I've been working on implementing stricter rules for spell resistance in Temple+. The gist is that you only automatically bypass your own spell resistance, and to reliably cast on friendlies, they need to voluntarily lower their SR (which costs an action and makes them vulnerable). But, obviously, actually making the AI orchestrate that successfully would be complicated. It requires coordinating logic between multiple creatures. So, I've been considering how the AI could cheat relatively fairly instead if it came down to it. However, before I do that, it'd be nice to have an example of an encounter where the enemies have spell resistance, to see if it's even a problem. Like, will the AI actually get stuffed trying to heal/buff its own allies? Or does it not really do that enough to bother? Obviously just not writing a workaround is even easier. Are there any encounters I can jump to to try this out? I can't think of many. The only I remember was a drow encounter in, I think, old Co8 versions. But I'm not sure what map to go to to make that happen if it's even still in the game.
I suppose you could just go into the proto of any creature in the World Builder, and give it Spell Resistance for testing. Like the Giant Frogs at the Moathouse.
Well, yeah, I can just give creatures spell resistance. What I'm concerned about, though, is actual stuff in the game that would be affected by the changes. Are there encounters that get easier because the enemies' own spell resistance will interfere with their tactics? For frogs it wouldn't really matter since they don't cast spells on each other anyway. It'd have to involve enemy spell casters buffing other creatures with spell resistance. If there aren't actually any relevant encounters in the game then I'm also less worried about it, since then it's mostly a hypothetical problem.