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> Corona quarantine BG2
Azoth
post Oct 2 2020, 05:40 AM
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QUOTE(critto @ Sep 29 2020, 04:38 AM) *
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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critto
post Oct 2 2020, 05:50 AM
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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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Azoth
post Oct 2 2020, 06:24 AM
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QUOTE(critto @ Oct 2 2020, 05:50 AM) *
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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Azoth
post Oct 18 2020, 08:42 AM
Post #124





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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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critto
post Oct 18 2020, 08:35 PM
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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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Azoth
post Oct 25 2020, 08:16 AM
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Was the Scroll of Memory Boosting removed from Perth the Adept in IA 6.52?
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critto
post Oct 26 2020, 02:53 PM
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I don't remember him ever having it.
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Azoth
post Oct 26 2020, 06:16 PM
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QUOTE(critto @ Oct 26 2020, 03:53 PM) *
I don't remember him ever having it.

Hmm...i have it in my notes of a former run (dont remember which IA version). Maybe i made mistake.
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critto
post Oct 26 2020, 08:26 PM
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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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Azoth
post Nov 11 2020, 05:44 AM
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QUOTE(Azoth @ Sep 10 2020, 09:47 PM) *
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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critto
post Nov 11 2020, 06:20 AM
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Thanks for the suggestions, I'll check it out.
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bulian
post Nov 12 2020, 03:28 AM
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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, cool.gif 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 smile.gif
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Azoth
post Nov 12 2020, 07:17 AM
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QUOTE(bulian @ Nov 12 2020, 04:28 AM) *
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, cool.gif 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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bulian
post Nov 13 2020, 02:31 AM
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I'm pretty sure that resting in the ultra-hard mode (PCXP > ~3000000) is not allowed on SH level 2.
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critto
post Nov 13 2020, 07:29 AM
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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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critto
post Nov 21 2020, 09:18 AM
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QUOTE(Azoth @ Sep 7 2020, 11:30 AM) *
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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Azoth
post Nov 30 2020, 09:06 PM
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QUOTE(critto @ Nov 21 2020, 10:18 AM) *
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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critto
post Dec 1 2020, 07:16 AM
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No, not really.
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zxcvbnm
post Dec 6 2020, 11:55 PM
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QUOTE(Azoth @ Nov 30 2020, 09:06 PM) *
QUOTE(critto @ Nov 21 2020, 10:18 AM) *
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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Azoth
post Dec 7 2020, 07:37 AM
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QUOTE
You need to hit him every 4 rounds to exhaust his PfMW. Also limited wish + death wards + summons + recall

Thx zxcvbnm. Yes 4xPFMW wink.gif
I managed to beat Dracolich some days ago.
Attached File  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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