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Oct 2 2020, 05:40 AM
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#121
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Forum Member Posts: 226 Joined: 26-May 15 |
The reason was that in vanilla EE the enrage abilities apply a spell state the sword relies upon to trigger the increased critical hit range. The spell state was missing from the versions of abilities modified by IA. That was fixed, the sword now works properly (see screenshot https://ibb.co/PxyndnQ). Link to the patch: https://github.com/critto-bg/ImprovedAnvil/...92977d577d204a1 Thanks critto for looking into it!So the sword does a critical hit now when rolling a 18 and being enraged? Can i do something to update my current installation? QUOTE I don't really know why the cold damage does not strike on a roll of 20. I've had it work successfully on a roll of 20 (see attached screenshot). Another strange thing is that the sword should have applied Slow on the occasion where the cold damage triggered successfully on a roll of 19. But werewolves might be immune to the Slow effect and partially resistant to cold for some reason and thus we're not seeing that particular thing happening. I will test a bit more on other creatures.
This post has been edited by Azoth: Oct 2 2020, 05:42 AM |
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Oct 2 2020, 05:50 AM
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#122
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
QUOTE So the sword does a critical hit now when rolling a 18 and being enraged? Yes, now it should.QUOTE Can i do something to update my current installation? Download the two SPL files at this link https://github.com/critto-bg/ImprovedAnvil/...92977d577d204a1 (there's a "..." -> "view file" on the right side of each one, then you'll find the "download" button). Put them at specified locations inside the mod's folder, replacing the existing ones, and re-install IA. QUOTE My party is at 1.2M XP and i almost didn't feel that the troll wave was IA content. Which troll wave we were talking about exactly here? |
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Oct 2 2020, 06:24 AM
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#123
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Forum Member Posts: 226 Joined: 26-May 15 |
Which troll wave we were talking about exactly here? The one controlled via the Proximity Trigger and SPWNTROL.BCS in AR1302.ARE: CODE IF OR(2) XPGT(Player1,1649999) Global("Iahardmode","GLOBAL",1) XPLT(Player1,2350000) Entered([ANYONE]) THEN RESPONSE #100 CreateCreature("troll01",[-1.-1],S) // Troll CreateCreature("trolgi01",[-1.-1],S) // Giant Troll CreateCreature("trolgi01",[-1.-1],S) // Giant Troll CreateCreature("trolsi01",[-1.-1],S) // Spirit Troll CreateCreature("trolsp01",[-1.-1],S) // Spectral Troll CreateCreature("trolsp01",[-1.-1],S) // Spectral Troll END The additional trolls joining TorGal have been a nice challenge. Well done. |
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Oct 18 2020, 08:42 AM
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#124
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Forum Member Posts: 226 Joined: 26-May 15 |
A question to the Umar encounter. Why are there the code blocks with GlobalLT("Ialord","LOCALS",6) and GlobalLT("Ialord","LOCALS",8)? They look redundant to me...
edit: ah ok. it makes a difference if main char is ranger or not. But i doubt that 6 or 8 times the skeletons makes a difference S!UMAR.BCS: CODE IF
Allegiance(Myself,ENEMY) ActionListEmpty() !GlobalTimerNotExpired("Iasummons","LOCALS") !HPLT(Myself,1) !Class(Player1,RANGER_ALL) XPGT(Player1,3799999) See([PC]) GlobalLT("Ialord","LOCALS",8) THEN RESPONSE #100 IncrementGlobal("Ialord","LOCALS",1) SetGlobalTimer("Iasummons","LOCALS",FIVE_ROUNDS) CreateCreatureObjectEffect("S!skelwl","SPFLESHS",LastSeenBy(Myself)) // Skeleton Warlord CreateCreatureObjectEffect("S!skels","SPFLESHS",Myself) // Skeleton Lord CreateCreatureObjectEffect("S!skels","SPFLESHS",Myself) // Skeleton Lord END IF Allegiance(Myself,ENEMY) ActionListEmpty() !GlobalTimerNotExpired("Iasummons","LOCALS") !HPLT(Myself,1) Class(Player1,RANGER_ALL) XPGT(Player1,3799999) See([PC]) GlobalLT("Ialord","LOCALS",6) THEN RESPONSE #100 IncrementGlobal("Ialord","LOCALS",1) SetGlobalTimer("Iasummons","LOCALS",FIVE_ROUNDS) CreateCreatureObjectEffect("S!skelwl","SPFLESHS",LastSeenBy(Myself)) // Skeleton Warlord CreateCreatureObjectEffect("S!skels","SPFLESHS",Myself) // Skeleton Lord CreateCreatureObjectEffect("S!skels","SPFLESHS",Myself) // Skeleton Lord END IF Allegiance(Myself,ENEMY) ActionListEmpty() !GlobalTimerNotExpired("Iasummons","LOCALS") !HPLT(Myself,1) !Class(Player1,RANGER_ALL) XPLT(Player1,3800000) See([PC]) GlobalLT("Ialord","LOCALS",6) THEN RESPONSE #100 IncrementGlobal("Ialord","LOCALS",1) SetGlobalTimer("Iasummons","LOCALS",FIVE_ROUNDS) CreateCreatureObjectEffect("S!skels","SPFLESHS",LastSeenBy(Myself)) // Skeleton Lord CreateCreatureObjectEffect("S!skels","SPFLESHS",Myself) // Skeleton Lord END IF Allegiance(Myself,ENEMY) ActionListEmpty() !GlobalTimerNotExpired("Iasummons","LOCALS") !HPLT(Myself,1) Class(Player1,RANGER_ALL) XPLT(Player1,3800000) GlobalLT("Ialord","LOCALS",4) See([PC]) THEN RESPONSE #100 IncrementGlobal("Ialord","LOCALS",1) SetGlobalTimer("Iasummons","LOCALS",FIVE_ROUNDS) CreateCreatureObjectEffect("S!skels","SPFLESHS",LastSeenBy(Myself)) // Skeleton Lord CreateCreatureObjectEffect("S!skels","SPFLESHS",Myself) // Skeleton Lord END This post has been edited by Azoth: Oct 18 2020, 08:45 AM |
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Oct 18 2020, 08:35 PM
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#125
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
I have never studied the code for this encounter personally. There might be some bigger idea behind idea, but I doubt it.
