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IR Revised V1.14 (2018 August 14th)


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#136 Incantatar

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Posted 13 June 2018 - 06:50 AM

Said it before but I find it really inconvenient that IR reduces the item stack size in the EEs. Is there no way to keep the expanded size?

 

 

​13. BG1:EE items now handled (only applies to EE-games - revisions at this time are very minor and likely to stay that way, though most items did have their prices and lores fixed - I can't believe they bothered making so many bad items...). BG2:EE items to be done at some later date.

 

I would personally just remove them, except the NPC items. They're pretty horrible.


Edited by Incantatar, 13 June 2018 - 07:38 AM.


#137 Bartimaeus

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Posted 15 June 2018 - 07:45 AM

What are their default stack sizes in the EEs (and is it the same for both games)? Should be easy to fix via patching for just the EEs (and I'll leave it up to Anthology Tweaks for non-EE games). Are there any other EE-only problems like that you can think of?

 

Also, I agree that they're pretty horrible, but removing them from appearing in the game outright is probably best left for another mod. If people had suggestions for better placements and/or properties, I'm all ears - I don't play on the EEs, so I can only provide very limited input.


Edited by Bartimaeus, 15 June 2018 - 07:49 AM.


#138 CamDawg

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Posted 02 August 2018 - 12:33 PM

I'm working on Periel's request on the Tweaks forum, specifically compatibility between the Allow Cromwell to Upgrade Watcher's Keep Items and Give Cespenar Cromwell's Recipes components. There are no conflicts between IR and these components.

 

There is one conflict with IRR and the Cromwell component, specifically the new requirement that the Erienne Sling upgrade now requires the Ring of Energy. All of the other formula changes are to items that are not covered by these components. It's easy to code up an alternative (already done) and install it when IRR is present, but there's one glaring problem: there is currently no way to distinguish between an installation of Item Revisions and Item Revisions Revised. Are there any unique files present in an IRR installation that are not present in IR that I can key off? If not, can you add one?


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#139 Bartimaeus

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Posted 05 August 2018 - 05:26 AM

Sorry, I've been away. The incompatibility regarding the Ring of Energy is a result of IR, not IRR - so by adding a fix for IR, it should be doing the same for IRR. Although I've been sorely tempted to decrease the price of Ankheg Armor due to the fact that it's a total rip-off for a Plate Mail +1 with 50% AR, I have not made any changes to any recipes via IRR - so unless I've gone bananas, I don't think your statement of "there are no conflicts between IR and these components" should be true...right? If not, sure, I can introduce a unique marker file...but actually, since I didn't make that change, if for some reason the latest version of IR doesn't do that, I would actually prefer to just revert it as well. But I'm pretty sure it does.

​Also, in other news, a new version with some fixes and a couple of item changes (most notably the Rod of Lordly Might, which will be getting another major re-design...hopefully, if I can make it work - trying to make it a little closer to its multi-formed P&P counterpart) will be out in a few days.


Edited by Bartimaeus, 05 August 2018 - 05:41 AM.


#140 Jarno Mikkola

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Posted 05 August 2018 - 05:57 AM

 If not, sure, I can introduce a unique marker file...but actually, since I didn't make that change, if for some reason the latest version of IR doesn't do that, I would actually prefer to just revert it as well. But I'm pretty sure it does.

Individual markerfiles are prefered over a supposed indifferences. But of course one could just search the install directory of a particular file, say /irr/backup/0/xzy.itm when the folder structure supports that, that it is made during the install, but thats overestimated enthusiasm to expect.


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#141 Gwendolyne

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Posted 05 August 2018 - 07:47 AM

To be clear, variable IR_INSTALLED = MOD_IS_INSTALLED ~setup-item_rev.tp2~ 0 would be true if IRR is installed?


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#142 Bartimaeus

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Posted 05 August 2018 - 08:10 AM

Yeah.

 

(e): Also, I just remembered: I *did* add a .mrk file a while back - item_revisions_mc.mrk (MC stands for main component, installed when...yep, you guessed it). BUT...if you're doing something that should apply to both IR and IRR (e.g. this Ring of Energy compatibility fix), IR does not have this mark file, so stick with the approach above.


Edited by Bartimaeus, 05 August 2018 - 08:13 AM.


#143 CamDawg

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Posted 05 August 2018 - 04:31 PM

Ah, so what I really have is a bug report. Despite the post over here, the Sling upgrade in IR v4 beta 10 does not actually require the Ring of Energy, whereas IRR v1.13a actually has this requirement coded and working.

 

Tweaks will proceed with straight IR detection and require the Ring, working under the assumption that IR proper will fix this to work as intended. 


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#144 Bartimaeus

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Posted 05 August 2018 - 06:12 PM

...Yes, it seems you're right. IR will only install the tweak if the item under the header "ERINNES_SLING" is installed, but there is no item with any such header - there is only "ERINNE_SLING_3" and "ERINNE_SLING_4", so yes, it would appear to be a bug. I did not even realize I fixed this problem.



#145 Arthas

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Posted 10 August 2018 - 06:49 AM

Bartimaeus, have you had a chance to look at the artifact the demon gives you when you exchange Adalon's egg for it? I admit I find it pretty underwhelming.

What about an upgrade item component? ;) :p


Edited by Arthas, 10 August 2018 - 06:51 AM.


#146 Bartimaeus

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Posted 10 August 2018 - 08:18 AM

Uh, wait, what? What item does the demon give you? Can't say that I recall him giving you anything.



#147 Bartimaeus

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Posted 14 August 2018 - 03:06 PM

Version 1.14 has been released.

