Jump to content

Photo

SR Revised V1.0.6 + A List of Problems with b15 + Fixing Them


266 replies to this topic

#1 Bartimaeus

Bartimaeus
  • Members
  • 427 posts
  • Gender:Not Telling

Posted 06 September 2018 - 10:25 PM

SR Revised V1.0.6: github download.

 

Click "Clone or download" in the top right, "Download ZIP". Installs the same way as IR Revised (extract the official version of SR into your game directory, then extract SR's "spell_rev" folder on top, overwrite all). Installs on both b15 and b16 - there should be no difference.

 

General Changes:

  • AoE Projectile sizes have all been looked over and corrected where necessary. Many were slightly bigger than they should've been.
  • Summoned creatures generally match normal humanoid movement speeds, though a few creatures are particularly fast, while a few are still somewhat slower (though still faster than they were in SR, such as the jellies from SR's MS2, which were so painfully slow as to be nearly useless - note that this applies to enemies' summonables as well!).
  • Summoned creatures are also generally touched up and/or their descriptions simply corrected.
  • Spells that had straight up inaccurate descriptions (e.g. Break Enchantment not mentioning breaking petrification, or Feeblemindedness saying it only reduced the creature's intelligence to 3 instead of the standard Feeblemindedness fugue effect) have been corrected.

 

Arcane Changes

Level 1:

Spoiler


Level 2:
Spoiler


Level 3:
Spoiler


Level 4:
Spoiler


Level 5:
Spoiler


Level 6:
Spoiler


Level 7:
Spoiler

 

Level 8:

Spoiler


Level 9:
Spoiler

 

 

Creature Descriptions

 

Spoiler


Edited by Bartimaeus, 30 October 2018 - 03:19 PM.


#2 Bartimaeus

Bartimaeus
  • Members
  • 427 posts
  • Gender:Not Telling

Posted 06 September 2018 - 10:26 PM

An incomplete list of bugs affecting the official version of SR b15:

