Spell Edits

Scripted ALFA systems & related tech discussions (ACR)

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Rusty
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Spell Edits

Post by Rusty »

Given that the next patch is likely to be released after Live, ought we to consider adopting now the various spell changes, corrections, and fixes that may end up being included in that patch?

Darren and I have looked at the two main vault packages in some detail, and they also appear to be the source for most of Obsidian's patch adjustments. Certainly, there are a significant number of corrections - particularly for Invocations - that could do with being implemented prior to Live.
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Runestaff
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Post by Runestaff »

I'm not certain what the new target data for Live status is, but I was under the impression it wasn't imminent. Supposedly, the 1.12 patch will be out "soon," as it's already been in beta testing for a couple of weeks. Also, the release of the Mysteries of Westgate premium module is tied to the forthcoming patch, so Atari has a financial incentive not to delay things too long.

Hence it is probably reasonable to estimate something like end of March for the patch release, and decide on Rusty's proposal with that in mind.
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Post by ç i p h é r »

Are they simply changes to stock spell scripts? If so, there'd be no harm in bundling them in with our HAKs. We can easily remove them once the official spell updates are in. We could also just package them separately with the expectation of removing them altogether once the update arrives, assuming we get a server live before then.

Got links to the packages?
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Rusty
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Post by Rusty »

http://nwvault.ign.com/View.php?view=NW ... tail&id=85

and

http://nwvault.ign.com/View.php?view=NW ... tail&id=99

Obs take a lot of their fixes from these two packs.

I'd tentatively recommend player1's fixes over Reeron's.
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Rusty
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Post by Rusty »

That recommendation includes all fixes (except the Crafting fixes): spells, invocations, classes, creatures, other, targetting, metamagic, shapechange, and vfx. D may also have some input.
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ç i p h é r
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Post by ç i p h é r »

The spell scripts and VFX can be added without any fuss. The 2DA fixes will have to be merged with our own changes, but if we want them, we'll need to make them sooner or later.
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Post by darrenhfx »

I only have a little input, you sure we don't want to wait a few weeks?

I'm also not aware of when out tentative live date is... pm me if it's a secret.. or if saying the date will somehow jinx it.
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Post by Rusty »

Obs picking up on player1's work saves us some effort.

Latest edits much shorter: http://nwvault.ign.com/View.php?view=NW ... tail&id=85
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Post by darrenhfx »

yay :)
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Post by AcadiusLost »

1.12 (and the associated spells.2da and spell script changes) are in the alfa_2da.hak on the Worldgate host, and active on 003 for testing.

Let me know if there are other changes that need to be made before Live.
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