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IR v4 Beta (last update 20 June 2017)


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.-Is it intended that speed bonuses from items don't stack?

I don't know if that's intended, probably not, but these bonuses simply can't stack so...

 

Ok, i had not thought of that. Does it stack with monk's bonus, haste and oil of speed?

 

It's a seperate issue. Anything that adds apr will lower your speed factor, since the engine needs to squeeze all apr in 6 seconds window.

So your overall speed factor will be better the more apr you have. If monks get innate speed factor increase, then no, it won't stack with it.

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.-Is it intended that speed bonuses from items don't stack?

I don't know if that's intended, probably not, but these bonuses simply can't stack so...

 

Ok, i had not thought of that. Does it stack with monk's bonus, haste and oil of speed?

 

It's a seperate issue. Anything that adds apr will lower your speed factor, since the engine needs to squeeze all apr in 6 seconds window.

So your overall speed factor will be better the more apr you have. If monks get innate speed factor increase, then no, it won't stack with it.

 

I was talking only about movement speed bonus. Sorry if that wasn't clear. Kreso, since you know the engine well, an offtopic question: do you know how difficult it would be to mod the added Beamdog content out of the EEs? I like the engine refinements but i think every single content addendum (NPCs, items,..) sucks majorly. Static content shouldn't be a problem but i think of scripts, triggers and global variables, can they be just removed or ignored without ill effect? And is there hardcoded "enhancement" involved?
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.-Is it intended that speed bonuses from items don't stack?

I don't know if that's intended, probably not, but these bonuses simply can't stack so...

 

Ok, i had not thought of that. Does it stack with monk's bonus, haste and oil of speed?

 

It's a seperate issue. Anything that adds apr will lower your speed factor, since the engine needs to squeeze all apr in 6 seconds window.

So your overall speed factor will be better the more apr you have. If monks get innate speed factor increase, then no, it won't stack with it.

 

I was talking only about movement speed bonus. Sorry if that wasn't clear. Kreso, since you know the engine well, an offtopic question: do you know how difficult it would be to mod the added Beamdog content out of the EEs? I like the engine refinements but i think every single content addendum (NPCs, items,..) sucks majorly. Static content shouldn't be a problem but i think of scripts, triggers and global variables, can they be just removed or ignored without ill effect? And is there hardcoded "enhancement" involved?

 

Again, it depends on value used. With IR, MS bonuses do stack with each other, so with monk's innate boost as well. I don't have a clue about EEs. Few years ago a list was made of new items, but afaik nothing was done with them. Fwiw, if you leave out new NPCs, you'll see very little, if any, new items.

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Thank you! :)

 

Again, it depends on value used. With IR, MS bonuses do stack with each other, so with monk's innate boost as well.

You say they stack with each other but if i put Arla's Dragonbane and Traveller's Robe on i can't see any difference to only Traveller's Robe. I counted but this might be too inaccurate. Edited by Incantatar
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The elementals summoned by the rings of elemental control are totally different to those summoned by SR spells. They don't have a script and lack correct statistics. I'd say instead of sumelfir.cre use elfirsu1.cre in case of the Ring of Fire Control (ring27.eff) likewise for the other two.

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Updated to v4b9. Changelog:

 

- Fix bug with halved specialization options in Multiclass Divine component preventing changes applying to Cleric/Mages and Cleric/Thieves

- Fix helmet detection in Revised Critical Hits component

- Update French translation

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K'logarath's "Slicing" effect (save vs. death or take an extra 2D6 slashing damage) actually does crushing, not slashing.

 

(e): Belt of Inertial Barrier has an undocumented 50% penalty to move speed in its "Inertial Barrier" effect.

 

(e): Some of Bracers of Blinding Strike's unique ability's effects are set to a duration of 20 instead of the 18 they're supposed to be.

 

(e): After all these years, Ring of Human Influence STILL targets the caster instead of the target...hah.

 

(e): Werebane says it gains +4 to damage against vampires and werewolves, but only gets a +2 vs. the vampires.

 

(e): Werebane also doesn't seem to have a melee variant...and I don't mean just a DAGG09A and DAGG09B: it has no melee abilities of any sort even on DAGG09.

 

(e): Werebane also seems to have an undocumented +1 to APR, unlike all other (enchanted?) throwing daggers.

 

(e): Throwing Axe (non-enchanted) has a melee attack, yet doesn't mention it in the description like other throwing axes that you can also use in melee.

 

(e): Dagger of the Star's Stardust effect (DVSTDUST) does not provide a save for any of its effects, contrary to its description.

