hide is not something that stands out, but even that and the bonus to dexterity (v2) was better than just sticking barkskin on and keeping the description. I think an in-built evasion type stat would represent the 'twisting shadows' better; representing the enemy striking out but missing and slicing through wispy tendrils of smoke/darkness instead - if such is possible. Any cool animation would be even better. I'm sure there must be other great ideas out there, but I just dislike the current implementation. I do like your work as a whole, so don't take this the wrong way :)

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Current hp bonus as damage type

Using "current hp bonus" as ersatz damage is very buggy, a creature with their hp reduced below zero through this effect not only will not die but will become immune to any sort of damage.

 

Spells with this problem; dvdehydr, dvbleed0, dvbleed2, dvbleed5 - maybe others.

Actually we cannot reproduce this. It seems "current hp bonus" cannot directly kill the target, but it doesn't make it immune to anything. Target stays at 0 hp and dies as soon as he takes 1 point of dmg (which means a player cannot notice this in any way and can just assume the target has few hp or even only one).
Sorry for the late reply, I have been able to duplicate this bug and I now understand what's happening.

 

A creature apparently becomes immune to all damage if it's hp are reduced below -9 (the threshold for permanent death with melee/elemental damage).

Thanks, this is indeed useful.

 

I guess current hp bonus is still okay for bleeding damage as increments of 1 point won't cause this bug, but it needs to be removed from the Wave halberd...
You're right about the Wave, I'll do the change with style. :D

 

Correct me if I'm wrong but you were also planning to make Vampiric Touch/Wilting work this way for spell revisions v4? That will also show this bug as the "damage" is enough to get creatures well into negative hp.
Vampiric Touch could be fine with magic dmg anyway, as it can simulate "negative energy" dmg. The 'on hit' version of it (aka Vampiric weapons) is a different matter because it has a weird issue with Mirror Image if applied via spl: any weapon delivering an on hit effect with a spl which contains a dmg source seems to remove two images instead of one. :D I have to re-think which solution is best. :)

 

I never liked Horrid Wilting causing magic dmg but I had no plans to change that because David's AI use ProEnergy to protect against it and asked me to not change it (though I could have easily added a ProSpell effect).

 

If you really wanted to keep it for the Harm spell or somesuch applying a short duration "minimum hp" effect may work.
Cause Wound spells will surely keep magic dmg, I had no plans to change that.

 

 

Skin of the Forest

Was reading the item changes and just want to comment on what is now 'Skin of the Forest +3'; I don't think the barkskin suits it at all, contrary to you saying "the background is unchanged, as it still really fits the item". This item in addition to Night's Gift is just great, no problems or objections there...but not as a replacement.

 

The description mentions thins like 'blessed by Shar', 'only the greatest of thieves have ever owned this', 'essence of night woven into the dark set of armor' and 'encloses the wearer in a mass of twisting shadows'. There's no way this description 'fits the item' as far as barkskin goes.

I meant the description is unchanged compared to V2 sorry. This is it: "This was the armor of Seffer Ekr, and a sign of the goddess Mielikki's favor. She had rewarded the ranger's loyalty with the promise that he would never die in battle, and he defied death for many years, holding hordes of monsters back from his home forest. A heart attack claimed him when his time was done, not an enemy's blade."

 

Vanilla's concept (hide bonus) and background was pratically identical to Shadow Armor, while V2 concept (which is the one you're suggesting to restore) has been taken up by another leather armor (Karaja's armor) which suits it even more. The current solution fits the current lore and is very unique (despite the non-unique effect), making the armor stand out and play a role no other light armor does (heavy AC).

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About installing mods:

 

BG2

Patch

ToBEX

BG2 Fixpack

BG2 Refinements (SwashImmy ONLY)

Kivan

Xan

Crossmod Banters

Banter Pack

NPC IEP

Yoshimo Friendship

Imoen Friendship

Spell Revision

Item Revision

1PP goodstuff

SCS

Widescreen

 

Am I doing it right?

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