Rathwellin the Bard's Content
There have been 375 items by Rathwellin the Bard (Search limited from 17-May 23)
#116011 Bugs for v1.x
Posted by Rathwellin the Bard on 13 May 2004 - 03:03 AM in Refinements
#116040 Bugs for v1.x
Posted by Rathwellin the Bard on 13 May 2004 - 06:25 AM in Refinements
#115795 Bugs for v1.x
Posted by Rathwellin the Bard on 11 May 2004 - 08:07 PM in Refinements
I know that you need a break Littiz. If this doesn't get fixed this time then maybe next.....
#113171 Bugs for v1.x
Posted by Rathwellin the Bard on 29 April 2004 - 06:34 AM in Refinements
Le me be clear.Again, this is not caused by ES. This happens with many spells if cast during Time Stop. Simply cast a few of them, walk away, and they will fire from/on their casting position, not from/on the caster.Inside Timestop, if the caster moves, the Energy Storm intial animation appears where the sorcerer first stood, not where he was when the ability was used
1. Cast Timestop.
2. Move.
3. Cast new spell.
When I do this with Magic Missile it looks like the missile starts at the caster's new position.
When I do this with ES it looks like the ES starts where the Timestop was first cast. I haven't seen that with any other spells yet.
Not really, only in Time Stop. Normally, if a target gets hit by the Wing Buffet effect, the knockback distance ends before the target would leave the AoE of ES. Yet if you cast this during TS, the blowbacks are stacking, and the result will be as you described.The 'blowback' effect is too strong. When used outside of Timestop most foes are knocked outside the damage area.
I was looking at the spell last night in DLTCEP. I didn't have a lot of time but at first glance it looked like the radius was 30.
TG I tested several times inside & outside a Timestop. Even outside of it most of the Raders got blown out of the damage radius every time.
PS. LOL at you being back. I was beginning to think that your post-birthday party hangover had finally gotten to you.
#112891 Bugs for v1.x
Posted by Rathwellin the Bard on 27 April 2004 - 09:26 AM in Refinements
Almost as fast as you are at producing spam!Hey, at least I am quick in killing bugs
B)
#119742 Bugs for v1.x
Posted by Rathwellin the Bard on 27 May 2004 - 06:14 PM in Refinements
#120087 Bugs for v1.x
Posted by Rathwellin the Bard on 29 May 2004 - 12:43 PM in Refinements
#163101 Bugs for v1.x
Posted by Rathwellin the Bard on 16 October 2004 - 05:14 AM in Refinements
Edit - Interestingly this problem has gone away (as has a strange bug where all of Aerie's 3rd, 4th, & 6th level spells were being un-memorized). Only change was that I used the Machine of Lum to raise her Wis to 17. Anyhow I see the 'spell immunity' like buttons now.
#160533 Bugs for v1.x
Posted by Rathwellin the Bard on 07 October 2004 - 04:38 AM in Refinements
:nana:
#156487 Bugs for v1.x
Posted by Rathwellin the Bard on 25 September 2004 - 07:21 PM in Refinements
#142417 Bugs for v1.x
Posted by Rathwellin the Bard on 16 August 2004 - 04:06 AM in Refinements
First to answer your question I was talking about after she had reached mage level 11 and the Thief/Swashbuckler class had reactivated.
I tested again this weekend and she *did* get the bonuses.
What I *think* happened is that I had Shadowkeeper open (though was not actually editing a game) when Imoen reached 11th level the first time. I had known that I was going to have to edit Imoen anyway. I was planning on shifting her proficiencies and thieving scores slightly to match the TuTu game I had played. I think that having SK open interfered with your script or something else in the game.
Haven?t had time to test and confirm but I?m willing to bet that this was it.
Just for the record why did Imoen need a hidden kit to begin with?
Also general feedback. I don?t like Imoen?s new colors. Black & Gold or Purple & Gold look much better on her IMO. I am using a modded picture for her though, the black copy from http://www.shsforums...opic=9086&st=61.
In my TuTu game and here I also set her to ** in Daggers instead of * in Shortsword. She was lethal with this setup & in BGII I will have her using a buckler and the Flametooth Dagger.
#112883 Bugs for v1.x
Posted by Rathwellin the Bard on 27 April 2004 - 08:54 AM in Refinements
Isn't CF +5 part of Wes' Item Upgrade mod?I don't remember if I intended to leave that as usable or not.
I do remember that I've always considered CF +5 more than a bit cheesy...
Might be a simple redundant flag anyway, there are many, alas.
For example, all the katanas originally have a REDUNDANT shapeshifter flag... it is redundant, since katanas are already unusable by druids, and druids cannot dual. I had to remove it via WeiDU, since the shapeshifter's is one of the 4 UNUSABLE values used by the Sword Angel...