  • Almost all AoE projectiles that are not 30' are the wrong size. 65 is not '5 - 42 is. 200 is not 20', nor is 190 - 170 is.
  • Some classes and their kits do not really have updated abilities. spcl212 (Paladins' Detect Alignment), spcl222 (Cavalier's Remove Fear), spcl231 (Inqusitor's Dispel Magic), spcl232 (Inquisitor's True Seeing), spcl732 (Priest of Helm's True Seeing), spcl742 (Priest of Lathander's Halt Undead), and possibly a few others.
  • Gust of Wind/Zone of Sweet Air inconsistencies - either separate them into two different spells (pulse-like effect that lasts a few rounds for Zone a la True Seeing?), or make them the same.
  • Dispel Magic/Remove Magic inconsistencies. In vanilla, Dispel Magic is the one that targets everyone, Remove Magic is the one that targets only enemies, and SR tried to merge them into all being Remove Magic while calling all of them Dispel Magic, but it's all messed up, since both (arcane) spells are now called Dispel Magic, you can still learn both (but their scrolls don't stack), and the original functions of both are still in effect (and the Cleric and innates versions of Dispel Magic don't all act the same). Remove Magic is friendlier to AI (who may have bad targeting that can accidentally lead to them to hitting themselves if they cast Dispel Magic instead of Remove Magic) - therefore, probably make Remove Magic the default, but actually do it correctly.
  • Insect spells not properly protected against from the secondary effect. I recommend immunity to the secondary effect, but not the primary - essentially, if the AI cast insects upon someone protected by a Fire Shield, they will not be affected, BUT the insects will still spread to other nearby characters.
  • The spell selection variant of Ice Lance's icon is messed up (spwi327c.bam? One of those, can't ever remember which variant is which off of the top of my head).
  • Un/Holy Word, among others such as Color Spray and possibly Dolorous Decay, should have its slow effect relegated to a secondary spell to properly work with the slow sectype (you don't want Haste canceling out confusion and blindness and such, right?).
  • Physical Mirror, and Protection from Missiles, do not protect against many EE and 1pp projectiles, as each projectile type has to protected against individually, and 1pp and the EEs add many new types. I have fixed this to a degree already for the 1pp installer via the BWPFP, but this must be handled by SR itself for the EEs.
  • Spell deflection spells should be updated via a patched in opcode for the EEs to make use of new EE 2.5 functionality.
  • Vampiric effects (Larloch's, Vampiric Touch, etc.) should not affect a variety of creature types (illusory, golems, undead, etc.).
  • Many wrong or otherwise misleading descriptions, such as Feeblemind (it does not reduce creatures' intelligence to 3...it does what Feeblemind has always done), Haste (no longer single target), Reflected Image (I don't think this was ever updated to say that it only creates one image per round instead of an image every time attacked), Aid (it is not a dice roll for the max HP bonus - and it cannot be, since the opcode does not support it), and likely more.
  • Spells not properly de-activated for the EEs (e.g. Protection from (Element), among other supposedly disabled spells - SR's hidespl.2da, in other words, is not working for the EEs...and I THINK needs updating for ToBEx games, too).
  • AI continuing to exploit the existence of some Spell Immunities when the player cannot even access them. These should be replaced as possible (e.g. SI: Illusion with True Seeing, SI: Alteration with Ghostform, etc.).
  • Stone to Flesh exists as a spell you can learn from scrolls throughout BG2, but not as a selectable spell for sorcerers. If this spell is to cease its existence by way of Break Enchantment taking its place, then another spell should probably take its scroll.
  • Phantom Blade is missing its special effect.
  • "The spin203.spl issue is on line 2924 of /spell_rev/lib/kreso_eestatSR.tph. Should be changed from "spwi203" to "spin105".
  • Free Action, Minor Globe of Invulnerability, and Globe of Invulnerability cause CTDs for non-EE users as a result of invalid opcodes.
  • kreso_petrification.tph's is missing the "BUT_ONLY" flag in several places, causing many pointless overwrites.
  • BAM issues. SR's entire "bams" folder needs to be redone - avoid pointless overwrites and maintain compatibility with other mods. This is more annoying to fix than you might expect, since it means fixing the icons for spells that are using these overwritten icons, and yet it's unfortunately necessary to stop screwing over other spells and mods using these icons.
  • The stupid basilisks from MS9 are the worst idea for a mod that removes the Protection from Petrification spell, especially when Potions of Mirrored Eyes basically don't exist IIRC in BG2. Just the very worst idea.
  • Prismatic Mantle should probably receive protection from weapons again. IIRC, this was an unnoted(?) change from kreso's latest version, and while the player may not expect it, that may not necessarily be the case for the AI. My solution was to make the prismatic effect occur only 50% of the time, but that's just me.
  • A number of arcane spells are selectable in EE games that should be disabled, I believe.
  • Arcane spells from the wrong spell schools should be removed from specialist mage (playable) characters.
  • Disabled arcane spells should be stripped from characters via the "update spellbooks" component.
  • Prevent Fire Shield-like effects from targeting allied characters (as misfires on friendly creatures as a result of casting spells in the nearby vicinity can occur).
  • Prevent the rapid-firing of Fire Shield-like effects (especially endless loops of back and forth Fire Shield-like effects between two different characters) - can be done through a 1 second immunity .eff.
  • IIRC, Emotion: Despair has a -3 saving throw penalty instead of a -2 (and there's more where that came from, but I don't remember exactly what else had stuff like this).
  • I vaguely recall there being some animation problems with summoned creatures regarding their weapon animations (was it Hobgoblins who were lacking proper weapon animations? Can't quite recall).
  • Disintegrate has incorrect saving throw types for the last 2 headers (IIRC, it should be vs. breath, but it's vs. spell).
  • Tenser's Transformation issues that were discussed recently on the forums.
  • IIRC, some of Enchanted Weapons' descriptions are messed up, Composite Long Bow +3 is not an option, and new to the EEs, Dart +3, Wakizashi +3, and Ninja-To +3 are not options.
  • Planetars have 3 regeneration per second instead of 1 per 3 seconds. In other words, they have 9x as much regeneration as they should.
  • Divine Power has the same sort of problem regarding ApR as did Tenser's.

