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Demivrgvs

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About Demivrgvs

  • Birthday 08/08/1983

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  1. I'll package a few things like this on my dropbox and then let agb1 know that a new build is ready. I still cannot make my github app to work again.
  2. The problem is that, just like Kreso, I can't reproduce the issue and it seems you are the only player experiencing this issue thus I have very little clue of what is going on on your install. That being said, I'm probably going to remove basilisks from MSIX (I really liked them but it seems they are too problematic).
  3. Welcome on G3 and thanks for the feedback! It has always been like this and I'm not sure I can block it. If I do, then a creature under a fire shield-like spell would be immune to enemy shields as well, letting him attack them without fear of retaliation. I can't reproduce the first issue while I can guess the second one might be caused by Spellhold Imoen cre getting FS (blue) by default, I'll check it. Are you sure? I'm sure plenty of testers used them just fine. Yeah we still haven't decided which of the two solutions is best. Do you prefer the +2 apr to single target version? It's not fully intentional. I should probably make IP not bypass (M)GoI because it's supposed to affect the enemy rather than the caster like mage's Detect/See Invisibility. Afaik I cannot do anything about this. That might be because of SCS script checks (no cast if failure is 50% or higher). For this very reason I had to change KR's Wizard Slayer attack because its 50% spell failure was actually working as a 100%. Fixed. I'm probably changing MSIX anyway... I'll check and fix if necessary.
  4. Yeah I put that line there ages ago to eventually copy/paste it when I was ready.
  5. Wow, kudos to both of you. I'm not sure Mike will like the lack of documented commits, and most importantly the way we packaged it (source code only) but I guess he would have liked even less to share my screen again on skype to try figuring out why the hell my GitHub application isn't working...
  6. I'm f*****g sick of GitHub. After wasting all my spare time for the last 3 days trying to understand why it doesn't work anymore I simply give up for now. In the meanwhile, use the build stored here. - Update to WeiDU 240 - various fixes, a few more EE string ref issues fixed - many code improvements (thanks Kreso) - fixed an issue with Shaman spells being applied to all divine spellcasters - fixed a compatibility issue with Dispelling Screen and EE - Icelance's projectile animation fixed, scroll range fixed, new sound effect - Summon Shambling Mound icon fixed - Find Familiar changes temporary reverted, school changed from Conj to "Universal" - Otiluke's Resilient Sphere save changed from vs spell to vs breath - ProElemental Energy was not working correctly (missing 2da file) - Vitriolic Sphere added to 4th lvl spells (School: Conjuration) - Shadow Door's "maze" effect no longer has a save penalty (it was -4) - Prismatic Mantle weapon immunity lowered to +2 (as vanilla), on-hit effects slightly nerfed - Moment of Prescience AC bonus now bypasses the AC cap - Spell Trap no longer absorbs spells but it deflects up to 99 spell lvls (AoE too)
  7. I cannot speak for Kreso but if I don't manage to upload the full new build on github within 24 hours I'll give you my own via dropbox.
  8. My deadline is December 20. I hope to upload a new SR build this weekend though.
  9. The latest uploaded version is linked here - I can't edit Demi's posts. In all honesty, I'd wait a few days. It will be worth of it, especially if you r using EE. I'd also tweak some of SR spells (namely, Haste, Globes, and Spell Trap) but I need Demi's confirmation on it. Send me a PM with your plan man. I'll work on everything you need me to do.
  10. Here I am (for once I keep a promise). Let's see... Monster Summoning spells We discussed Trolls ages ago and I discarded them because their minHP death mechanic is some serious mess and cannot be handled properly by the AI. I said that if it was for me I would completely discard such a stupid mechanic, replace it with vulnerability to acid/fire (20-25%), give them in exchange either a bit of dmg res or a higher regen, and call it a day...but if I do that for summoned trolls without also patching all other in-game trolls we would end up creating an inconsistency. Am I wrong? Also, other than performing as good tanks, trolls don't offer anything special whereas I tried to use monsters with at least some special feature (disease, poison, confusion, petrification, etc.) and that why I picked the Otyugh for MSVII. Now it seems the latter's size is a real issue for its usability in certain areas but I don't see many other interesting options. Standard fire salamanders could be one but we already have efreeti as fire-based summon at the same lvl (albeit it's a completely different summon role). I checked the "Mind Flayer's Ogre" (aka the Ogre on steroids) and wow it's a 15HD ogre ! That being said, I'm not sure where this would go...I cannot see any ogre taking the place of basilisks as the top tier summon. Revised SCS Really nice job Kreso! Random Stuff Does it make any sense to make (Limited) Wish a Divination spell? That would solve lvl 7 and 9 lack of divination spells.
  11. I hope Demi will find some time to discuss this; I only tweak some code stuff with SR, not the spells or summons. I will, starting this afternoon.
  12. Could you disable it for the Revised SCS? I fully agree. Better stats, abilities, scripts, or simply replace with a different creature?
  13. Very strange, it worked fine for years. o.O It ctd at character creation? EDIT: check your PMs, it could be that I exceeded the max lenght of the class description because the "secret build" I gave you yesterday includes the new Charge Attack ability.
  14. My eta was yesterday. Bad Demi,bad! It should be a matter of days. Paladin's +2 to all saves is hardcoded. Monk class is fine too imo: - without KR -> no weak save plus high magic resistance - with KR -> no magic resistance but best saves in the game
  15. Hi! Wait a sec, deva/planetar models doesn't work on EE? We found no use for saves vs. wands but we used polymorph saves for a few effects such as slow, polymorph and petrification. I'm not sure if you are asking to merge an already existing tweak into SR or if you are suggesting that we should code that tweak... Actually the game almost never do that "natively". Saves vs. spell cover something like 90% of spell effects while other saves are very rarely used (e.g. Fireball doesn't use save vs. breath without SR). Save vs. death is used a bit more consistently but it doesn't cover all 'fortitude' saves.
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