Mod/Web Updates |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
Mod/Web Updates |
Aug 8 2004, 05:27 PM
Post
#1
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
This is where all such updates shall be posted.
-Galactygon -------------------- |
|
|
Aug 8 2004, 05:37 PM
Post
#2
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
8-8-04
I haven't done much work on Lost Crossroads during the summer; I was occupied with other matter of things, as well as preparing for next semester (which will be the toughest semester to be seen). On the other hand, the graphics work is pretty much done, as well as several spells converted to their true P&P counterparts. The spells are: -Flamestrike (area effect, but rather than 6D8, I have set the damage to 8D8) -Lower Resistance (has a 50% chance of bypassing magic resistance, but may lower the magic resistance by a higher percent) -Dimension Door (range of 30 feet per level, rather than 30 yards; the maps in the game are too small for such large ranges) -Magic Missile (I might have mentioned it before, but a saving throw means the creature dodged the missile & is negated. One must be made for each magic missile, so it's possible some missiles are dodges and some aren't) -Clairvoyance (works like farsight, except it can only be cast in explored areas) I have also decided it might be best to disable the visual range limit of many spells. Rather, there will be a range limit. So it's possible to cast a spell on creatures the spellcaster may not necessarily see (but allies see it). Some spells will require visual range (such as fireball) because it looks a bit wierd if you have a ball of flame pass through walls and the like. -Galactygon -------------------- |
|
|
Aug 9 2004, 07:36 PM
Post
#3
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
There are a series of other updates I forgot to mention. One of them is progress on the spell overlapping of Lost Crossroads.
I found it ridiculously annoying when you have an enemy fire elemental with a high fire resistance and you cast resist fire/cold (for cheese, perhaps) on the fire elemental, only to find out the fire elemental is now vulnerable to fire. The same applies to the spell, Strength of One, and other not-so-useful strength spells. I am revamping this so bonuses overlap rather than the latest bonus setting the resistance/stat. Example #1: Shiva a specialty priest of mystra has a fire resistance of 65% (due to a magical ring), and a cold resistance of 0%. She casts a Resist Fire/Cold on herself, thus granting a 50% resistance to both fire and cold. Since her cold resistance is under 50%, her cold resistance is raised to 50%. However, her fire resistance is above 50%, so her fire resistance remains unaltered until her ring is removed and her fire resistance drops below 50%, in which case the bonus of 50% fire resistance comes into effect until the spell duration expires. Casting an Elemental Barrier (which sets all elemental resistances to 75%) will make that spell overlap with existing resistances. The same applies to all strength-enhancing spells unless noted. I have already coded some parts of this system come into play, and it's quite easy once you know the trick to it. This will also eliminate the well-known cheese of setting the creatures' stats to a lower value (such as casting the 5th level cleric spell, Magic Resistance on a Dragon, bypassing saving throws and magic resistance). -Galactygon -------------------- |
|
|
Aug 10 2004, 07:44 PM
Post
#4
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
8-10-04
To compensate for what little was done, I have converted 348 spell icons today, Lightspeed is diligently working on the new interface, and Sir-kill of the Sol-ek-sa is making several new 256 colour spell icons (like the ones used in IWD2/PST). So far, things are turning out perfectly. -Galactygon This post has been edited by Galactygon: Aug 10 2004, 07:45 PM -------------------- |
|
|
Aug 11 2004, 05:50 PM
Post
#5
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Redone chaos, so a saving throw is only applicable for fighters and wizards (sorcerers, dual/muti-classed mages, specialist mages, and mages uncluded. Bards are excluded).
