Lianos Posted November 22, 2018 Share Posted November 22, 2018 For clarification: EET was not installed. The bug was caused by IR. But the fix from the linked thread worked for me nevertheless. Quote Link to comment
Lianos Posted January 6, 2019 Share Posted January 6, 2019 Daystar +4 The weapon causes 2 damage to the wielder each time it is equipped. The EFF for applying "+2 bonus to evil creatures" seems entirely broken (at least it is looking completely different to the EFF of similar effects like the the +6 damage vs evil from Foebane +5). Quote Link to comment
Bartimaeus Posted January 6, 2019 Share Posted January 6, 2019 (edited) That...sounds like something somebody would've noticed by now. But looking at EVILDAM2 in BG2:EE, you do appear to be correct - instead of opcode 179 (damage vs. creature type modifier) with type 0 (no) targeting, it's opcode 12 (damage) with self-targeting. Does not apply to IRR because I added my own .effs for this rather than trying to repurpose vanilla's, nor to non-EE games since it's correct in vanilla. Edited January 6, 2019 by Bartimaeus Quote Link to comment
Lianos Posted January 31, 2019 Share Posted January 31, 2019 (edited) On BG2EE with SCS v31, SR v4b16 and IR v4b10: Bracers of Speed When the 5% fatigue effect triggers, the character performs an animation like he is casting a spell. This is annoying, as he stops attacking. Saving Grace +3 No Bug here, but it was hilarious to see Kangaxx bashing his skull against this shield killing himself in the process. The floating skull in Watchers Keep did the same. Felt not right. This shield is the only item that deals damage to the attacker even if the attacker did not hit. Edited January 31, 2019 by Lianos Quote Link to comment
Bartimaeus Posted February 1, 2019 Share Posted February 1, 2019 (edited) Bracers of Speed: brac11.eff needs to be set to type 1 instead of type 0, already fixed in IRR. Saving Grace: I guess you'd need SCS to flag this shield as being "anti-undead" and something for non-mindless undead to generally avoid when possible if IR is installed. (e): Also, Saving Grace should possibly use condition 0 (hit by) instead of 7 (attacked by), as well as target 1 (last attacker) instead of 2 (nearest enemy). I am guessing that it was made this way to limit its damage output, maybe? Edited February 1, 2019 by Bartimaeus Quote Link to comment
Guest Jc2486 Posted July 9, 2019 Share Posted July 9, 2019 I'm running IR ver 4b10 and I find a minor mistake in the description of Wakizashi (SW1H46) In the description, there is +1 THAC0 bonus, which is absent in its actual stat. Quote Link to comment
Guest Jc2486 Posted July 9, 2019 Share Posted July 9, 2019 I'm running IR ver 4b10 and Shamans are not able to use axes in the game, which does not match the description. In the unmodded game, Druid (30) is excluded from the attribute Unusable by and druids are prohibited from using axes by adding effect Restricted item (319) Quote Link to comment
Guest Jc2486 Posted July 9, 2019 Share Posted July 9, 2019 1 hour ago, Guest Jc2486 said: I'm running IR ver 4b10 and Shamans are not able to use axes in the game, which does not match the description. In the unmodded game, Druid (30) is excluded from the attribute Unusable by and druids are prohibited from using axes by adding effect Restricted item (319) Similarly, Shamans are now able to use scimitars in the game. Restricted item effect should be added to scimitars. Quote Link to comment
subtledoctor Posted July 9, 2019 Share Posted July 9, 2019 3 hours ago, Guest Jc2486 said: I'm running IR ver 4b10 and Shamans are not able to use axes in the game, which does not match the description. In the unmodded game, Druid (30) is excluded from the attribute Unusable by and druids are prohibited from using axes by adding effect Restricted item (319) I'm pretty sure I made a hotfix for this a while ago (like a year or two ago). God knows where it is, though. Might be somewhere in this forum. Quote Link to comment
Mike1072 Posted July 9, 2019 Author Share Posted July 9, 2019 1 hour ago, subtledoctor said: I'm pretty sure I made a hotfix for this a while ago (like a year or two ago). God knows where it is, though. Might be somewhere in this forum. I think your code is waiting in a pull request. Can't remember why I didn't merge it right away. Quote Link to comment
ptifab Posted September 18, 2019 Share Posted September 18, 2019 A really minor mistake, in potn19.spl, the effect 2 (playsound for duration is over) has an incorrect value of 600. Should be 60 (1 turn). Dunno if its IR or IRR related though (i have both installed). Quote Link to comment
Bartimaeus Posted September 25, 2019 Share Posted September 25, 2019 On 9/18/2019 at 3:34 PM, ptifab said: A really minor mistake, in potn19.spl, the effect 2 (playsound for duration is over) has an incorrect value of 600. Should be 60 (1 turn). Dunno if its IR or IRR related though (i have both installed). It applies to both IR and IRR, thank you. Quote Link to comment
velehal Posted October 21, 2019 Share Posted October 21, 2019 Is it a bug or intended change that THACO for throwing axes (when they are used as ranged weapons) is modified by both strenght and dexterity bonuses ? It is only dexeterity bonus which is added to THACO in normal (EE) game. Quote Link to comment
ermo Posted December 28, 2019 Share Posted December 28, 2019 Could someone with authority to do so kindly update the README on the Item Revisions page to point to the v4beta10 version? It currently appears to point to the v2 one. TIA Quote Link to comment
Mike1072 Posted December 31, 2019 Author Share Posted December 31, 2019 On 12/28/2019 at 2:32 PM, ermo said: Could someone with authority to do so kindly update the README on the Item Revisions page to point to the v4beta10 version? It currently appears to point to the v2 one. TIA The v2 readme is accurate for v2, which is the last official release. The readme in v4b10 is not completely up to date, which is to be expected, since it's a beta. (It's perhaps not expected to remain in beta for this long a time.) Part of preparing an official v4 release will involve updating the contents of the readme. Quote Link to comment
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