 

(e): Dagger of the Star +5's main variant is the melee version, unlike every other throwing dagger in the game. Not a big deal, just a minor inconsistency. It also doesn't seem to have a B variant, but I am guessing that is because DotS +5 is a forged item by Cespenar and has 0 lore to identify (meaning it's automatically identified without examining it), which appears to be reasoning behind having B variants (instead of just using the base variant when you switch back from the A variant, so you don't have to re-identify the item every time you switch variants). (e):Crom Faeyr's main variant is also melee only, too...hm.

 

(e): Asp's Nest's poison effect appears to be wonky, at least it appears to be to me. Type 0(?) poison effect with 40 damage over a duration of 40. Shouldn't this be type 3, value 3, duration 120 based on the description?

 

(e): Suryis's Blade's staggering effect seems to set the target's APR to 0.5 instead of decreasing it by 0.5 (unless TobEx changes the functionality of this opcode, anyways). I am not sure if there is a valid decrease by 0.5 value for that opcode, though. Perhaps type 2 value 6 for something more workable?

 

(e): Drowcraft Shield +3 only gives 5 AC in the main base IR component. Shouldn't this be 6? Base shield is 1, +3 for enchantment is 4, Drowcraft AC bonus is +2 is 6. Unless the "Drowcraft" AC bonus is inexplicably only +1 for shields, I guess. Personally, I think the Drowcraft text should be revised to be more clear, like " Drowcraft: +1 bonus to AC".

 

(e): Blackmist's unique ability does not mention a save vs. spell, when in fact, it does allow for one. (e): Also, it doesn't mention a duration, which it probably should, considering it's 10 turns.

 

(e): The Wave mentions a Fire Eating ability that kills various types of fire entities upon the Smashing Wave effect hitting them - however, this death effect is actually only applied to the melee attack, not the Smashing Wave spell. As such, it will only attempt to kill the one directly hit by your melee attack when a Smashing Wave goes off, nobody else. This is not what the item description suggests.

 

(e): Dwarven Thrower's description suggests (or at least I think it does) it does an extra 1D4(+1?) base damage when thrown, but it actually does 2D4 even in melee. Dwarven Thrower's variant switching ability has the wrong icon - should be IHAMM06, not IHAMM07.

 

(e): Runehammer +4's "Champion's Strength" uses the SPPR513B (Righteous Magic) icon instead of the SPPR507B (Champion's Strength) icon.

 

(e): Cloak of the Wolf's special ability should *probably* use the SPIN155 icon, a la other Polymorph abilities from items.

 

(e): Armor of Missile Attraction +3 mentions being studded leather, but the armor class specified in its description (5) suggests leather armor. However, the actual given AC bonus appears to be 4, so it does seem to be studded leather.

 

(e): Karajah's Leather Armor +3 says it gives a +2 bonus vs breath, but it actually gives +3.

 

(e): Skin of the Ghoul's description lists strength requirement and weight for leather armor instead of hide armor, but actually has hide armor's in reality.

 

(e): Aeger's Hide seems to have some sort of raging effect on it that is not listed in its description?

 

(e): Wyvern's Tail and Iron Bow of Gesen just say "THAC0: +x" instead of "+x bonus". Similarly, Runehammer (both +3 and +4) do not have "bonus" after the Magic Resistance, either.

 

(e): Orc Leather +2 has 15 weight instead of 20 (and also an enchantment level of 3 instead of 2, but that doesn't really matter, I don't think).

 

(e): Book of Infinite Spells allows you to cast invisibility (MISC3A1) on somebody from a range of 25 away. Probably a bug. (e): Also, the Book of Infinite Spells casts the priest variant of True Sight (MISC3A3) instead of the wizard. Its range and targeting is also wrong. (e): Same with the Wyvern Call variant (MISC3A6), the Fireball variant (MISC3A), and the Stinking Cloud variant (MISC3A7) - these last two should be cast spell at point with area targeting, not cast spell at target with creature targeting.

 

(e): Methild's and Azlaer's Harps can be used by Cleric/Fighters, for some reason.

 

(e): Unholy Reaver says it does +6 damage to creatures of good alignment, but it looks like it actually only does 5?

 

(e): Cloak of the High Forest gives saving throws and AC bonus instead of elemental resistances or spell immunities, regeneration is every 20 seconds instead of every 12

 

Staff of the High Forest gives the spell immunities that are supposed to be on the cloak, does not give casting speed bonus...also gives immunity to entangle

 

Jansen Spectroscopes gives undocumented immunity to blindness, detect invisibility ability is weird and should be looked at

 

Firecam Armor has 50% magic damage resistance instead of listed 40%

 

Sword of Arvoreen has enfeebling says duration 6 in the description, actually is 12

 

(e): Chaos's (NPSW06) wounding effect is every 3 seconds instead of every 6, and does 1 damage, not 2. Should probably just use one of the standard bleeding spells (e.g. dvbleed2). Probably not a bug, but along with a few other items' effects, like Angurvadal's Incendiary effect, could probably be explained better in the description.