Glaring (I feel, at least) problems:

  • Anti-magic attacks should penetrate improved invisibility. I do not know whether this is already true in the EEs, but from what I remembering testing, it was not in the non-EEs and made fighting Improved Invisibility spellcasters with Non-Detection applied quite impossible. SCS can fix this, but SR should, too. This is also something that should definitely be noted in the spell descriptions.
  • Chill Touch should be more like Shocking Grasp (in terms of damage scaling).
  • Ice Lance and Acid Shield are not properly developed to having scaling effects like the spells they're closest to (Lightning Bolt and Fire Shield respectively), and are not really in any position to compete with them as such (well, Acid Shield is actually probably too strong at first, but then gets outpaced by Fire Shield, which makes it a worse spell at a higher level). In the same vein, Vitriolic Sphere could probably use a re-design too, but it at least mostly works as is, IIRC.
  • Same with the Regenerate Wound series. Neat idea that can work if done right, awful execution that just kind of gimps druids since they no longer have access to the Cure spells and the Regenerate Wounds spells simply do not compete by any stretch of the imagination.
  • Scroll problems (for example, Summon Nishruu doesn't exist anymore because of bad scroll allocation? The spell's still there, but you can't get it into your spellbook except via character creation).
  • Halt Undead and Control Undead are affected by magic resistance. Doesn't that make them kind of...useless? Not sure if bug or just absolutely terrible spells. Lower Resistance does exist, yes, but...these spells are specifically for targeting the undead, and many undead have way too high of spell resistance to effectively be combated by Lower Resistance.
  • Contagion is just the worst spell and there's no reason it should've replaced Rigid Thinking, which is an actually half-decent disable spell for clerics. As opposed to Contagion, which is just an annoyance against the player ("oh boy, I have to prepare a cure disease spell") and completely useless against the AI.

More that I cannot currently remember. A lot of reported bugs that can be found throughout the forums, and a lot of not reported bugs that can only be found by trawling through each spell (I remember a lot of incorrect saving throw penalties). I've already fixed all of these for SRR (...well, hopefully). Some are arguable (e.g. Halt/Control Undead), I understand. I still have other things I'm going to add to this post, but I gotta go right now and I don't want to leave this unattended, so maybe I'll post again just to reserve a post.


Edited by Bartimaeus, 07 September 2018 - 08:00 PM.


#3 VagPen

VagPen
  • Members
  • 27 posts

Posted 07 September 2018 - 03:43 AM

Some things i ve found with BGEE v23673+SOD, SR4b14, maybe they are still in effect for b15, wich i haven't played:

 

  1) Many summoned creatures have wrong names/attacks, like greater skeletons, aerial servants, hobgoblins and death knights. Death Knights also never use their fireball abiity when i get them to turn hostile. (I have uncapped the xp though, so wrong dialogue maybe makes sense at least for aerial servants and death kingts, as i am not even supposed to have those spells in BGEE... :p)

  2) No Dimesion Jump scrolls.

  3) Wild Mage exclusive spells are available for all mages at character creation.

  4) No minor spell turning scrolls, don't know if that's intentional.

  5) Many spells, including most deflections give wrong dialogue.

  6) I feel Barkskin should improve AC instead of setting it, like shiield. (it represents natural armor wich stacks with worn armor. Not a bug, but still.)

  7) Lower resistance doesn't confrm "Magic Resistance Lowered" in the combat log.

  8) Self inflicted AOE damage on char with elemental resistances doesn't show the amount of resisted damage in the combat log. Same thing for trap damage.

  9) Spells that grant invisiblity don't add a status icon or a notification on character screen.

 

Even with it's issues, SR is a LOT better than vanilla ;)


Edited by VagPen, 07 September 2018 - 03:56 AM.


#4 subtledoctor

subtledoctor
  • Modders
  • 2844 posts
  • Gender:Male

Posted 07 September 2018 - 04:08 AM

I have a lot of questions, but I have to run. Be back later.

For now, my inclination is, let's kerp this discussion to issues with kreso's b15. No sense going over issues in b14 that kreso might have already fixed.

