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TobEx components implemented?


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Impending the possible release of SCSv32 I thought I'd mention some features that I think would be good inclusions in the next version.

 

It seems that several components of TobEx that I consider essential to an install never made it into the Enhanced Editions. Specifically these three:

-Apply Concentration Check On Damage [WIP]

Instead of always being interrupted when hit, spellcasters have a chance of their spells being interrupted.
This is governed by a concentration check.
A spellcaster passes the concentration check if (1D20 + luck) > (spell level + damage taken).
The details of this component are subject to change.

-Awaken On Damage
Creatures will awaken from sleep when hit.

-No Spell Interruption On Zero Damage

Spellcasting is not interrupted if a creature takes zero damage (i.e. immune).

 

In my latest install of EET, I did some testing and while I can confirm that you still get interrupted on a 0 damage tick, the concentration check seems inconsistent. Priests seem to be able to take a certain amount of damage without being interrupted while mages do not. If you're doing any sort of "hardcore run" like soloing then being interrupted as a caster (especially if you're "immune") is very annoying. It would be nice to have standardized concentration checks for priest and mage spells as listed above. Any thoughts or confirmations?

 

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I'm not sure what most of these have to do with SCS (they're ToBEx features that weren't applied in SCS even on vanilla ToB) but in any case the chance of my implementing anything that requires engine hacks is somewhere between zero and none.

 

I do give full immunity to elemental effects that you have 100% resistance to, in v32, and I might do sleep-awaken if I have a spare moment, but it's a low priority compared to actually getting a robustly releasable v32. (Release date tentatively somewhere between next week and the impending collision with the Andromeda Galaxy.)

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Damage Immunity (Resistance >=100) no longer triggers an interrupt in the EE's, they made a hardcoded change to it in the release patch (v2.5.17.0).

Unrelated to the Concentration check from "CONCENTR.2da". It can be bypassed by applying an extra zero-damage effect of a non-resistable type (stunning, untyped), if you really wanted to.

 

Note: This behavior is not currently present in BG2EE (it's last patch was only v2.5.16.6).

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Damage Immunity (Resistance >=100) no longer triggers an interrupt in the EE's, they made a hardcoded change to it in the release patch (v2.5.17.0).

Unrelated to the Concentration check from "CONCENTR.2da". It can be bypassed by applying an extra zero-damage effect of a non-resistable type (stunning, untyped), if you really wanted to.

 

Note: This behavior is not currently present in BG2EE (it's the last patch was only v2.5.16.6).

Wow, I had no idea they implemented this in the latest patch. I guess the EET mod uses the BG2EE 2.5.16.6 engine, so I wouldn't notice this. So this will be fixed in the next patch for BG2EE? It's hard to keep track of everything over several forums.

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