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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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  • Drow_ArrowDrow_Arrow Member Posts: 73
    @Withgil ok thanks just thought i'd mention it see if i was missing anything.
  • WithgilWithgil Member Posts: 39
    edited February 2015
    Another bug regarding the "Armored Casting" part: Wizard spells will get disabled if I equip a shield as cleric/mage.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Kamigoroshi , unfortunately I haven't had any time to really work on conceptual designs for future content for the mod.

    @Withgil, that is functioning as intended. The way the armored casting system is set up is that unless your arcane magic class has Armored Casting, you can't cast those spells while using armor/shields beyond your Armored Casting level.
  • FunkaveFunkave Member Posts: 31
    edited March 2015
    Is it a know bug that the Melf's Minute Meteors effect (the one giving 5 APR) stick to the charachter even after depleting the projectiles? Had to remove it via EE, nothing serious..

    Moreover @Aquadrizzt , how do you think Refinement's armor spell failure applies to T&B? So far my experience is interesting, it really adds reasons for wearing that simple leather amor. The dex and spell failure is a serious trade-off when choosing the outfit. Now a Magus or Battlemage CAN wear armor pieces, but going middle/heavy brings seroius disadvantages.
    Post edited by Funkave on
  • WithgilWithgil Member Posts: 39
    @Funkave Wearing heavy armor is the main feature of the magus kit, if you restrict it you can also make a fighter/mage. Besides in my opinion heavy armor on the Magus is rpg flavor and nothing else.
    But I like playing my Magus Alarik who stands in the fray clad in steel fighting with sword and spell.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2015
    The user and all related content has been deleted.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Funkave, I haven't considered how the Refinements (or other Armored Casting mods) interact with this one. My implementation is decidedly based on 5e, where you can cast spells unhindered with any armor you are proficient in (this also applies to divine spellcasters in 5e).

    Fortunately, Armored Casting is an optional component, and the only other mod components that require it are the Magus, Oracle, Battlemage and Arcanamach. I actually intend to remove Armored Casting dependence for the Oracle in the next update. At this point, it is really up to you which Armored Casting rule set you want to install.

    Also the MMM thing isn't a TnB issue; it is a game engine issue.
  • DarkersunDarkersun Member Posts: 398
    In Item Revision is a component that allows casting in heavy armor, but increase casting time depending on how heavy the armor is. Any chance you make you Armored Casting compatible with it?
    I need to check what happens if I use both you and Item Revisions together.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Darkersun , based on my understanding of how IR is coded, installing these two mods together should work, although behavior might be odd at times. I actually use IR's armor/shield lists for assigning what level of Armored Casting is required, so it should mostly make sense.
  • DarkersunDarkersun Member Posts: 398
    I will try it as soon as I have time. Thanks for the feedback.
  • DarkersunDarkersun Member Posts: 398
    edited March 2015
    So I made some test with this mod in IWD 1.4.
    I found 2 small bugs: Somhow Starmetal Adept & Brass Dragon Disciple don't get there Fist attacks at level 3. Also Dragon Disciple don't get there HD adjusted to D6.

    Also when I use spell knowlage at level 3 -> To get level 2 spells, I can repeat as muc as I want (learn all lvl 2 spells).
  • AquadrizztAquadrizzt Member Posts: 1,069
    Darkersun said:

    So I made some test with this mod in IWD 1.4.
    I found 2 small bugs: Somhow Starmetal Adept & Brass Dragon Disciple don't get there Fist attacks at level 3. Also Dragon Disciple don't get there HD adjusted to D6.

    Also when I use spell knowlage at level 3 -> To get level 2 spells, I can repeat as muc as I want (learn all lvl 2 spells).

    I am aware of the last bug. I have no idea what causes it, I'll look into the other stuff when I have time.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2015
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  • AquadrizztAquadrizzt Member Posts: 1,069
    @subtledoctor , the specialist usability flags also incorporate the +1 arcane spell slot per level. I am also working on a wild magic sorcerer (the 5e inspiration is still going strong).
  • [Deleted User][Deleted User] Posts: 0
    edited March 2015
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • AquadrizztAquadrizzt Member Posts: 1,069
    @subtledoctor , just FYI, if you have TnB installed, the Illusionist flag actually blocks Alteration and Conjuration. I might change this to be different in future patches (removing prohibited schools entirely) but for now it would not work with both mods present.
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  • AquadrizztAquadrizzt Member Posts: 1,069
    @subtledoctor , I just remembered that the new patch includes the bonus to saves vs. spells of the specialized school feature that has been claimed to exist for forever. This is actually slightly detrimental, as it means that using the usability flags has a slightly unintended consequence of granting arbitrary +2 bonus to saves against certain spells.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2015
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • AquadrizztAquadrizzt Member Posts: 1,069
    @subtledoctor , now you probably understand why I am one of the first people to try to make extensive changes to Mages and Sorcerers... :P

    Part of the misery fun is the fact that half of the development time is me trying to figure out ways to get around the game engine and then dealing with the inevitable bugs that come with trying to code around the engine.

