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[(BG2) Bug] Bolt of Glory

CamDawgCamDawg Member, Developer Posts: 3,438
edited November 2012 in Fixed
Bolt of glory does missile damage to elementals, demons, and prime material beings but inexplicably does stunning damage to undead. This will change undead damage to missile, to match other damage from the spell:
// bolt of glory should do same type of damage to all creatures
COPY_EXISTING ~boltund.eff~ ~override~
WRITE_SHORT 0x22 128 // missile
BUT_ONLY_IF_IT_CHANGES
Post edited by Tanthalas on
CameronTofer

Comments

  • WispWisp Member Posts: 1,102
    It probably has something to do with large swaths of undead having 60+ % resistance to missile damage. I'd just change them all into doing magical damage.
    AndreaColomboGalactygonAvenger_teambg
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Yes, magic should usually do magic damage.
    AndreaColombo
  • CamDawgCamDawg Member, Developer Posts: 3,438
    edited July 2012
    Meh, now we're getting into rules lawyer discussions. In BG2 spells that cause magic damage are the exceptions, not the rule; most use the relevant damage type.

    Bolt of Glory should be doing the same type of damage to all creatures affected, and in 3/4 cases that's currently missile. Making it magic damage should be a feature request, not a bug report.
  • CorianderCoriander Member Posts: 1,667
    Ok, I'll add this in.
  • AndreaColomboAndreaColombo Member Posts: 5,524
    Can we add a forum feature that makes @ruleslawyer point to my account the way @AndreaColombo does?
    Nathan
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Ha! As long as I can get @BG2IsNotPnP!
    NathanBhryaen
  • AndreaColomboAndreaColombo Member Posts: 5,524
    I'll have to create a Master Thread of Forum Names Redirection Requests...
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited July 2012
    @CamDawg, no, really. Read the spell description:

    By casting this spell, the priest channels a bolt of divine energy against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of existence.

    This is not a physical projectile. This is divine energy that is best approached by 'magic' as it is hurting based on plane of existance, and we don't have 'positive energy'.

    The damage selection is done by ids targeting, not resistances.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Sure, fair enough.
  • CorianderCoriander Member Posts: 1,667
    So change them all?
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Yeah, I'm on board with @avenger_teambg. Damage type for all four effs should be magic (64? sorry, away from a comp with an install).
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited September 2012
    The fix would be:
    @Coriander

    COPY_EXISTING ~boltund.eff~ ~override~
    ~boltprim.eff~ ~override~
    ~boltelem.eff~ ~override~
    ~boltdem.eff~ ~override~
    WRITE_SHORT 0x22 64 // magical damage
    BUT_ONLY_IF_IT_CHANGES

    @CamDawg did you see the funny target field?
  • CamDawgCamDawg Member, Developer Posts: 3,438

    @CamDawg did you see the funny target field?

    @Avenger_teambg
    What, the silly IDS targeting? I'm not sure there's an easy fix there--I almost feel like it would be better to give elementals/demons/undead their damage and immunity to the rest of the spell and then let the 6d6 run over everyone (seriously, how many BG creatures are not prime material plane?). It's another GD shell spell but it would work.

    I guess targeting it properly would mean everyone's least favorite bard needs a spell immunity in BG2, as do the tieflings in Watcher's Keep.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    @CamDawg No, i meant that the boltXXX.eff has 0xffffffff as target type.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    AFAIK it works, which means I'm disinclined to poke it. :)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    CamDawg said:

    AFAIK it works, which means I'm disinclined to poke it. :)

    Yeah, it is just something to keep in memory.
    As far as i know, a good part of the applied effect block is ignored. But it is not entirely known which part.
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - @Avenger_teambg's fix has been applied
  • BhryaenBhryaen Member Posts: 2,874
    Looks like it was already doing Magic damage to undead in vBG2... or at least it's set to MAGIC-64 there rather than STUNNING-2048 (though everything else does MISSILE-128). Anyway... now that I've finally updated to the working NI...

    Confirmed Fixed:

    BOLTDEM.EFF
    BOLTELEM.EFF
    BOLTPRIM.EFF
    BOLTUND.EFF

    All have Damage Type - MAGIC-64

    Note:
    Curious that the Target for the EFF is "Error (-1)." It's the same in vBG2.
    Avenger_teambg
  • TanthalasTanthalas Member Posts: 6,738
    Confirmed Fixed in Build 0914 via NI.
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