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Oct 25 2020, 08:16 AM
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#126
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Forum Member Posts: 226 Joined: 26-May 15 |
Was the Scroll of Memory Boosting removed from Perth the Adept in IA 6.52?
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Oct 26 2020, 02:53 PM
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#127
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
I don't remember him ever having it.
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Oct 26 2020, 06:16 PM
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#128
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Forum Member Posts: 226 Joined: 26-May 15 |
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Oct 26 2020, 08:26 PM
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#129
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
I've re-checked just to be sure, but he definitely does not have a scroll of memory boosting. There are maybe ten scrolls in the whole game, maybe less. I'm pretty sure in all of their locations.
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Nov 11 2020, 05:44 AM
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#130
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Forum Member Posts: 226 Joined: 26-May 15 |
A question, let's say i would want to make Spellhold a bit harder without activating the full Improved Spellhold. Could i change a block as shown below in Near Infinity and Compile&Save? S!SPYRAN.bcs CODE IF AreaCheck("AR1512") // Bodhi's Hunt Level 1 Global("Iareplace","LOCALS",0) Global("Iapctoohigh","GLOBAL",1) Global("Iaitem","AR1512",1) // Bodhi's Hunt Level 1 !LevelGT(Player1,16) XPLT(Player1,2975000) THEN RESPONSE #100 SetGlobal("Iareplace","LOCALS",1) CreateCreatureObject("S!elernd",Myself,0,0,0) // Elemental Golem CreateCreatureObject("S!bonrnd",Myself,0,0,0) // Greater Bone Golem CreateCreatureObject("S!gemrnd",Myself,0,0,0) // Gem Golem CreateCreatureObject("S!coirnd",Myself,0,0,0) // Coin Golem CreateCreatureObject("S!gemrnd",Myself,0,0,0) // Gem Golem CreateCreatureObject("S!coirnd",Myself,0,0,0) // Coin Golem DestroySelf() END to: CODE IF AreaCheck("AR1512") // Bodhi's Hunt Level 1 Global("Iareplace","LOCALS",0) Or(2) Global("Iapctoohigh","GLOBAL",1) Global("Iahardmode","GLOBAL",1) Global("Iaitem","AR1512",1) // Bodhi's Hunt Level 1 !LevelGT(Player1,16) XPLT(Player1,2975000) I was entering Spellhold with a 2.5 Million XP party with disabled hardened spellhold (IATweaks), but manually changed the Golem encounter in front of the Doomplate mirror to also activate the Elemental Golem. It took me while to manage to beat that encounter, but it was a lot of fun. At the brink of doable with my skills and party. Might be worth to add for hard mode. Additionally, i changed the Werwolf encounter in Spellhold Lvl 2 to spawn the Skeleton Warlords. It was not too hard but fun to fight against 10? Warlords. Some thoughts: - Vampire lord in Spellhold lvl1 is too weak - Elemental Golem as final encounter in the book challenge was fun - A shade lich + Skeletons was spawing in front of Cat O'Nine door. It was a bit boring, because the Librarian is a very similar encounter. |
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Nov 11 2020, 06:20 AM
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#131
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
Thanks for the suggestions, I'll check it out.
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Nov 12 2020, 03:28 AM
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#132
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Forum Member Posts: 549 Joined: 20-November 09 |
I think balancing spellhold is pretty tough because of the multiple difficulties built into it. While I agree the vampire lord is pretty weak, in the hard hard mode, I don't think you're able to rest at all on that floor. So at a minimum you have to clear a) lich + vampires, vampire lord, and c) kobold/amber golem without resting, the last of which is the hardest fight in spellhold in my opinion, while also managing the waves of gem golems and skeleton lords that spawn.
