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

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  • Dark_AnsemDark_Ansem Member Posts: 992
    having lost my save, I'll wait for your mod and SoD to create a new character. Your mod is very very interesting.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Dark_Ansem, thanks; I'm glad you're enjoying the mod.
  • DragonKingDragonKing Member Posts: 1,979
    I'm on Christmas break so your mod is finally get played.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @DragonKing , when I'm on winter break there will probably be a massive update. Enjoy it in the interim though. Let me know if you find any issues.
  • DragonKingDragonKing Member Posts: 1,979
    @Aquadrizzt
    I remember reading something about DD attack with their claws when unarmed, but mine don't AA without a weapon equipped.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @DragonKing, I believe the issue is actually a game engine issue that prevents unarmed characters (other than monks) from attacking under certain circumstances. I don't really have any solution to offer for game engine issues unfortunately, although I could make it so that Dragon Disciples have a modal innate that gives them a magic weapon type claw that overrides the weapons they're wielding. Then the problem should go away.
  • DragonKingDragonKing Member Posts: 1,979
    @Aquadrizzt
    I'm kinda for and against that... Over ride the weapons we are wielding? Unless it's a toggle-able ability... We don't have a dragons actual stats after all. Having are claws override things like slings doesn't really appeal to me, unless there is some Dragon form that I don't know about.
  • AquadrizztAquadrizzt Member Posts: 1,069
    @DragonKing, it would certainly be a toggleable ability. Otherwise I'd have every person using this mod complaining about how they can't use slings, darts or cheese the Staff of the Magi.
  • DragonKingDragonKing Member Posts: 1,979
    @Aquadrizzt
    Unless we are given the stats of dragons.
  • Necromanx2Necromanx2 Member Posts: 1,246
    I notice that for my mage Argant, that his innate AC bonus does not stack with bracers. It is like the system takes the best value between tthe two and only uses that. Makes the AC bonus kind of meaningless as the games goes on, Is this intentional?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @Necromanx2 , that is working as intended. They get a +3 bonus to base Armor Class, otherwise they would be absurd with Bracers of AC.
  • HudzyHudzy Member Posts: 300
    edited January 2016
    I've been playing around with a gold dragon disciple. Everything seems good and working as intended so far.

    EDIT: Actually, now that I just double checked, I noticed the dragon disciple does not cast one fewer spell per level compared to the eldritch sorcerer, which I assume it should from the readme.
    Post edited by Hudzy on
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Cantrips:

    Here is my general idea for cantrips:

    Wizard and Sorcerer cantrips will work slightly differently, similarly to how their spells work.

    Wizards will have access to a larger number of cantrips, but they must 'prepare' them in order to cast them. They will select their spells via dialog, and each cantrip they select will give them an innate ability that allows them to cast that spell. They can select a cantrip more than once, and so will be able to cast that cantrip multiple times.

    They will also be able to 'refresh' their cantrips, either renewing the cantrips that they have already prepared, or selecting new ones. They can do this at will BUT, because the process requires deep concentration, they cannot do this in combat.

    Sorcerers will select a few cantrips that they will be able to cast at will with no restrictions. They will not know as many cantrips as the wizard of an equal level can prepare, however.

    (also, as a side note, I will also be doing something similar for clerics in the FnP mod).
  • OhmegaOhmega Member Posts: 35
    edited January 2016
    I haven't installed this yet, I've only just started looking at Mods. And I probably will, it's just a very scary mod to install for someone just getting started - lots of components, lots of kits, lots of mechanical changes etc. Eventually I'll get around to it when I'm used to modding.

    Having read through the .pdf for this mod:

    I really want to play a Transmuter but restriction from Abjuration in standard EE is absolutely retarded for this class - so I appreciate the changes made to ALL of the opposing specialist schools actually, very nice and has me interested.

    One thing I think that would make Transmuters a MUCH cooler option and not at all imbalanced (in comparison to the other Specialist Mage benefits), at least to my thinking, is that instead of a +1 to saves vs Polymorph is that if they're forced to make a Save vs Polymorph roll, instead they roll on a Polymorph chart and are forced take the form of a random monster listed there.