​IRR 1.14 changelog:
1. Bolt of Lightning's lightning damage can no longer be resisted via magic resistance (thanks, Luke!).
2. Bolt of Polymorphing accidentally had a +2 save bonus instead of a -2 save penalty - oops!
3. Potion of Speed was incorrectly dispellable (also thanks, Luke!).
4. A handful of other potions (including Oil of Fiery Burning) were as well.
5. Items that provide immunity to silence no longer give the Vocalize icon, since they are not the same thing.
6. Cloak of Nature's Vengeance now fires at 25% frequency instead of (an incorrect) 15% frequency. I'm not sure if I ever noted this, either, but these types of "fire on being hit" items were fixed so that they never target other members of your party (or other friendlies - assuming you're the one wearing the item, as you'll still get targeted if enemies are wearing them) and no longer rapidfire or get stuck in a loop of constantly firing back and forth.
7. Eagle Bow no longer grants a strength bonus.
8. The Mustard Jelly form (Cloak of the Sewers) had slightly incorrect stats.
9. Summonable/shapeshiftable creatures now have their special abilities condensed into a single "Special Characteristics" field for sanity's sake.
10. For Store Revisions, The Helm of Charm Protection was moved from the Order of the Radiant Heart Store to the Adventurer's Market. There are a dearth of early game helmets, and the Helm of Charm Protection is not particularly powerful, and it feels really out of place in the OotRH store, and the Adventurer's Market literally does not have a single helmet for sale, which is...strange, to say the least. So it's there now instead.
11. Crimson Dart was only dealing an additional 1D3 fire damage instead of 1D6 (...although perhaps this makes it a bit too strong - I personally disable Watcher's Keep for SoA which prevents it being a super easy grab right at the start of the game, but that's my personal preference - I may opt to tweak the design of this particular item at some point).
12. Jerrod's Mace previously had its wisdom bonus listed as a "combat ability".
1​3. Tansheron's Bow's Phantom Arrow property is now 50% instead of 25%.
14. Ring of Kangaxx's Larloch Minor Drain no longer works on undead or golems (something I also fixed for SR!).
15. Joril's Dagger's Chaos property was all wrong - 3 rounds instead of 2, not subject to magic resistance, 25% instead of 33%.
16. Rod of Lordly Might re-design. I wanted the weapon transformations back (because that's a cool idea), but I also didn't want it to be a completely useless item like it was in vanilla BG2, so now it has a blend of abilities and transformations that you will hopefully find useful in some capacity. Properties may not be final, however - in particular, I'm still eying the mace form.
17. Somewhat of a re-organization of Store Revisions, especially in regards to scrolls and SR - same ones should be available for the most part, but hopefully they'll all now be in the correct order.
18. Added some spellstates to certain protection scrolls and potions for EE games (compatible with non-EEs, of course - a thank you to CrevsDaak for the code that can easily mass remove invalid opcodes).
19. A load of usability text fixes (many were out of order, had superfluous kit entries when the entire class was already barred to begin with, simply missing/incorrect entries, etc.). A long-time coming, although EE players won't notice any difference.
20. Fixed Beast Masters being able to use one of Drizzt's scimitars.
21. Fixed some Shadow Veil usability problems.
22. Psion's Blade's Mindbreaking property erroneously said it had a -4 penalty instead of a -2. I went back and forth on this one, am leaving it at -2 for the time being. While not as strong as a vorpal effect (and more widely immunized against), Feeblemind is still a pretty strong effect.
23. Edwin's Amulet (both forms) receives a +3 bonus to saving throws vs. death (to make up just a little for losing one of the spell slots - while I'm not normally a "must balance everything!" kind of guy, two extra slots to every spell level is just so outrageously powerful).
24. Fixed about a dozen wands that you can find throughout mostly BG1 having an invalid number of charges (a thanks to Luke for reminding me that this was a problem).
25. The Spectral Brand summonables and the Gladiator summonable (Shakti Figurine) were slightly nerfed.
26. Everard's Morning Star receives a +50% magic damage resistance buff (was the weakest "bonus" item).
27. Scarlet Ninja-To now has the vampiric property instead of +1/2 ApR. Avoids the +ApR overlap with Kundane, but stays quite powerful.
28. Skull of Death's Gaze of Death no longer does additional damage a la Finger of Death even if the saving throw succeeds.
29. Crossbow of Affliction now has a -10 maximum hit points penalty instead of a strength penalty (a -1 penalty to strength does pretty much nothing when you instantly unequip it when switching to melee and STR does not give any bonuses for crossbows anyways).
30. The above crossbow is also a light crossbow once more (as it was in vanilla BG2). The item was a little messed up anyhow, as it lacked the +2 bonus damage for being a heavy crossbow anyways, plus it had no strength requirement, the wrong weight, was still usable by thieves (which it shouldn't have been as a heavy crossbow), and had no real price set, too.
31. Heavy Crossbow of Searing had the wrong weight.
32. When using Store Revisions, Arnolinus (dwarven Promenade blacksmith) now sells all the unenchanted helms.
33. Baldur's Gate 1 Sendai was not being patched to use Telbar's Armor (the unique BG1 Studded Leather +2) properly.

​34. Honestly, probably a couple of things that I have forgotten about.

​Hopefully nothing is horribly broken.


Edited by Bartimaeus, 14 August 2018 - 03:16 PM.


#148 bob_veng

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Posted 14 August 2018 - 07:01 PM

Uh, wait, what? What item does the demon give you? Can't say that I recall him giving you anything.

 

halberd +4 'blackmist'; cast blindness 3x day (10ft radius). not a bad item.



#149 Bartimaeus

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Posted 14 August 2018 - 07:22 PM

Ahh. There are precious few +4 items in SoA (particularly ones that don't require you to craft it), so while I understand that its special properties may be a little lacking compared to some others, it's probably for the best.





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