Okay, I've updated temple.zip again. This should allow bards and sorcerers to use a higher level spell "slot" when spontaneously casting. Ugly little bugger - I might've broken something else. I don't *think* I would've, but it's hard to tell - the functions I modified don't seem to be extensively used, so it probably won't affect anything else, but... I don't know. Programatically, the changes say that when it checks to see if a bard or sorcerer has exceeded his spell level limits, it'll increase the spell level by one and recheck with the "new" spell. Also, when it checks to see if a sorcerer or bard has the spell, it'll accept any spell that the sorcerer knows that's the correct spell, correct class, and the same spell level or lower. (Before it'd only accept if the spell levels matched.) Logically, it sounds good, but the changes are kind of extensive, compared to the other fixes. Oh, also fixed a bit of weirdness with using lower level spells in a higher level spell slot in the memorization interface. If you say... stuck "Daze" in a level one spell slot, that spell slot would be treated as a level zero spell slot, until you closed and reopened the interface. Not really a major bug, but annoying.
Nice work. I just want to know how many extra fixes we have out there that aren't in v3.0.4 of the mod pack. This one isn't in, right? And neither is the "beta" looting fix you just proposed. Would be nice to keep a running list of changes made after v3.0.4 so that we can merge them easily later (or perhaps in another update) since we have a fixable bug in start_equipment.mes .
re: I'd say so, yes. I played around with my sorcerer a bit, no new problems, the using higher spell slots seemed to work. I'm not certain the loot bug fix will work for everyone - since I'm patching symptoms, other people may have a different way of getting the same symptoms. And I'm pretty certain the ntdll.dll CTD on exit fix will work. Note: a couple times I ran into another CTD on exit - was rare enough that I wasn't really worried about it.
Metamagic Further updates. Made metamagic feats stack. Fixed Widen Spell and Extend Spell. I'm pretty sure Empower and Maximize will miss things - right now I can only find traces of them in the spell damage and spell heal routines. I'm also pretty sure Widen won't affect Lightning Bolts. And Heightened spells might not penetrate Minor Globes of Invulnerability, and certainly don't change the spell's level with regards to the primary attribute. On the plus side, I'm pretty sure Extend is working properly this time.
Higher level slots This fix isn't in the 3.0.4 Beta is it? My bard can't use it... Is it in the 3.0.4 release? - I haven't loaded that yet... Also I noticed some problems with my cleric's domain slots - I set up a copy of my third level spell in the 4th level slot, and subsequently found that I now have two third level slots! I'll try to reproduce an see home many slots I can get.... I'll do this before installing the next fix - can I ask should I go to the 3.0.4 official release, or the Temple.zip in this thread? Thanks
This is not yet in the 3.0.4, Moebius works too quickly We also try out his fixes first usually via the temple.zip before putting them in the official build (no offense M). nw
re: It's only in temple.zip at the moment. It should probably get some testing by itself before being applied to 3.0.4... I've changed the way metamagiced spells are stored, so spellbooks have to be fixed up a little. (There are instructions on how to do this in the read.me, and everything can be done in game. And the same procedure works for going from the new format back to the old format. Still, it's a hassle.) Hmm... I didn't test the spell up with domain slots. Sounds like I'd better do that and test the specialist wizard slots as well. I suspect there won't be a limit to how many third level spell slots you can create. I checked out the Minor (Lesser? The heck?) Globe of Invulnerability - apparently it only pays attention to the spell slot level. With the original DLL, a stilled Fireball goes through MGoI. Also, they handle having an insufficiently high primary attribute by simply not giving you any spells per day at that level. (You're supposed to be able to use those higher level spell slots for lower level spells in that case.) So it's no worse than the original. Eh, I'd be more worried if you were sticking these things into 3.0.4 sight unseen.
re: Domain Spells Hmm... I spoke too quickly. Couldn't reproduce this with either my current version of the DLL or the 3.0.4 version of the DLL. It did sound awfully familiar - one of my versions simply changed it from checking if the spell slot level was equal to the spell's level to if it was greater than or equal. That caused an increasing number of spell slots condition. But... I can't reproduce it with either of the temple.dlls out there. I'll await for reports on this.
Duplicate domain slots I also failed to replicate the problem. It may have occurred while trying an earlier patch (I know I had 3.0.3 on for a day or so, and have also tried out some interim patches). I will assume it's a historic left-over but keep my eye on it I'll load the new temple to get my bard casting through higher level slots. Also hope to be able to try out some metamagic soon. Is there any way we can automate tests for regression purposes? Thanks for all the great work
Problems with Bard magic Well the test for higher level slots works, but it doesn't seem to use up a slot when you cast a spell, meaning that as long as I have a higher level slot I get infinite spells. Guess there is a subtraction missing somewhere... Also with this new Temple I'm seeing crashes on saving games, usually when there are a lot of different saved games so you need to scroll down - I wonder if our data is encroaching on saved games? Finally I've been experimenting with Craft Arms and Armour. I think the problems are well known, but my summary is: Crafting arms is OK to increment (+1, then +2, then +3) but the problem is it always costs 80 exp. Crafting armour behaves as if it takes the total armour plus as the current enchantment plus - new masterwork items can be enchanted +1, +2 or +3 in one go, but once you get to +1 you see it showing enchantment of +3 already.
re: WhenI first read that, my first thought was, "I thought I fixed that." As it turns out, I *did* fix it, and then broke it again when I changed how meta-magic was stored. So, anyways, should be fixed. (At least, it's now fixed for my test sorcerer.)
CMA&A Okay, fixed the xp costs for CMA&A and got it to recognize objects with a "Shield Enhancement Bonus" as valid targets. I've also fixed level up spell selection for Bards/Sorcerers for level six+ spells, correctly labeled level six+ spells as such during levelup spell selection, and added level six+ spells to the radial menu. So, yeah... go Chain Lightning! For fun, I was looking into the Nature Sense bug... and it appears that Nature Sense doesn't do anything. At least, it doesn't have the obvious looking data entry that would indicate that it does something, and I don't think they hard-coded into the actual code. That would be out of character.
Let me know when you get this ready... I'll get it into the codebase and do a rebuild.. BTW, I've made some changes to the Spell.mes (mainly adding a description to scorching ray). Could you update the files on your side to the latest 3.0.4 release?
re: Updated. Also added a spell description to Greater Heroism. This should also get Nature Sense working.