I'll leave this as my question for now: what is the suggestion that "anti-magic should penetrate improved invisibility?" I don't understand what "penetrate" means there. You can't target someone who is Imp Invis... so how can anything "penetrate" it? Contrarily if you can target an Imp Invis enemy, then such spells should work just fine.

So, is it a question of whether you can target Imp Invis enemies? Or is there is issue with anti-magic effects being applied at all?

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#5 VagPen

VagPen
  • Members
  • 27 posts

Posted 07 September 2018 - 04:23 AM


For now, my inclination is, let's kerp this discussion to issues with kreso's b15. No sense going over issues in b14 that kreso might have already fixed.

 

Sorry for that. I will happily delete my post if the above issues are no longer relevant.



#6 subtledoctor

subtledoctor
  • Modders
  • 2844 posts
  • Gender:Male

Posted 07 September 2018 - 07:21 AM

That's okay, it was only my suggestion for how to frame discussion.  I just think it would be best to avoid any confusion that might result from people reporting issues with two different versions of the mod.


Edited by subtledoctor, 07 September 2018 - 07:24 AM.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#7 Wyrd

Wyrd
  • Members
  • 51 posts
  • Gender:Male
  • Location:Italy

Posted 07 September 2018 - 10:27 AM

Hey Bartimeus, does this mean that you are going to release SRR to the public? *squeal like a schoolgirl*

 

Anyway, some bugs from BGEE install of SR V15

 

Some spell are not affected by deflection spells, in the specific: vitriolic sphere and burning hands. (I don't know if this is due to the new 2.5 opcode)

 

P.S. If you need help playtesting, I'm willing to help.



#8 Grammarsalad

Grammarsalad
  • Modders
  • 491 posts
  • Gender:Male

Posted 07 September 2018 - 01:54 PM

incomplete bug list

2. Should they all be updated, though? For example, isn't detect evil thematically appropriate for paladins (as opposed to detect alignment)

3.They're different spells. I think the point was to just replace the occasionally useful zosa with the more often useful gow.

7. I'm wondering if haste (or even free movement) should protect against or remove the slow effect, honestly. It seems to me to be a kind of 'curse' effect, something you would need ' break enchantment' to deal with.

13. I'm weary of messing with spells utilized by the AI...

Glaring:

I agree with some of the points on this list (especially chill touch), but I think all but maybe number 5 go beyond bug fixing.

Edited by Grammarsalad, 07 September 2018 - 01:55 PM.


#9 Bartimaeus

Bartimaeus
  • Members
  • 427 posts
  • Gender:Not Telling

Posted 07 September 2018 - 02:41 PM

Some things i ve found with BGEE v23673+SOD, SR4b14, maybe they are still in effect for b15, wich i haven't played:

 

  1) Many summoned creatures have wrong names/attacks, like greater skeletons, aerial servants, hobgoblins and death knights. Death Knights also never use their fireball abiity when i get them to turn hostile. (I have uncapped the xp though, so wrong dialogue maybe makes sense at least for aerial servants and death kingts, as i am not even supposed to have those spells in BGEE... :p)

  2) No Dimesion Jump scrolls.

  3) Wild Mage exclusive spells are available for all mages at character creation.

  4) No minor spell turning scrolls, don't know if that's intentional.

  5) Many spells, including most deflections give wrong dialogue.

  6) I feel Barkskin should improve AC instead of setting it, like shiield. (it represents natural armor wich stacks with worn armor. Not a bug, but still.)

  7) Lower resistance doesn't confrm "Magic Resistance Lowered" in the combat log.

  8) Self inflicted AOE damage on char with elemental resistances doesn't show the amount of resisted damage in the combat log. Same thing for trap damage.

  9) Spells that grant invisiblity don't add a status icon or a notification on character screen.

 

Even with it's issues, SR is a LOT better than vanilla ;)

 

1., 2., 4., 5., 7., BGEE is problematic for a number of reasons. SR was designed with BG2 + BGT in mind. I have fixed many of those text issues (creature names and weapon names especially), but some of the others, such as there being no apparent way to find scrolls for some spells that did not originally exist in BG1, and text that displays after casting a spell (e.g. "Magic Resistance Lowered"), is a little bit more difficult to solve for BG1-only games.

