Bugs for v1.x
#141
Posted 23 April 2004 - 11:00 AM
PnP Celestials
Geomantic Sorcerer Kit
#142
Posted 23 April 2004 - 11:04 AM
I'll CLUA up to GWW and see if it works.
#143
Posted 23 April 2004 - 11:11 AM
Even though this is a bug, I think it is big problem for the normal WW, since she does not have any innate regeneration powers.
Like getting hit by a puny skeleton.
#144
Posted 24 April 2004 - 01:08 AM
Remember that we're trying to fix something that wasn't fixable in the first place, so something must be paid for this.
The shield issue is a hard-coded bug I can't solve. It applies for everyone (dualwielding fighter mages who cast Melf's Meteors get a RANGED melee attack with the secondary weapon, it's even worse...).
Remove the shield, or pretend that enchantments are merged
Anyway, I'll add a small regeneration rate to the WW (1/6 of the one got by GWW). This will be a fixed regeneration rate, as the other one. When back to human form, things should work normally again
P.S.: yes, I needed a break, and I still do. But it was evident that with more users, I'd have more stuff to adjust. I hope we can do a "definitive until version 2" build next week...
Ever forward, my darling wind...
#145
Posted 24 April 2004 - 01:28 PM
#146 -Guest-
Posted 24 April 2004 - 02:13 PM
#147
Posted 24 April 2004 - 02:30 PM
PnP Celestials
Geomantic Sorcerer Kit
#148
Posted 24 April 2004 - 04:12 PM
I read the shapeshift doc again. IOt says that some portrait icons will not display properly. This is true if you equip the iteps while in WW form, but they are correct if the items are equipped while in normal form, and then you shapeshift. But, even though then the regenerate icons display properly then, the regenerate effect is still not working.
#149
Posted 25 April 2004 - 11:04 PM
It's a bug, but only for the armor part (S.A. would have no problem in using an item like that, otherwise).That's definately a bug. The no armor rule + the evilness of the item should rule it out as a valid item for the Sword Angel.
Fixed.
I read the shapeshift doc again. IOt says that some portrait icons will not display properly. This is true if you equip the iteps while in WW form, but they are correct if the items are equipped while in normal form, and then you shapeshift. But, even though then the regenerate icons display properly then, the regenerate effect is still not working.
I hate to use such dusty modding retoric but... the engine has its limits, alas.
The fix uses a trick similar to the one I used for Merciful Fighting... it seems regeneration isn't working while that is active, unless I reapply a fixed regeneration rate on purpose (which I did for the werewolf forms).
Again, I can accept it, since the target forms at least work as they should.
Oh, and remember that "Furthermore, turning back to the natural form now heals the druid somewhat."
Ever forward, my darling wind...
#150
Posted 26 April 2004 - 12:34 AM
1.: change that immunity to non-cold iron weapons to immunity to +2 weapons - I would avoid this if possible, since Littiz did a great work with a curretn settings, and that immunity makes perfect sense;
2.: change numerous weapons (at least in ToB) to be useable against GWWs (act as a cold-iron weapon). This would include the natural weapons of some monsters for example (Dragons, Vampires, Demons) and the weapons of most bosses (at least their non-droppable versions).
Again, one of these changes seems to be necessary, we cannot let the GWW form to simply waltz through bosses unharmed by physical blows - not to mention facing magical creatures like an ancient Dragon...
BTW, do normal Greater Werewolves in BG2 use the same immunity to non-cold iron weapons (aside from Anath)?
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#151
Posted 26 April 2004 - 01:42 AM
Anath and maybe those two named ones that talk to you in Windspear dungeon seem to be the only ones; "normal" Greater Werewolves are not immune to non-cold iron.
(The immunity is granted by the Ringloup.itm, while standard GWW bear the Ringwolf.itm.)
#152
Posted 26 April 2004 - 02:30 AM
Anath and maybe those two named ones that talk to you in Windspear dungeon seem to be the only ones;
Only Anath is immune to non-cold iron weapons. The others two fell quite easy.
#153
Posted 26 April 2004 - 02:38 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#154
Posted 26 April 2004 - 02:49 AM
#155
Posted 26 April 2004 - 04:14 AM
It would seem that the "right", and most reole-correct, option for the weapons would be to re-flag weapons as cold iron. That would also be the labor intensive option, I think. I do not think making the GW immune to +2 would be the best. Not because it would be unbalanced, but because it does not really fit.
#156
Posted 26 April 2004 - 05:35 AM
IF Kit(Player1,SWANG) OR(2) AttackedBy([ANYONE],DEFAULT) HitBy([ANYONE],CRUSHING) Allegiance(Myself,NEUTRAL) THEN RESPONSE #100 IncrementGlobal("LISwaFal","GLOBAL",1) Continue() END
since the attacking goes on for ~ 6 seconds, the SA has plenty of time to fall. Shouldn't this code use the SetGlobal command instead? Or checking for LIswafall<3?
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
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#157
Posted 26 April 2004 - 05:45 AM
I do not think making the GW immune to +2 would be the best. Not because it would be unbalanced, but because it does not really fit.
#158
Posted 26 April 2004 - 05:50 AM
Hmm, do Wolfweres have the same silver(cold-iron) immunity? Or at least, should they have it (since it don't seem to appear in-game)?
For all to know :
- Werewolves : Hit only by silver or +1 or better magical weapon ;
- Wolfweres : Iron or +1 or better weapon to hit.
That meand Wolfweres are indeed immune to silver weapons.
#159
Posted 26 April 2004 - 06:15 AM
So I say non-cold iron immunity should be in, but, if it's too much, I see no real option other than immunity vs +2 or less.
Oh, we could patch all the weapons, yes, but, I mean... now?!?!?
@the bigg:
Thanx, truly a nice catch!
I should change ANYONE into something for "party member", of course
Kish argued (and convinced me) that CHARNAME must be generally held responsible for the actions of all the party (at least, for how BG2 works in every other circumstance).
So I gave it 2 times of "tollerance"
Ever forward, my darling wind...
#160
Posted 26 April 2004 - 06:24 AM
First figure out which NPCs should be able to hurt the GWW form & then edit their weapons as needed. This shouldn't be a huge list IMO to make 'cold iron' useable.
On the flip side I would be fine with immunity vs +2 or less. Heck I would probably be OK with +3 or less.