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Version 17 released


DavidW

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Version 17 of SCS is now out. This is a fairly minor release unless you're a Korean speaker: other than the new translation, I'm releasing now to fix a couple of annoying compatibility problems and to incorporate ToBEx (for technical reasons, incorporating ToBEx on SCSII and not SCS could cause problems on BGT installs).

 

Changelog:

 

New or heavily modified components

New component: make spell sequencers schoolless

New component: slower reputation increase

New component: give better proficiency choices and kits to fighters (and also sort out various errors in fighter files)

New component: more realistic wolves and dogs

"Allow antimagic spells to penetrate Improved Invisibility" component now has a single-target option

ToBEx integration: version Beta 0019 of ToBEx installs automatically as part of "Initialise" component

Minor tweaks, optimisations, and additions

Priests now cast low-level healing spells as part of Ease-of-Use AI (thanks to TheBigg for code)

Instituted scs.ini, basically as a way to incorporate specialised requests without messing up the mod's overall structure too much

Consolidated various fixes into an "initialise" component that also installs Detectable Spells and ToBEx

Moved detectable items back into the main Initialise component (this can be overridden via scs.ini)

Under-the-hood change: some old macros updated to properly allow for the possibility of spells with extended effects

Under-the-hood change: Ease-of-Use AI recoded to use SSL

Updated Detectable Spells to be the same as SCSII v16

Spiderwebs are now single-target

Updated to WEIDU v227

Bugfixes

Priest spellcasting is no longer prevented by effects that give mages a casting-failure chance (this was causing problems in mods that allow armour to be worn by mages with spellcasting failure chances)

Creatures with slings and shields now fight correctly

Change to smarter general AI: Enemies should no longer be able to locate players they've never seen yet [technical detail: change to chase.ssl]

Oozes and jellies no longer lose their ranged attacks

Chapter 3 assassins should now spawn a bit more reliably

Compatibility fixes

Slightly esoteric compatibility fix: the "mage_smart_clones", "mage_alacrity" and "mage_make_timestop" macros no longer choke on spells with an extended header (thanks, Galactygon)

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Hello DavidW!

 

About this:

 

Moved detectable items back into the main Initialise component (this can be overridden via scs.ini)

 

For users like me that did not want detectable items installed, what would you suggest to do?

 

Thanks!

 

UPDATE: Forget this, sorry. I noticed that the new readme is actually available and tells me what to do.

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Hello DavidW!

 

About this:

 

Moved detectable items back into the main Initialise component (this can be overridden via scs.ini)

 

For users like me that did not want detectable items installed, what would you suggest to do?

 

Thanks!

 

UPDATE: Forget this, sorry. I noticed that the new readme is actually available and tells me what to do.

 

You can still do everything you could do before - I just wanted to move that option to a "power user" category, to keep it from confusing most users.

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How usable are SCS(II) for IWD-in-BG2?
Offhand, I'd say "it ain't." SCS(2) makes reference to many specific creatures that exist only in BG2 etc. In theory, one could generalise it to another game - at least those parts that could be generalised - but it would require a lot of redaction. Inasmuch as it's still the BG2 engine, it wouldn't require a massive effort but the effort wouldn't be trivial.

 

Moreover, IWD-in-BG2 is still in beta status and DavidW has asked for testing with a minimal number of mods to aid bugfixing reports, so clearly putting SCSx on it right now wouldn't be a good idea. Or so I would guess.

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I've noticed after installation of Smarter Mages/Priests some CREs were added a non-existent spell SPELL_FI. That's probably a leftover from some previous macros usage.

 

No, not quite. They're actually being given the "spell" SPELL_FILE_ARRAY_CHOMATIC_ORB or something similar (spelling mistake intentional), i.e. it represents a place where I've got the spell.ids entry of the spell wrong in the externalised files that determine spell choice. (Damn, I hoped I'd caught all of those errors.)

 

Can you tell me where you found these spells?

 

(EDIT: Are you sure this is caused by SCS and not SCSII?)

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No, not quite. They're actually being given the "spell" SPELL_FILE_ARRAY_CHOMATIC_ORB or something similar (spelling mistake intentional), i.e. it represents a place where I've got the spell.ids entry of the spell wrong in the externalised files that determine spell choice. (Damn, I hoped I'd caught all of those errors.)

 

Just out of curiosity (I haven't downloaded any of the new versions yet) - does this have to do with accommodating for ADD_SPELL?

 

-Galactygon

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No, not quite. They're actually being given the "spell" SPELL_FILE_ARRAY_CHOMATIC_ORB or something similar (spelling mistake intentional), i.e. it represents a place where I've got the spell.ids entry of the spell wrong in the externalised files that determine spell choice. (Damn, I hoped I'd caught all of those errors.)

 

Just out of curiosity (I haven't downloaded any of the new versions yet) - does this have to do with accommodating for ADD_SPELL?

 

-Galactygon

 

No. (SCS doesn't add any spells, or any useable by the PCs at any rate.) I changed the system of spell allocation for different reasons (mainly to make it easier to edit, and also to facilitate better compatibility (when I get around to it) with SR and Spell Pack).

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I've got a question about this strings' block:

@14100=~(Evocation)~

@14101=~(Invocation/Evocation)~

@14102=~(Conjuration/Summoning,Invocation/Evocation)~

I think terms in @14100 and @14101 are changed by those in @14102, but how? Because there are 4 schools in @14102...

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