I haven't done the intelligence part of the spell (if your intelligence is high enough, you get a saving throw) yet, due to hardcoded issues. I'll get around doing that some later day. -Galactygon -------------------- |
|
|
Aug 13 2004, 07:12 PM
Post
#6
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
8-13-04
Done a slew of GuI work. All of the buttons, as well as the cursors were redone. I find the new feel of BG2 just about 'perfect' (I even got carried away playing the game, that's how impressive the design is). I'll post screens in a few days (I am a bit reluctant about the latter). -Galactygon -------------------- |
|
|
Aug 13 2004, 08:16 PM
Post
#7
|
|
Black Market Merchant Retired team member Posts: 231 Joined: 10-July 04 From: The inner layer of the Black Wyrm's Cavern |
QUOTE(Galactygon @ Aug 13 2004, 09:12 PM) 8-13-04 Done a slew of GuI work. All of the buttons, as well as the cursors were redone. I find the new feel of BG2 just about 'perfect' (I even got carried away playing the game, that's how impressive the design is). I'll post screens in a few days (I am a bit reluctant about the latter). -Galactygon I would definitely like to give that a look. New GUI gives a new feel to the game, and maybe you could even get the DLTC team to hire you for new GUIs. -------------------- The Mid-East will become a theater of a war in which the Russians will take place. Much blood will be spilled. The Chinese, with an army of 200 million, will cross the Euphrates and go all the way to Jerusalem. The sign that this event is approaching will be the destruction of the Mosque of Omar, for its destruction will mark the beginning of work by the Jews to rebuild the Temple of Solomon, which was built on the same spot. Holy Elder Paissios of Agion Oros (+1994) |
|
|
Aug 15 2004, 08:12 PM
Post
#8
|
|
A fool and a knave Forum Member Posts: 153 Joined: 21-July 04 From: Oxford, UK |
Personally I feel a new GUI would merit packaging as a mod by itself. Hint hint... screens please!
-------------------- "We are the Gibberlings Three, as merry a band as you ever did see..." - Home of IE mods.
<jcompton> Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub" |
|
|
Aug 18 2004, 12:18 AM
Post
#9
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
The following spells have been altered today:
-Detect Invisibility -Invisibility Purge -Cone of Cold Detect Invisibility allows the caster to detect invisible creatures, thus he may target them unless they have a Nondetection active. It lasts for 5 rounds/level, and invisible enemy creatures falling within the caster's line of sight have their invisibility somewhat dispelled, but not completely (as Invisibility purge). Invisibility purge now an abjuration spell belonging to the sphere of wards. It is an area effect spell of 10-yard radius per level. It dispels invisible character, but not ones affected by a nondetection spell. In P&P, invisible characters who are visible within an Invisibility Purge were supposed to become invisible once out of the area effect, and nondetection doesn't work against it. Since it is not possible to implement the becoming invisible part in BG2, I have reversed those 2 properties above. Cone of cold's area effect now increases as you level up, as it should be. Hence the incomplete new site, I am describing on what I've done in detail. That should change soon, and I will simply list the spells I redone. -Galactygon This post has been edited by Galactygon: Aug 18 2004, 12:19 AM -------------------- |
|
|
Aug 18 2004, 04:12 PM
Post
#10
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
8-18-04
The following spells have been altered: -Mirror Image -Sunsorch (it was a TDD spell, but it's altered. Not having TDD will result a new spell being put into the game). Mirror image lasts for 3 rounds/level and conjures 1D4 + 1/3 levels of images. Up to a maxiumum of 5-8 (1D4 + 4) images can be conjured. This time, the random number of images work, as intended. Sunscorch does considerable damage and more damage if the creature is undead. Also, blindness may occour. A saving throw negates this spell entirely. Since BG2 is a dungeon-indoor mod, I have lifted the restriction of casting this spell outside. Also, as for cone of cold, the area effect can be as small as the burning hands (for level 1 mages), or as large as 1 800 by 600 screen diagonally (for a level 20+ mage). -Galactygon -------------------- |
|
|
Aug 18 2004, 10:17 PM
Post
#11
|
|
Forum Member Posts: 27 Joined: 18-August 04 |
Don't know if this is relevant - the only PnP reference to a Sunscorch spell I could find in the Wizards Spell Compendium (Vol. 4) is:
Sunscorch Evocation Level: 3 Range: 5 yds/level Casting Time: 3 Duration: Instant Area of Effect: 1 creature Save: half damage When a wizard casts this spell, an intense blast of heat emanates from his hand, forming a narrow beam that curves around obstacles and moves to follow its target, striking as unerringly as a magic missile spell. The beam bakes the target with 6d4 points of heat damage - plus an additional 2d4 if the creature is wearing armour or physically touching any metal weapon or item larget than a sword, including a shield. The sunscorch spell cannot be cast underwater or through water, including rain or fog. The magical heat of this spell affects living flesh only, Undead or nonliving objects are immune, even if they are highly flammable or vulnerable to sunlight. Thus, a warrior carrying a skin of goat's milk can be coked to death while the milk remains col and unspoiled. Common in Al-Quadim Now where is the 'I had to go and look it up' smiley? Charles |
|
|
Aug 19 2004, 07:09 AM
Post
#12
|
|
Forum Member Posts: 57 Joined: 22-July 04 From: Denmark |
I am fairly sure the Sunscorch spell Galactygon is talking about is the 1st level priest spell from Player's Option - Spells & Magic.