 

(e): Corthala Family Armor's flavor description mentions charm immunity, but the actual equipping effects do not

 

(e): Doomplate doesn't seem to get the touted -5% penalty to thieving skills(?)

 

(e): Ring of Djinni Summoning (RING26) has incorrect targeting.

 

(e): Wand of Sleep says duration 60, actually is 30.

 

(e): Web Sack has the wrong icon for its ability - should be IWAND14, not IWAND13.

 

(e): SLNG06 has icon ISLNG02 for its extended effect instead of ISLNG06.

 

(e): Backbiter's self-damage effect is a flat -3 instead of the 1D6 it purports. Unsure why opcode 12 with self-targeting isn't used here.

 

(e): Staff of Thunder & Lightning's "Lightning & Thunder" ability saves vs. wands, not spell...and at an unmentioned -2 penalty for the damage.

 

(e): DVEMPATY (Staff of the Woodlands' "animal empathy" charm effect) is a little messed up - the charm opcode does not have any penalty contrary to the description, but the other two opcodes do. It also wouldn't hurt to have the description to state the length of the charm effect.

 

(e number eleventy billion): STAF15 uses the wrong icon for its Gust of Wind ability? Maybe? I would've expected it to use SPPR318B here, not whatever it's using now.

 

(e): Staff of Fire's Incendiary effect has a very minor bug - the second flame animation plays at delay 6 instead of delay 12.

 

(e): Staff of Rhynn has the wrong icon for its Greater Malison ability - should be SPWI412B, not SPWI326B.

 

(e): Serpent Shaft does not provide a save for its Viperous effect(!). You know, the one that does 120 damage in 12 seconds...

 

(e): Actually, Ravager doesn't for its Viperous effect, either! Yikes!

 

(e): Moon Blade gives +50% fire resistance instead of the 40% in its description.

 

(e): Arbane's Sword has an unmentioned Haste special ability. This is not its "Hastening" combat ability.

 

(e): Dragon Slayer has an undocumented "courage aura" of some sort.

 

(e): DVBRNWND.spl (Blade of Searing's combat ability) seems a little off - other wounding effects work by delaying the first bit of bleeding damage by 6 (presumably to simulate "bleeding out"), but Burning Wounds here does immediate damage instead.

 

(e): Shazzelim should *probably* be immunity to silence instead of straight up vocalize, as it can be used to cure silence in the middle of battle as it is right now.

 

(e): Celestial Fury's Batto's deafness opcode gives a -1 penalty to save, unlike all the other effects.

 

(e): Boots of Elvenkind do not have the abilities described, and instead just give +1 to dexterity, +25% to stealth, and immunity to entangle.

 

(e): Warblade's listed weight is 12, but it's actually 11.

 

(e): DVDISPEL (Carsomyr's dispel ability): mismatched save penalties between the different opcodes.

 

(e): Base IR Storm Stars have two better speed factor than they should.

 

(e): DVWITHER (Spear of Withering "Contagious" effect) seems to do 2 damage per second instead of the listed 1.

 

(e): Sensate Amulet gives +2 to Charisma, not +1.

 

(e): Spider's Boots of Stealth do not give the stealth bonuses, and have some sort of messed up special ability.

 

(e): Sling of Seeking does not giving the Seeking bonus, and still seems to be a Sling +2 for all intents and purposes.

 

(e): Malakar's "Keen" ability should be under combat abilities, not equipped abilities, per other items that describe the effect.

 

Malakar's Companion, WAWAK, should have 1 speed factor in base IR, not 0.

 

Web Sack mentions a -2 penalty to save vs. breath, but doesn't actually give one.

Edited by Bartimaeus
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Hi Demi.

I found an error with the Gauntlets of Weapon Specialisation. While the text states that they give +2 dmg, that damage is not actually added to the characters damage. They still give the benefit of +1 THAC0, but not the damage bonus.

 

I could be wrong, but I am pretty sure the Gauntlets of Weapon Specialization don't exist in IR. They are replaced by, what, Gauntlets of Parrying? Gauntlets of Weapon Expertise (perhaps the one you're thinking of?) and Gauntlets of Weapon Mastery still exist, though. As an aside, the damage definitely works on GoWE, as I just took the base IR item but changed the bonus to 100, loaded up a game and added them and attacked someone, and did over 100 damage. So it's working just fine.

 

Added more bugs to my previous post, by the bye.

Edited by Bartimaeus
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