 

3. That goes right along with "spells are not being properly disabled" - I originally had that as a separate issue, too, funnily enough, but I realized it was the same one as the hidespl not functioning, :p.

 

6. I'm pretty sure it does improve AC, not set it. Yes, even looking at b15's description of Barkskin (and not anything I might've done), it says "improving its armor class by 2" as the base effect. Is another mod overwriting it?

 

8. Hmm, I'm not sure what this one is. This happens just fine in non-EE games I am nearly certain, so this may be an EE engine bug? Not sure.

 

9. Sadly, I'm pretty sure an invisibility status icon does not exist, so there's not much to be done about that.

 

I have a lot of questions, but I have to run. Be back later.

For now, my inclination is, let's kerp this discussion to issues with kreso's b15. No sense going over issues in b14 that kreso might have already fixed.

I'll leave this as my question for now: what is the suggestion that "anti-magic should penetrate improved invisibility?" I don't understand what "penetrate" means there. You can't target someone who is Imp Invis... so how can anything "penetrate" it? Contrarily if you can target an Imp Invis enemy, then such spells should work just fine.

So, is it a question of whether you can target Imp Invis enemies? Or is there is issue with anti-magic effects being applied at all?

 

Say an enemy mage casts Improved Invisibility or Shadow Door. Then, they cast Non-Detection, or they already have it applied. Then they start attacking you. You, the player, cannot really do anything to dispel their improved invisibility (with the one exception of trying a general dispel/remove magic, which is not realistic against e.g. liches with insane character levels), as you cannot target them with antimagic attacks such as Secret Word to remove the Non-Detection, and illusion/invisibility-removing spells do not work on them as a result of the Non-Detection. They're basically untargetable and undispellable. In my opinion, anti-magic attacks such as Secret Word *must* be able to penetrate improved invisibility in order to solve this glaring problem. I am not certain if it works the same way in the EEs, but there is a flag with ToBEx to allow spells to pierce improved invisibility, which I have enabled on the various anti-magic spells.

 

Hey Bartimeus, does this mean that you are going to release SRR to the public? *squeal like a schoolgirl*

 

Anyway, some bugs from BGEE install of SR V15

 

Some spell are not affected by deflection spells, in the specific: vitriolic sphere and burning hands. (I don't know if this is due to the new 2.5 opcode)

 

P.S. If you need help playtesting, I'm willing to help.

 

I'm not completely certain. I think I might, but I won't provide a proper release like I did with IR - it'll be more like, "hey, you can use this in the interim while we fix stuff with the official version! ...and if enough people like it for some of the other differences, maybe I'll keep posting updates, idk".

 

Those are area of effect spells. Not sure if that has something to do with it - truth be told, I've never looked at the "AoE spells are affected by spell deflection" component to see how that works.

 

incomplete bug list

2. Should they all be updated, though? For example, isn't detect evil thematically appropriate for paladins (as opposed to detect alignment)

3.They're different spells. I think the point was to just replace the occasionally useful zosa with the more often useful gow.

7. I'm wondering if haste (or even free movement) should protect against or remove the slow effect, honestly. It seems to me to be a kind of 'curse' effect, something you would need ' break enchantment' to deal with.

13. I'm weary of messing with spells utilized by the AI...

Glaring:

I agree with some of the points on this list (especially chill touch), but I think all but maybe number 5 go beyond bug fixing.

 

2. Possibly. Remove Fear is probably the other there, but Remove Fear actually already acts pretty much the same as Resist Fear, so probably just confirm that it's the same but let it keep its unique name and icon.

 

3. Well, that's why I said either make them the same or separate them. Right now, they're not the same. I also kind of hate the same spells being at different levels for different types of spellcasters (in this case, cleric get Gust of Wind at 3rd spellcasting level, while druids get it at 2nd), but that may just be me.

 

7. I think free action is supposed to protect against slow already. Improved Haste is supposed to as well, while the design intent from kreso was that normal haste and slow act as counters to each other.

