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DavidW

Gibberlings
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    Sword Coast Stratagems
    Wheels of Prophecy
    Icewind Dale in BG2 (now incorporated into Icewind Dale: Enhanced Edition)
    Talents of Faerun
    Ascension v2.0
    IWDification
    BG2 Fixpack
    Unfinished Business

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  1. OK, not sure what's going on there. Let me know when you're back if you can reproduce it.
  2. That's right - sorcerers get to choose new spells when they level, but mages only get to choose spells at chargen. I tried to reproduce this on a complete clean install of ToF beta 11 on BG2EE but couldn't. Can you give me an exact reproduction scenario?
  3. My mistake: it was actually right the first time. What makes you think it's a missing strref?
  4. Right since its creation, SCS has deprioritized attacking incapacitated opponents. The logic (and this is BG logic originally, not BG2 - SCS was written originally as a BG mod) was that the player normally can't reverse incapacitation effects during a battle, so enemies might as well wait to kill incapacitated opponents until after actively-dangerous ones have been dealt with. SCS assumes that enemies are fighting to win, not just to inflict pain on the party, even when we as the players know that they're not going to win. (Killing an incapacitated Player 1 ends the game, but in-world the enemies still don't win if they get killed by CHARNAME's allies after his/her death). It's also true that getting enemies to prioritize the incapacitated tends to mean a lot of tedious resurrection even when overall you comfortably win the fight. In BG2 it is somewhat easier to reverse incapacitation, and later versions of SCs are a bit more willing to finish off the incapacitated, but the basic design issue remains. I don't hugely mind kiting enemies away from your temporarily-incapacitated opponents. It's not that unrealistic in the heat of battle, and it's probably more fun. Yeah, Nimbul should be using something that allows sneak attack. Though I'm reluctant just to swap out his axes - I like the flavor of them. Will consider.
  5. OK, addressing the issues from January 12 (bugs only, mostly I'm leaving the suggestions for later): Inner Time feat does not give Monks the expected 4 bonus to damage - can't reproduce Finger of Destruction description seems to suggest strongly that it is for truly evil monks, but it is offered to neutral ones. Might be intended but I'm bringing it to your attention just in case... - fixed in beta 11, now available only to evil monks. I'm not complaining... but the Soul of Ice feat that improves Frozen Fist and activates it permanently actually makes it deal 5 Cold damage and not 4 as advertised. - corrected the documentation. I want to also note that creating a Favored Soul in ToB forces you to choose all the spells appropriate for your level in ToB, while creating a Shaman only requires you to pick the ones from level 1. I thought the disparity was strange. - I'm not sure what this means, can you elaborate? Elemental Immunity Feats descriptions state that they are all mutually exclusive, however you can pick more than one if you wish. - fixed in beta 11, though there is an edge case if you gain multiple levels at once that I can't easily block. Favored of the Spirits states that picking Spirit Form first is needed, but this is not the case, it's available outright - fixed in beta 11. [already fixed] Paladin's version of Protection From Evil lacks the usual spell animation centered on your character that it usually had. - fixed in beta 11. Inquisitor's description in the Record Screen (after the character is created, not present in chargen) has an empty line before the last disadvantage. - can't reproduce, may have been fixed en passant. Inquisitors should not get empowered casting feats, as they cannot cast priest spells. - fixed in beta 11. True Sight by inquisitors have a casting speed of 1 (and no casting divination lights), but the description states the casting speed is 8. Additionally, the spell states twice that it protects against blindness. - the casting time thing is an original-game issue. The duplicate blindness is fixed in beta 11. Undead Hunter description states that Smite Evil causes double damage to undead, but actually it adds a second tick of damage (tested at max level) of around 11-22 damage. The normal damage of smite evil at this level is around 40-66, so it can't really be considered double. (Although it may be overpowered to change it, in which case, the description should be clearer) - fixed in beta 11. This is probably a nitpick, but the last line of Smite Undead lists types of creature it doesn't apply to, but wouldn't it be more natural to just say something like, "it only affects undead creatures" or "non undead creatures are unaffected". I'm not an expert in Forgotten Realms lore, so maybe I'm wrong. - fixed in beta 11. Smite Undead correctly has no effect on non-undead, although it does force them to make saves against the effects. It probably should be better that non undead are bypasses and a message such as "Unaffected by Smite Undead" be displayed, as that is usually the convention in my experience. - fixed in beta 11. Smite Undead disruption effect seems to be stopped by Magic Resistance, consequently it's very difficult