-Echon -------------------- |
|
|
Aug 19 2004, 04:04 PM
Post
#13
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Echon is right; I meant the 1st level priest spell, sunscorch. I still remember making the wizard spell for Vlad, when he requested 20 spells to be made for the new NeJ2 release that might come within a week or two (from what he said in e-mails, at least).
-Galactygon This post has been edited by Galactygon: Aug 19 2004, 04:05 PM -------------------- |
|
|
Aug 19 2004, 09:34 PM
Post
#14
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
8-19-04
I have done the load game GuI and the loadbar GuI. I'll post some screenshots in a few days as well as increase the number of screenshots in the hall of shame gallery. I have put the first level wizard spell, blindness into the second level wizard pool. Glitterdust is also redone, with proper variable durations, lighting, and such. -Galactygon -------------------- |
|
|
Aug 19 2004, 09:52 PM
Post
#15
|
|
A fool and a knave Forum Member Posts: 153 Joined: 21-July 04 From: Oxford, UK |
Would you consider making the GUI part a separate release?
-------------------- "We are the Gibberlings Three, as merry a band as you ever did see..." - Home of IE mods.
<jcompton> Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub" |
|
|
Aug 20 2004, 04:06 PM
Post
#16
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
QUOTE(Andyr @ Aug 19 2004, 09:52 PM) Would you consider making the GUI part a separate release? Yes. However, it won't involve any spell icons. That I am promising -Galactygon -------------------- |
|
|
Aug 20 2004, 06:17 PM
Post
#17
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
8-20-04
Ghoul Touch is now a deadly spell, as it supposed to be. It not only affects humanoids with a paralyzing touch, but also a filthy stench of carrion shall envelop the touched humanoids, making everyone within 10 feet attempt a saving throw vs. death or have a -2 penalty on attack rolls. I have also developed a new system with touch spells ~ the caster may use any number of touch spells (such as Lich Touch, Ghoul Touch, Chill Touch, and Imprisonment) as well as melee weapons can be used to transmit touch attacks. For example, this will prevent the spell, Star Metal Cudgel from being dispelled when the caster attempts to transmit a cause wounds spell. As with the resistance overlapping system, I find this system incredibly useful and flawless (coding has started on this system as well). -Galactygon -------------------- |
|
|
Aug 20 2004, 07:39 PM
Post
#18
|
|
Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
Marvellous and very promising!
-------------------- Mental harmony dispels the darkness.
|
|
|
Aug 20 2004, 08:13 PM
Post
#19
|
|
Forum Member Posts: 27 Joined: 18-August 04 |
QUOTE(Galactygon @ Aug 19 2004, 04:04 PM) Echon is right; I meant the 1st level priest spell, sunscorch. I still remember making the wizard spell for Vlad, when he requested 20 spells to be made for the new NeJ2 release that might come within a week or two (from what he said in e-mails, at least). -Galactygon Ahh... I didn't think to check the priest spells I don't see why you could keep the 'outdoors only' restriction, (or even the 'only during daylight' option) - like call lightning - but thats just my opinion. On a tangental subject, I notice that you've done two of the wall spells - have you done any of the others as well (wall of ice, wall of iron, wall of force, prismatic wall) or are you planning to do any of them? Charles |
|
|
Aug 20 2004, 08:16 PM
Post
#20
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I plan to do wall of ice. I already have the source; I just need some 3D artist to make the animation.
-Galatcygon -------------------- |
|
|
Lo-Fi Version | Time is now: 10th November 2024 - 06:28 PM |