 

13. I'm not particularly in this case, since the AI only cast them via contingencies. You overwrite the spell immunity with a duplicate of another similarly-functioning spell (as SR already does for a couple of them), and it makes no functional difference - but now they're actually casting real spells.

 

@Others: Yep, that's why they're under "glaring problems" instead. Technically speaking, MS9 is more of a "glaring problem" than bug, too, I suppose, :p.



#10 subtledoctor

subtledoctor
  • Modders
  • 2844 posts
  • Gender:Male

Posted 07 September 2018 - 06:12 PM

Regarding Improved Invisibility, just cast Detect Invisibility or True Sight, and you can target them.  What's the problem?
 

Almost all AoE projectiles that are not 30' are the wrong size. 65 is not '5 - 42 is. 200 is not 20', nor is 190 - 170 is.

My understanding is that projectile explosion/trap size should be set to ([desired effect radius] * 8)...
 

Some classes and their kits do not really have updated abilities. spcl212 (Paladins' Detect Alignment), spcl222 (Cavalier's Remove Fear), spcl231 (Inqusitor's Dispel Magic), spcl232 (Inquisitor's True Seeing), spcl732 (Priest of Helm's True Seeing), spcl742 (Priest of Lathander's Halt Undead), and possibly a few others.

I believe Demi specifically wanted to deal with kit abilities in KR, and he didn't want SR touching them.

That said, as I've expressed elsewhere, I think SR should make them match the changed spells, and then KR can change them again laer if it likes.
 

Gust of Wind/Zone of Sweet Air inconsistencies - either separate them into two different spells (pulse-like effect that lasts a few rounds for Zone a la True Seeing?), or make them the same.

I think ZoSA isn't supposed to exist? In which case there is no inconsistency.
 

Dispel Magic/Remove Magic inconsistencies. In vanilla, Dispel Magic is the one that targets everyone, Remove Magic is the one that targets only enemies, and SR tried to merge them into all being Remove Magic while calling all of them Dispel Magic, but it's all messed up, since both (arcane) spells are now called Dispel Magic, you can still learn both (but their scrolls don't stack), and the original functions of both are still in effect (and the Cleric and innates versions of Dispel Magic don't all act the same). Remove Magic is friendlier to AI (who may have bad targeting that can accidentally lead to them to hitting themselves if they cast Dispel Magic instead of Remove Magic) - therefore, probably make Remove Magic the default, but actually do it correctly.

Yeah this needs to be fixed.  Shouldn't be very difficult. 
 

Insect spells not properly protected against from the secondary effect. I recommend immunity to the secondary effect, but not the primary - essentially, if the AI cast insects upon someone protected by a Fire Shield, they will not be affected, BUT the insects will still spread to other nearby characters.

Is it possible to stop that?
 

Spell deflection spells should be updated via a patched in opcode for the EEs to make use of new EE 2.5 functionality.

Should be easy enough.
 

Vampiric effects (Larloch's, Vampiric Touch, etc.) should not affect a variety of creature types (illusory, golems, undead, etc.).

So annoying that there is such an easy way to make this happen, but it is EE-only so maybe not okay to use. :(
 

Spells not properly de-activated for the EEs (e.g. Protection from (Element), among other supposedly disabled spells - SR's hidespl.2da, in other words, is not working for the EEs...and I THINK needs updating for ToBEx games, too).

Should be easy enough.
 

AI continuing to exploit the existence of some Spell Immunities when the player cannot even access them. These should be replaced as possible (e.g. SI: Illusion with True Seeing, SI: Alteration with Ghostform, etc.).

I think this is fine.  It's beyond the abilities of anyone who has worked on this mod to script AI enemies to intelligently work with the changes wrought by the mod.  But if the changes are something like "Nondetecttion is the new SI:Div" or "Mind Blank is the new SI:Ench" etc., then the AI can use the old version while the player uses the new version... functionally, each can use the effect against the other, and it works fine.  I don't see a problem with this.
 

"The spin203.spl issue is on line 2924 of /spell_rev/lib/kreso_eestatSR.tph. Should be changed from "spwi203" to "spin105".