    I do have the shared CLAB for Mages and Sorcerers working, with each getting the appropriate abilities. Feel free to poke through the TnB files or ask me if you need help with that.
  • AquadrizztAquadrizzt Member Posts: 1,069
    As I gear up for Spring Break, are there any features that people would like to see in v0.5?

    Currently planned additions include
    - Oracle of Murder and Oracle of Eyes kits for the Oracle.
    - Arcane Scholar of Candlekeep kit for Mages
    - Magi usability fixes
    - Various minor bug fixes

    Something that I've been putting a lot of thought towards, how do people feel about the specialists having opposed schools? Now that specialization gives a bonus to saves against the specialist school, do people feel that opposed schools are necessary/fun/balanced?
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459

    As I gear up for Spring Break, are there any features that people would like to see in v0.5?

    Currently planned additions include
    - Oracle of Murder and Oracle of Eyes kits for the Oracle.
    - Arcane Scholar of Candlekeep kit for Mages
    - Magi usability fixes
    - Various minor bug fixes

    Something that I've been putting a lot of thought towards, how do people feel about the specialists having opposed schools? Now that specialization gives a bonus to saves against the specialist school, do people feel that opposed schools are necessary/fun/balanced?

    I like opposed schools though I'm not sure how they are. . .opposed.

    Divination and Illusion I see as opposed schools definitely. Not sure about the other 6 schools though >_<

    I like the idea from a balance standpoint. I like that on my necromancers atm I can't learn mage armor, it makes me be more careful and definitely changes my normal spell selection as a mage character.

    Off-subject, but one thing that annoyed me in NWN2 is that they chose the opposed school of Illusion as Enchantment! I'd assume Illusion and Enchantment would be the two schools that are best friends. Change the mind and the reality.
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  • AquadrizztAquadrizzt Member Posts: 1,069
    @Vallmyr , as noted in the ReadMe, I've swapped the opposed schools around quite a bit. For example, the Shadow magic schools (Nec, Ill, Ench) are all next to each other.

    @subtledoctor , I'd be willing to send you the files you specifically need if you're interested (give me a week or so). I do have them working properly in the TnB CLABMA01.2DA though, so poke around if you want a solution sooner.
  • AquadrizztAquadrizzt Member Posts: 1,069
    Version 0.5 is now live! Get it in the top post. A list of changes is included in the change log. Please note that the ReadMe has not been updated, due to not having access to the original file currently.

    Of note is that there are two new Oracle Mysteries: Murder and Eyes. Descriptions are provided below.

    ORACLE OF EYES
    - May become specialized (++) in Slings.
    - Gains Charm Person (1), Sleep (1), Inflict Moderate Wounds (2), Slow (3), Mental Domination (4), Flesh to Stone (6), Disintegrate (6) and Finger of Death (7) as bonus spells.
    - Becomes immune to Blindness.
    - Alignment restricted to Lawful Evil and Neutral Evil.
    - May not wear Helmets or any other equipment in the Head slot.

    ORACLE OF MURDER
    - May become specialized (++) in Daggers.
    - Gains Invisibility (2), Apply Poison (3), Improved Invisibility (4) and Slay Living (5) as bonus spells.
    - May backstab at a x2 multiplier. (x3 at 9th, x4 at 17th).
    - Gains a +2 bonus to saves vs. death.
    - Becomes immune to backstab and poison
    - Alignment restricted to any chaotic or any evil.
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459
    OHHH
    THE HYPE IS REAL
    /goes to download
  • DarkersunDarkersun Member Posts: 398
    SWEET awesome. After IWD -> BG:EE 1+2 will come and defiantly use 0.5 :)
    Oracle of Murder Charname, here I come ^^
  • ALIENALIEN Member Posts: 1,271
    @Aquadrizzt To be able to add you mod to BWS, please fill this template: http://www.shsforums.net/topic/58006-bws-mod-request-template/

    Thanks!
  • AquadrizztAquadrizzt Member Posts: 1,069
    @ALIEN , wow, I would love to have TnB become part of BWS. I'll probably wait until I have TnB officially out of beta before registering with BWS, if that's okay.
  • ALIENALIEN Member Posts: 1,271
    @Aquadrizzt We can mark you mod as BETA/set as Expert. Besides, I don't know how good you weidu coding skills are but if you don't overwrite files by you mod, do some checks if the replacement of the strings/other were actually successful (instead of blindly believe that they was replaced) use new weidu code and new EE engine features, then then even if you mod is called BETA, it's still much better in terms of compatibility than 70% of the old BG2 Mods.
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