    Other Specialist Mages look like they get actually useful bonuses from the 'Minor Bonus' section i.e. +1 to Save vs. Spells is so, so, so much more useful than Save vs. Polymorph. I would take +2 to Save vs. Spell over immunity to Polymorph! Save vs. Polymorph happens so rarely (at least in standard EE, haven't played through SCS yet) that I think you could just make it a fun event for Transmuters where it backfires on the enemy and you turn into a scary monster (albeit unable to cast your normal spells etc).

    Just an idea. I don't know how much mods are capable of mechanically. Not every idea can be implemented but it's good to throw them out there in case someone wants to pick them up. <3
    Post edited by Ohmega on
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  • OhmegaOhmega Member Posts: 35
    edited January 2016
    Just a question to see if this is working as intended:

    The kits say, "Receives Bless (1), Resist Elements (2), Dispel... etc... ...as bonus arcane spells." What this is giving me is: If I'm a Level 4 Sorcerer, I'll have 6 casts of 3 different level 1 spells (6/3) and INSTEAD of 3 casts of 1 spell (3/1 - as per the normal Sorcerer spell progression) I get 3 casts of 2 spells (3/2) but when I level up I don't get to pick an extra spell, i.e. When I'm a Level 5 Sorcerer, I'll have 6/4 for level 1 and 4/2 for level 2 spells memorised, which is the standard spell progression. You don't learn an extra level 2 spell, the charts just normalise.

    Essentially all I'm getting is a default memorised spell 1 level earlier than I would get it anyway? I.e. I don't get +1 spells learned to the TOTAL number of spells learned per spell level (it maxes out at 5 as per usual and I don't get Bless + 5 other level 1 spells)

    I totally get it for flavour reasons just... not as much as a bonus as I expected it might be. The divine spells as arcane spells is awesome though (of course!). Also, wanting to make sure my mod is working correctly.

    Standard Sorc Spell Prog Chart for Reference: http://playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Progression_Charts#Sorcerer
  • lunarlunar Member Posts: 3,460
    That is what I understood and experienced as well, @Ohmega and I agree it is a slight bummer to an otherwise cool idea.
    However, it might have been a bit op otherwise.
  • OhmegaOhmega Member Posts: 35
    edited January 2016
    @lunar All good, thanks. Well, sorcerers are the most broken thing in standard EE. I've only started using them again because I just installed SCS and it's much harder and you can set the difficulty a LOT higher and in much smarter ways (as opposed to just having the enemy 1 shot you - as with standard EE difficulty meter on Insane). Also, this kit got me super interested, there's a lot of uniqueness and flavour here to try out. Definitely OP in standard EE, SCS gives you a lot more flexibility as to what the individual can choose to make stronger and weaker, so 'OP' is a bit more relative. Depends on who you talk to though and their mods.

    I don't mind it being a little weaker than I expected though, especially when it comes to sorcerers ;) Just gotta plan my spell levels, ya know.
  • solomonhumesolomonhume Member Posts: 10
    edited January 2016
    @Aquadrizzt Seems there is a bug for spell per day. Dragon disciple gets one more spell per level than Sorcerer, instead of less. (once declaring draconic ancestor, they will get one spell less, which is same as a sorcerer) Magus has the same as sorcerer, but should be one less.
  • OhmegaOhmega Member Posts: 35
    edited January 2016
    One more suggestion, I hope it's okay, just a minor thing: make the level 9 Gate spell for the Fiendish sorcerer the level 7 Divine version of Gate. As other sorcerer kits are using Divine Spells already and the Divine Gate spell has a lower cast time than the arcane one, it'd make sense for the Demon Summoner to be exceptional in using such spells. Unless there's a fairly specific reason for why it's the arcane version? Just thought it'd be a cool little themed bonus.