Already fixed in my version.
 

Free Action, Minor Globe of Invulnerability, and Globe of Invulnerability cause CTDs for non-EE users as a result of invalid opcodes.

Easy enough to fix.  Are these the only spells kreso put the EE-only opcodes into?
 

kreso_petrification.tph's is missing the "BUT_ONLY" flag in several places, causing many pointless overwrites.

I actually think I might have fixed this in my version as well... it sounds familiar.  I'll double-check.
 

Prevent Fire Shield-like effects from targeting allied characters (as misfires on friendly creatures as a result of casting spells in the nearby vicinity can occur).

Fore real?  I've never seen this.  How could that even happen?


Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#11 zenblack

zenblack
  • Members
  • 81 posts

Posted 07 September 2018 - 06:55 PM

SR has been abandoned by Demi for years.  If anyone thinks KR is ever going to come out without someone else doing everything then they are completely off their nut.  There is no reason not to fix Kit abilities.


Edited by zenblack, 07 September 2018 - 06:58 PM.


#12 Bartimaeus

Bartimaeus
  • Members
  • 427 posts
  • Gender:Not Telling

Posted 07 September 2018 - 06:59 PM

  1. Antimagic: Didn't I just say? Non-Detection protects against True Sight and Detect Invisibility. Though the vanilla (i.e. non-modded) version of this spell only gave the Non-Detection opcode (which was essentially protection against detection for the Stealth/Hide in Shadows class ability), SR's Non-Detection gives blanket immunity to illusion-detecting/dispelling spells such as True Sight. Without illusion-dispellers, and without anti-magic, you have no real way of countering this combo. Meanwhile, the AI just cheats and targets you through improved invisibility anyways. Screw that.
  2. Radius size: From my pretty extensive tests, and DLTCEP's measurements, and the original game's measurements, that is not true. Even if it were, that would mean *everything* is wrong. The accepted 30' radius, for example, is 256, which is 32*8. No, from everything I tested, 256 is 30', ~170 is 20', and ~85 is 10'. The unit size here is, of course, arbitrary - what exactly constitutes as "30 feet" in-game is meaningless. I'm just going by the game's established standards here. If SR wants to change the definition of what "30 feet" is, uh, okay, but pretty much everything is going to have to change to reflect that. I think it makes more sense to just go with the original measurements.
  3. Kit spells: Yep, agreed. Makes no difference for people who might use KR (not that KR was ever finished...) but it makes a difference for people that don't.
  4. GoW/ZoSA: Not quite. If that were the case, the original Zone of Sweet Air resource, SPPR318, should simply be a clone of Gust of Wind, SPPR218, and then be subsequently disabled. That is not the case on either counts. The original spell is enabled for clerics while the new level 2 spell is enabled for druids, and it is not quite the same spell.
  5. Insects: Of course - the spells were already designed to some extent with that in mind, but they specified the wrong resource. Instead of Fire Shield (and other similar spells) protecting against the secondary effect that's actually the spell that causes damage and spell disruption, it specifies the primary spell. This means if you target a Fire Shielded creature with Insect Plague, for example, the entire spell dies and none of the insects spread to other creatures. If, on the other hand, you target another creature NEARBY the Fire Shielded creature and the insects spread to them, they're not protected against it.
  6. Spell Deflection: Very, especially since the spell works perfectly fine if you have duplicates of the same spell level protection. Don't even have to remove the old one.
  7. Vampiric effects: No, it's pretty easy on non-EE games, too, via race-targeted "cast spell at target" .effs, and I've already done it. I did say that I've already fixed all of these problems, right? :p
  8. Spell Immunity: I don't like it because Secret Word et. al. target Spell Immunity when it should be a Breach that dispels their effects for the most part. Also, the inconsistency of the AI needlessly casting stuff it shouldn't have access to is a little perturbing, too. SRb15 (and prior versions) already replaces two of them to begin with with other spells, but it did not finish the job with the others.
  9. Invalid op-copdes: I *believe* so. I feel like I remember that there might have been one other. DLTCEP makes checking for this really easy, so I'll check a vanilla install of SR later.
  10. Fire Shield: I'm not one hundred percent sure, but I very specifically remember getting whacked by my own Call Lightning on that one IR cloak, and I was like, "Right, we're fixing that." I think it's because Fire Shield-like effects react to anyone doing any "harmful" action (attack or spell) against the shielded character within a 5' radius, and the game can misinterpret what exactly a harmful action is, particularly in the case of AoE spells. So I just played it safe and made it so that friendly creatures cannot be targeted by Fire Shield and the like at all - no getting accidentally hit by friendly AI's (or your own) Fire Shield, and no AI accidentally triggering YOUR fire shield and going hostile as a result, :).

