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SR V4 Beta 15


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As someone mentioned Simulacrum, let me make a suggestion:

 

One of the things that always kind of bugs me with PI/Simulacrum, is that you really have to use it before casting other spells; what use is a cloned spellcaster with no spells memorized? In my own spell tweaks in Tome & Blood, I added an opcode 316 "magical rest" effect to the clone, so that no matter what you have already cast, even if you have nothing else memorized and Simulacrum is the last spell you cast, your clone will have a full complement of spells. It just takes some of the annoying micromanaging out of the spell.

 

That's a great idea, would love for it to be in the game

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Great to see a new Spell Rev beta Kreso, if you want feedback from a play through i can give some

 

Biggest thing i have noticed so far, Dispel magic priests version dispels on allies and well as enemies contrary to the description.

 

Edit: When i have charmed a spell casting enemy i cannot cast spells from them, they stand for a second or two then rush off to auto attack the nearest enemy or just stand idle, If the enemy i have charmed is a Summoned creature this happens 100% of the time.

Edit 2: The Game's UI seems to be using the vanilla spell schools to show what is or isn't learn-able by a specialist mage, E.g Stinking cloud has a red background when viewed by Xan who has an opposition school of evocation even though the spell is Conjuration, the spells are still learn-able.

Edited by DavidC
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I would kill for a new opcode that does the same as opcode 324 for damage types to protect vs elemental damage from items. your regxp stuff made me so happy, I went ahead and locally changed a few key items to cast invisible spells instead of using a straight damage opcode (melf's meteor for example) and now get a lovely "unaffected by melf's meteors" message and no disruption. pain in the ass though

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I would kill for a new opcode that does the same as opcode 324 for damage types to protect vs elemental damage from items. your regxp stuff made me so happy, I went ahead and locally changed a few key items to cast invisible spells instead of using a straight damage opcode (melf's meteor for example) and now get a lovely "unaffected by melf's meteors" message and no disruption. pain in the ass though

That's tha answer, to move all extra magic/elemental damage effects from the hit, to a subspell cast on hit.

 

I feel like that could be automated...

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I guess I'm not understanding this. We don't want immunity to the entire item, only the elemental effect added to the item. I guess if it allows the base damage through somehow that's good... but not what I would have expected. Does it work that way for melee weapons as well?

 

But still, what about something like the axe that does acid and cold damage? If you have 100% cold resistance the 324 effect should only make you immune to the extra cold damage - you should still get hit by the acid. If you just put them item name as the resource how can it distinguish and block the right effect?

 

What I would do, is run through every item and replace all extra damage effects with equipping effects that set a melee/ranged hit effect, and create an .eff to do the extra damage, and then add a 324 effect to block the .eff if the target is immune. Should be able to automate that.

Edited by subtledoctor
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Desired behavior would depend on the weapon. For the given example, Melf's Minute Meteor's, you would want the entire stack prevented, because just one effect getting through will waste spell deflection/reflection charges.

While the axe you mention would be a case of:

You would only need subspell(s) when there are multiple types of effects that need different immunity conditions.

It works for both melee and ranged weapons.

 

I would stick to subspell(s), instead of subEFF(s) and opcode 248/249, since those cannot restrict themselves to just "one" weapon when dual-wielding.

Edited by kjeron
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Would the subspell (with a power level of 0) actually waste spell deflection charges though? In the case of Melf's Minute Meteor's the fire damage already bypassed magic resistance so a subspell with a power level of 0 should work on anything the +2 missile could actually hit.

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Not sure if this question should be here or in the Feedback topic but i have 2 different installs beta 14 and beta 15 with revised SCS.

 

BG 1 Cythandria (the mage on the top level of iron throne building last visit).

 

Beta 14: she summons golems then quickly casts web to let them destroy you. (normal behavior)

Beta 15: she has stinking cloud instead of web in her spell book now, the whole strategy behind the fight is gone.

 

Seems like other mages with SCS tweaked fights are firing SC instead of Web in my install.

 

Apologies if this post should not be in this thread

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Beta 15: she has stinking cloud instead of web in her spell book now, the whole strategy behind the fight is gone.

Don't they do approximately the same thing ? And golems should have immunity to the thing. Actually web could stop them while a SC wouldn't !
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