    There's the Robe of Vecna but... it's Gate, idno, you don't get exp for things it kills and the Vecna + Alacrity combo breaks a lot of things already.
  • HudzyHudzy Member Posts: 300
    Were multi-class mages supposed to lose the find familiar spell?
  • solomonhumesolomonhume Member Posts: 10
    Hudzy said:

    Were multi-class mages supposed to lose the find familiar spell?

    Yes. This spell no longer exists. Sorcerers will have it as a special ability
  • HudzyHudzy Member Posts: 300
    Mages also get it as a special ability though, so I wondered if multi-class mages not receiving it was intentional or not.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Hudzy said:

    Mages also get it as a special ability though, so I wondered if multi-class mages not receiving it was intentional or not.

    My guess is that they should get it. @Aquadrizzt can say for sure
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Item Crafting:

    Right now I'm working on compatibility. This next version should be completely compatible with the revisions mods, and any other mod that modifies existing wands/potions/scrolls.

    Cantrips:

    I've described how it will work above. It should be fairly quick to code, but I'm not sure if it will be ready for the next release.

    New Spells:

    I have a few working spells right now. At the moment, it's just a random smattering. Let me know if you feel that there are any gaps that we should fill.
  • MeriliremMerilirem Member Posts: 4
    My Magus just hit 250k exp but the staff of wizardry doesn't give him any options in dialogue except to activate later. Is this a known thing or have i broken this mod somehow?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @solomonhume, I am aware that the spells per day are not entirely correct. This is actually a game engine bug that I only discovered recently (after the last major update) and I haven't published a new release yet.

    @Ohmega, I've overhauled the specialists in the upcoming version (shout out to @subtledoctor for most of the mechanics). That should fix the problem of some specialists getting more useful abilities than others. Also on the subject of "bonus" spells, I am planning on making them /actually/ bonus spells in the next update. And I could see about converting divine Gate for the Fiendish Sorcerer.

    @Hudzy: All mages (mage, sorcerers, multi-class), SHOULD be getting Find Familiar as an innate ability. If not, I'll check to make sure I added the multi-class compatibility into the new version.

    @Merilirem, I don't think I coded in interactions between the Magus and the Staff of Wizardry, as the dialog interactions are all designed to allow Mages to specialize after character creation. I only had to work with what Pecca originally did. Adding new abilities to the MSfM mods could be something I do in the future, but it probably isn't coming soon.

    Thanks to everyone for reporting bugs and asking for feature changes. It really helps drive the mod development in a positive direction. As always, if you have ideas, comments, criticism, or feature requests, feel free to post them.
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  • AquadrizztAquadrizzt Member Posts: 1,069
    edited January 2016
    I am happy to announce that the new version of Tome and Blood (featuring numerous bug fixes) is coming out soon. However, in the name of progress, there are a couple of removed features in the newest version. I am letting people know in advance to assess how important these features are to the people who use this mod. I am hoping to get feedback on what people consider is important, which will help guide me in the next steps of developing Tome and Blood.

    The removed features from Tome and Blood are the Specialist Kits (now replaced with Subtledoctor's Specialist Overhaul) and the NPC kits for Edwin , Xan, and Dynaheir. The reasons are mostly a matter of compatibility, as the specialist kits have an annoying tendency to not play nice with other mods, such as Pecca's More Style for Mages. The only truly unique NPC kit was Dynaheir's Hathran, which certainly will return at a later date. A Bladesinger kit for Xan is available via Subtledoctor's Might and Guile used in tandem with his NPC:EE. Red Wizard for Edwin is available through the G3's NPC Kitpack.

    If you believe that this great injustice must be stopped, let me know so that I can make changes before the next version after this one is released.

    EDIT: After thinking about it, I've decided to include Bladesinger Xan and Hathran Dynaheir as options in the upcoming release. Red Wizard Edwin will still be cut from the new version as I figure out how to handle specialization.
    Post edited by Aquadrizzt on
  • PeccaPecca Member Posts: 2,215
    I will also be releasing update for MSFM. Among other things, i will change modding prefix to its files, which, i think, will cause incompatibility issues wit TnB. I will let you know when it happens.
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