Edited by Bartimaeus, 07 September 2018 - 07:11 PM.


#13 Bartimaeus

Bartimaeus
  • Members
  • 427 posts
  • Gender:Not Telling

Posted 07 September 2018 - 07:43 PM

I have updated the first post with SRR 1.00 for anyone who wants to use it (...and test it) for the time being. subtledoctor, you're more than welcome to look at it too and integrate anything you like - no need to ask or anything like that. I'll have some particular things I'll point out in a PM (such as the arcane version of the NPC Spellbook fixer) if you don't feel like bothering. For anyone who wants to use it, it installs like IRR: you extract the latest version of SR (b15 in this case) to your game directory, then you extract SRR on top of it. As with IRR, only files that have been changed are included. I may make a complete list of "design changes" if people are that interested, otherwise it's just for use as-is for the time being until a new version of SR. Also, like IRR, no language besides English for now, :(.


Edited by Bartimaeus, 07 September 2018 - 08:05 PM.


#14 kjeron

kjeron
  • Members
  • 136 posts

Posted 07 September 2018 - 08:05 PM

  • Radius size: From my pretty extensive tests, and DLTCEP's measurements, and the original game's measurements, that is not true. Even if it were, that would mean *everything* is wrong. The accepted 30' radius, for example, is 256, which is 32*8. No, from everything I tested, 256 is 30', ~170 is 20', and ~85 is 10'. The unit size here is, of course, arbitrary - what exactly constitutes as "30 feet" in-game is meaningless. I'm just going by the game's established standards here. If SR wants to change the definition of what "30 feet" is, uh, okay, but pretty much everything is going to have to change to reflect that. I think it makes more sense to just go with the original measurements.
It had no standards - spell descriptions were copied straight from their source material. In game it ranged from 3.57 units per foot, to 28.57 units per foot, but most often around 8.5 units per foot, which was still wrong. The descriptions have mostly been fixed in the EE's, albeit with some rounding.

16 horizontal pixels = 1 foot
12 vertical pixels = 1 foot

Projectile trap/explosion size is based on horizontal distance, 16 = 16h pixels = 1 foot radius
80 = 5' radius
256 = 16' radius
448 = 28' radius (max engine can handle for repeating AoE's)
480 = 30' radius

Visual/Script Range = 448h/336v pixels (28 feet) (I don't know why it's often listed as 30')
Spellcasting Range = 16h/12v pixels (1 foot) per unit
Opcode 262 (Visual Range) = 32h/24v pixels (2 feet) per unit

The one thing that is 30' (480h/360v pixels) is PC movement rate per round, at least in original BG1, BG2 bumped it up by 50% to 45' per round.

#15 Bartimaeus

Bartimaeus
  • Members
  • 427 posts
  • Gender:Not Telling

Posted 07 September 2018 - 08:26 PM

Holy cow! 480' is gigantic. Aren't fireballs and the like incredibly huge with that? That's nearly twice as big as vanilla BG2's (airquotes) 30' (/airquotes) fireball.

 

(e): Suffice to say, I just went what I *thought* were the BG2 standards. :p I'd rather change the numbers displayed in the text than let fireballs be 480. You would barely be able to cast that without hitting yourself even at max range!

 

(e): Okay, I get it now. SR completely screwed up what it called everything. For some reason, it called 15' 30', and that's where it all started going downhill from there. I'll have to re-review all that.


Edited by Bartimaeus, 07 September 2018 - 08:36 PM.




Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users