Maybe a better conceptual approach from a balance perspective is to change the spawns based on XP or "hardmode" flag and eliminate the wonky waves and rest interruption mechanic. Regardless, combining the vampire lord with the lich and skeleton lords would probably be about the right difficulty at that stage in the game. Also, glad to hear you enjoyed the elemental golem in the book |
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Nov 12 2020, 07:17 AM
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#133
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Forum Member Posts: 226 Joined: 26-May 15 |
I think balancing spellhold is pretty tough because of the multiple difficulties built into it. While I agree the vampire lord is pretty weak, in the hard hard mode, I don't think you're able to rest at all on that floor. So at a minimum you have to clear a) lich + vampires, vampire lord, and c) kobold/amber golem without resting, the last of which is the hardest fight in spellhold in my opinion, while also managing the waves of gem golems and skeleton lords that spawn. Maybe a better conceptual approach from a balance perspective is to change the spawns based on XP or "hardmode" flag and eliminate the wonky waves and rest interruption mechanic. Regardless, combining the vampire lord with the lich and skeleton lords would probably be about the right difficulty at that stage in the game. Hmmm... resting in Spellhold lv2 is allowed. I think you cannot leave lvl2 before defeating some of these foes. This post has been edited by Azoth: Nov 12 2020, 07:17 AM |
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Nov 13 2020, 02:31 AM
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#134
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Forum Member Posts: 549 Joined: 20-November 09 |
I'm pretty sure that resting in the ultra-hard mode (PCXP > ~3000000) is not allowed on SH level 2.
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Nov 13 2020, 07:29 AM
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#135
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
This is doubtful because the ability to rest is limited either by the events occurring on the map (e.g., an active combat encounter) or by a flag set in the area's resource file. Apparently, it can be manipulated with the scripting action SetAreaRestFlag(), but IA does not use it in any of the scripts.
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Nov 21 2020, 09:18 AM
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#136
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
Most probably a BG2EE 2.5 issue: After defeating the Shade Lord, the quest "Save Mazzy's Sister, Pala" kicked in and Danno Fairfoot was showing up. As soon as i entered Trademeet, Mazzy started to stutter when moving. I could continue the quest until i had to speak with Overgold Renwellyn in the temple. There i had to Force Talk (via F1) to him a couple of times until he started his dialogue. After defeating Barl, Mazzy was moving normal again. So all good. A bit of a late reply to this, sorry. It's actually an IA issue. We've had a similar bug a few years ago and I have fixed it erroneously, as it seems. In order to solve this particular problem it is necessary to remove changes from this patch https://github.com/critto-bg/ImprovedAnvil/...60fc85683d6014f The stuttering happens because Mazzy cannot initiate a banter with Valygar (her script tries to run the dialogue, but the banter dialogue tree cannot resolve into an appropriate starting phrase). It has nothing to do with Mazzy's quest, but it does affect the flow of it because Mazzy is thrown into a loop and cannot react properly during the scripted scenes. |
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Nov 30 2020, 09:06 PM
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#137
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Forum Member Posts: 226 Joined: 26-May 15 |
A bit of a late reply to this, sorry. It's actually an IA issue. We've had a similar bug a few years ago and I have fixed it erroneously, as it seems. In order to solve this particular problem it is necessary to remove changes from this patch https://github.com/critto-bg/ImprovedAnvil/...60fc85683d6014f The stuttering happens because Mazzy cannot initiate a banter with Valygar (her script tries to run the dialogue, but the banter dialogue tree cannot resolve into an appropriate starting phrase). It has nothing to do with Mazzy's quest, but it does affect the flow of it because Mazzy is thrown into a loop and cannot react properly during the scripted scenes. Thanks for looking into it and fixing it. Did you improve Dracolich in some of the recent versions? This dragon is really a major pain. Im struggling to win this fight |
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Dec 1 2020, 07:16 AM
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#138
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Premium Member Tactical reputation: 2 Posts: 6030 Joined: 23-February 08 |
No, not really.
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Dec 6 2020, 11:55 PM
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#139
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Forum Member Posts: 16 Joined: 7-August 20 |
A bit of a late reply to this, sorry. It's actually an IA issue. We've had a similar bug a few years ago and I have fixed it erroneously, as it seems. In order to solve this particular problem it is necessary to remove changes from this patch https://github.com/critto-bg/ImprovedAnvil/...60fc85683d6014f The stuttering happens because Mazzy cannot initiate a banter with Valygar (her script tries to run the dialogue, but the banter dialogue tree cannot resolve into an appropriate starting phrase). It has nothing to do with Mazzy's quest, but it does affect the flow of it because Mazzy is thrown into a loop and cannot react properly during the scripted scenes. Thanks for looking into it and fixing it. Did you improve Dracolich in some of the recent versions? This dragon is really a major pain. Im struggling to win this fight You need to hit him every 4 rounds to exhaust his PfMW. Also limited wish + death wards + summons + recall |
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Dec 7 2020, 07:37 AM
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#140
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Forum Member Posts: 226 Joined: 26-May 15 |
QUOTE You need to hit him every 4 rounds to exhaust his PfMW. Also limited wish + death wards + summons + recall Thx zxcvbnm. Yes 4xPFMW I managed to beat Dracolich some days ago. Baldr017.jpg ( 69.77k ) Number of downloads: 15 This post has been edited by Azoth: Dec 7 2020, 07:38 AM |
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