Druids can dual class to fighter and fighters can dual class to druid ... I've played a Kensai/Druid dual before &, via shadowkeeper, a dual Fighter/Shapeshifter. And it is very possible to have a Shapeshifter dual class to a pure fighter.
That's one of the balancing issues I have with the current Shapeshifter changes. With Refinements limiting a Shapeshifter to just one change it makes tons of sense to get to level 13 or 15 as a Shapeshifter & then dual over to fighter. It would make a heck of a powergamer character.
Not really as on topic here, but I always tweak my 2da files so that my druids can be NG, NE, LN, CN, or TN like 3rd ed and there may be mods out there that do this as well.
#112836 Bugs for v1.x
Posted by Rathwellin the Bard on 27 April 2004 - 05:19 AM in Refinements
At this point I'm compelled to point out that:The GWW are not immune to all non cold-iron weapons neither in BG2, neither in PnP AD&D. Only Anath has such an immunity and the developers introduced it probably because killing Anath would have affected the plot.
1. Anath is a Wolfwere *not* a Werewolf.
2. Shapeshifters are Werewolves not Wolfweres.
3. Speculation on the intentions of the developers is pretty much just that - speculation. It's worth noting though that, in general, other methods were used to protect plot critical characters. And for the record Anath is not critical to the plot IMO.
4. I can hardly speak for Littiz & TG, but from what I have seen the intention of Refinements is *not* to make BGII into a more PnP 'pure' AD&D game and thus PnP stuff has limited bearing on the mod. Perhaps one of them will clarify.
5. I think that we've gone *way* beyond bugs at this point. I move that further balance discussion of GWW be moved to a new topic.
#112081 Bugs for v1.x
Posted by Rathwellin the Bard on 23 April 2004 - 06:49 AM in Refinements
#112091 Bugs for v1.x
Posted by Rathwellin the Bard on 23 April 2004 - 07:46 AM in Refinements
Almost certainly. The game attempts to match the level of the NPC to the PC. So if the PC is a Thief, Bard, or Druid the NPCs will start with insanely high XP.Just noticed that Aerie started with 900,000 exp as well. Minsc, Jaheira, and Yoshi were normal. I checked the Virtue and Refinements readme's again, but did not find any mention of that. Is this because of how the game is recognizing the PC's level, and attempting to match it?
#111676 Bugs for v1.x
Posted by Rathwellin the Bard on 21 April 2004 - 08:08 PM in Refinements
It's late in the game, but maybe for version 2 I could send you some suggestions for re-wording a few things. I would offer to do so now but I fear the backlash should you actually accept and this deay v1.It 's called magical damage and gets even its entry in the resistances' list.I figgured that this was the case & that's why I included the HLA quote. It seems to imply that *all* spell damage is protected against. I suspected the the language could be 'refined' a bit in the readme.
No need to correct. There are worse ambiguities throughout the game.I know that people will attempt to do the most illogical things (and crazy mess) when using a game or a mod. This doesn't mean I have to sit down and attempt to list them all, and provide countermeasures for everything.I strongly suspected that this was the case as well based on the general readme ... but again it's not really spelled out. I just *know* that folks are going to install the mod and ask about this very thing.
After all it's my free time, and it's even running short. Users are invited to use their brain, and things will work fine (it's also common knowledge that using an old savegame and new content from a mod is not a guaranteed_to_work combo).
That said, I might add a little note that it's better to start a new game somewhere, but I hate to alter the docs since this require proofreading every single time.
Still, it'd seem like a wasted effort... I think we already have one of the most detailed set of documentation included in a mod, and people will hardly read it, I'm sure.
You do have a *great* set of docs. Better than most mods, you are correct. Like everything else the quality of your guys work shows.
#110769 Bugs for v1.x
Posted by Rathwellin the Bard on 18 April 2004 - 11:28 AM in Refinements
What I think I'm suppose to get:
This ability creates a magic flute made of pure magical energy. When played, the flute can produce enchanting notes that quickly affect the target creature, emulating the effects of one of the following spells:
Power Word, Sleep - 3 charges
Power Word, Silence - 2 charges
Power Word, Blind - 1 charge
What I am getting:
Power Word, Sleep - 1 charge
Power Word, Silence - 1 charge
Power Word, Blind - 3 charges
I also don't seem to be able to target anyone with these 'power words' the way I can with a normal PW spell. I click on the item spell icon & I hear a 'playing' noise while a charge is used but I don't get to pick a target. Is this also a bug or does the MF power word affect everyone in an area?
#110709 Bugs for v1.x
Posted by Rathwellin the Bard on 18 April 2004 - 05:43 AM in Refinements
I figgured that this was the case & that's why I included the HLA quote. It seems to imply that *all* spell damage is protected against. I suspected the the language could be 'refined' a bit in the readme.Which happens to be fire damage, not magic damage...Does not protect against the damage done by Incendiary Cloud.
Grabbed one of my few old savegames that made it to the new PC.