to make it work for things like Skeleton Warriors. Should probably bypass it, undead have often lots of magic resistance. - agreed, changed as of beta 11. Smite Undead damage effect takes about 1 or 2 second to trigger after making the save. Not necessarily an issue, I imagine, but mentioning it anyway for reference. - inherited from Refinements, but I agree it's odd - changed as of beta 11. After casting Smite Undead on an immune NPC (in this case tested on a dwarf), the light effect from the spell is seen on that NPC every time the game is loaded and every time this NPC is hit in combat. - fixed in beta 11. Bloodrager description says the more British "specialisation", but the rest of the game doesn't seem to use this, so it probably should be "specialization". Sorry, nitpick. - that's what happens when you get UK/US dual citizens writing your mods! Fixed in beta 11. Bloodrager description has an empty line between the first and second disadvantage. - can't reproduce, probably fixed in an earlier update. Bloodrager has a line about being able to achieve mastery in any melee weapon, and also one for being able to become specialized. In my mod config, the latter should probably be removed (weapon proficiency overhaul). - fixed in beta 11. Death Field feat is an innate ability and not a normal spell as you would expect. Additionally, it has no icon. - fixed in beta 11. Dark Pact does not double the HP of undead allies. Works otherwise. - fixed in beta 11. Adamantite Body, Create Flesh Golem, Create Greater Boneguard, Aegis, Death Field, Dark Pact, Malavon's Fury and Rune of Immunity descriptions don't follow the tradition of leaving the magic school under the name, and leaving an empty line after it. - fixed in beta 11. Adamantite Body description has an unnecessary line break after "the use of" and before "weapons" - agreed, changed in beta 11. The magic damage resulting from a successful save against Create Flesh Golem takes 1 or 2 seconds to kick in - intentional cosmetic choice by the developers of Refinements, that for now I'm inclined to leave. The golem created by Create Flesh Golem is hostile(!) to the party - fixed in beta 11. Adamantite Body claims that you wield your fists as if you were grandmaster, however that is not the case (no bonuses of any kind) - fixed in beta 11. Malavon's Fury says that it makes you shoot out acid darts all around you, but I can't see any darts. The spell makes the Wail of the Banshee sound, and then enemies a second or two later are damaged by acid damage (without visual effect, oddly enough). - fixed in beta 11, actually a whole bunch of animations had gone missing. [already fixed] Petrifying Gaze by Shapechange: Basilisk is not usable once per round, but only once - fixed in beta 11. The description of Shapechange: Iron Golem does not mention the poison cloud - cannot reproduce, where is it missing? Shapeshift: Mindflayer crashes the game(!) - fixed in beta 11 (nasty interaction between two spelltweak components).
  6. It's a typo (fixed locally) - it should be %carsa_say_8%. (that string is filled in by the code with the correct strref.)
  7. OK, I'm not 100% sure what's going on there but I can see one issue that might explain at least quite a lot of it. Try hotfixing with the attached: put ui_inn_label.tph into stratagems/sfo2e/lua and camping.tpa into stratagems/gameplay. as for the 'small number of additional ways': they're both in BG. If you kill the polar bear on the ice island it replenishes your provisions, and on Balduran's Isle you can ask Kaishas to restock you (since there's no inn on the isle). I don't think either can be causing your issues. camping.tpa ui_inn_label.tph
  8. OK: I'm seeing three bugs here: the one that leads to the weap_array_LATHANDER_X issues the one that complains if there are asterisks in laubbr.2da the one that stopped militant wizards from installing, which asks for m_dw_vcd.lua I'm not sure why I'm not seeing these myself on an install test - I think it's something about the combination of components that are installed. In any case you ought to be able to hotfix them by dropping lib_kit.tph into dw_talents/sfo and militant_wizards.tpa into dw_talents/kit. (Both attached.) Will be fixed properly in beta 11. militant_wizards.tpa lib_kit.tph
  9. The web_and_the_large issue is fixed. I can't quite work out what's going on with minimum_healing_level (and a couple of similar strings) but I *think* it's harmless.
  10. Good idea. As of 35.16 you can reassign hot key E as used in that script by setting the hot_key_E variable in stratagems.ini. (You can hotfix this in your current install by dropping the attached file into stratagems/genai/ssl. (It would be nice to have a more flexible, run-time way to edit hotkeys, and I think EE might permit it, but that's a project for another time, I'm afraid.) summon_initial.ssl
  11. That string bug can be hotfixed before install by dropping the attached file into stratagems/leveller, or after install by opening override/m_dw_lvd.lua in Notepad or similar and deleting the line 'dwLevellerDualClass['imoen'].final_xp=90000'. I'm investigating the paladin thing. leveller_2.tpa
  12. WEIDU doesn't permit this on mods that are broken into component groups.
  13. I'm afraid I don't support SRR (ToF only barely supports the 'official' SR) so you're on your own here.
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