In one Jan was at around 6.5 mil XP. CLUAed him to 7.5. The Death Field HLA was not greyed out and I was able to pick it for him. The spell did not appear in his spell book.
Jan also alreay had Dragon's Breath from the orginal HLA however he was able to pick it again from your ToBR HLA table. The spell now appears twice in his spellbook.
Please, let's try to do some more serious reports...
How can you expect our new HLA system to work with savegames that already have messed with the old system?
The Jan's problem should be solved with a new game as well.
I strongly suspected that this was the case as well based on the general readme ... but again it's not really spelled out. I just *know* that folks are going to install the mod and ask about this very thing. And since the mod is called ToB Refinements what about the folks who start a 'new' ToB game using an SoA Final Save? In my last two SoA games my PCs topped out at between 4 & 5 mil XP.
You should get a feedback message like that:The character goes through the motions of ?casting? and burns the use of the second ability but does not manifest it.
"You cannot use this ability while Idol of Frost is active."
Hasn't it appeared?
This is the only possible solution (the other option is to disable all innate spellcasting).
This is also the solution used for many of the original BG2 spells to prevent unlegal stacking. It's not an issue for me, that's the way the game works...
Nope, I didn't see the feedback. That would have made things clear.
In any case, Version 1 is closed by now
Famous last words!
Anyway saw another potential bug last night.... EDIT nevermind. Sigh. Sorry.
#112103 Bugs for v1.x
Posted by Rathwellin the Bard on 23 April 2004 - 08:35 AM in Refinements
Heh he he. Have you ever gotten that bug when Anomen accidentaly gets assigned the huge head portrait? His head is so big that you can only see a portion of it in the box. It's easily fixed with SK but is sooo funny!Anomen does not need his head bigger than it is after all. Especially with a female PC. She may turn into a WW and eat him.
#112125 Bugs for v1.x
Posted by Rathwellin the Bard on 23 April 2004 - 09:35 AM in Refinements
Sorry people, I've changed it and there's no turning back.
Shapeshifting works like this now:
WW is not immune to weapons
GWW is immune to normal weapons
After Feral Spirit:
WW is immune to normal weapons
GWW is immune to non-cold iron weapons
So, GWW with Feral Spirit is exactly the same juggernaut as before.
I've also fixed the issue with multiple Natural Forms.
It remains the sleep problem.
Well, it *is* a problem, I'll probably be forced to use immunity to sleep.
It wouldn't seem a big issue anyway, and would balance things up again.
Think that a spirit connected to the animal side cannot be doomed that easily when shapeshifted
How do you identify 'non-cold iron weapons'?
And I thought that Werewolves were vulnerable to *silver* not iron....
Questions aside the changes look fine to me.
#112823 Bugs for v1.x
Posted by Rathwellin the Bard on 27 April 2004 - 04:40 AM in Refinements
#112620 Bugs for v1.x
Posted by Rathwellin the Bard on 26 April 2004 - 06:57 AM in Refinements
Your Shapeshifter shouldn't be in GWW *every* battle.EEk! Seems like most everyone in ToB would not be able to hurt them!Heck I would probably be OK with +3 or less.
Since GWW is useable 1x per day *and* your Shapeshifter can't talk or cast spells in this form it has to be used with care IMO. So if you choose to go to GWW in a particular battle then there should be some benifit.
If shapeshifters still got the 7x per day shifts that they had pre-refinements I would agree that power levels would need to be less. But as is I don't really see a problem.
#112144 Bugs for v1.x
Posted by Rathwellin the Bard on 23 April 2004 - 09:58 AM in Refinements
Are you playing a fighter / shapeshifter of some sort?Shapechanged WW still get the shield bonus as well. Throw a Shield of Harmony on her, and she is unstoppable.
I've done the Fighter 7 / Shapeshifter before and was able to use shields ... but never as a vanilla Shapeshifter.
#112135 Bugs for v1.x
Posted by Rathwellin the Bard on 23 April 2004 - 09:46 AM in Refinements
Interesting. thanks for the info.Most of the 'silver' weapons in the game are also flagged as being cold-iron. Not at all accurate to any sense of reality, but I guess the developers didn't want to make the distinction.
To clear things up, most weapons are non-cold iron. If you really want to know, I can probably dig up a list of which items are flagged as cold iron, since I was thinking of doing something with the weapon immunities for .cre editing at one point.
I would appriciate that.
#110649 Bugs for v1.x
Posted by Rathwellin the Bard on 17 April 2004 - 09:04 PM in Refinements
When using one of the 4, become one with magic aura abilities, i.e. Aqua Mortis, Idol of Frost, etc. it is possible to select a second one from the special ability bar. The character goes through the motions of ?casting? and burns the use of the second ability but does not manifest it.
I?m pretty sure that only one ?aura? at a time should be active, but it?s a bit deceptive that you can still appear to select a second one. Any way to disable this or have the first one canceled and the second one activated when this situation arises?
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