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[MOD] Golem Construction for Spellcasters

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  • Necromanx2Necromanx2 Member Posts: 1,246
    Hmmm. I see your concern with making Illithid fights easier. Well I leave it to you as this is your mod.

    I noticed my Maggot golem was killed by a finger of death spell. Shouldn't golems be immune to death magic?

    Also, I think that bards and thieves should have a 4 - 8 level handicap. My suggestion is 6. This is because by 1.5 million XP, the bard has the lead for levels to craft golems for the rest of SoA and ToB with the current -2 levels. Doesn't feel right that the Bard (and thief after UAI) is the ultimate golem crafter for the 16+ level golems.
  • argent77argent77 Member Posts: 3,434
    Golems in unmodded games are not immune to death spells. They are indirectly protected from it because of their high magic resistance. Maggot golems and some of the lesser golem variants have a lower magic resistance, so they can actually be affected by a number of spell effects.

    Golems should always be immune to sleep, fear, panic and morale failure, as well as charm, domination, backstabs and poison. The golems from my mod are also immune to stat and level drain. I would justify their vulnerability to death effects by the fact that they are animated by an elemental spirit which can be destroyed by death spells.

    Also, I think that bards and thieves should have a 4 - 8 level handicap. My suggestion is 6. This is because by 1.5 million XP, the bard has the lead for levels to craft golems for the rest of SoA and ToB with the current -2 levels. Doesn't feel right that the Bard (and thief after UAI) is the ultimate golem crafter for the 16+ level golems.

    You have a point. I haven't thoroughly playtested the mod with a bard or thief yet. I will look into it again. Maybe I can add a higher level requirement to the more powerful golem variants.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Higher for bards/thieves only, correct? The mage already can't get to the perfect Adamantite golem due to the 8 million XP cap (and hard to get to 8 mil anyway). Only bards and thieves can make the top golem in ToB currently since they hit level 40 much earlier than mages reach 28 level.

    Bummer that mage can't make top golem without a mod to change the cap. Even with a mod it would take 2 play throughs to reach 34 level.
  • argent77argent77 Member Posts: 3,434
    Yes, I meant bard and thief levels.

    I made the Adamantite Golems primarily for solo or small parties. Especially the perfect adamantite golem is too powrful for a full party (even though you can only build a single one in the whole game). When properly buffed it can probably take on Melissan in the final battle without breaking a sweat.

    Bummer that mage can't make top golem without a mod to change the cap. Even with a mod it would take 2 play throughs to reach 34 level.

    I didn't account for the 8M XP limit since the XP level table in unmodded BG2EE goes up to level 41. It looks like level 31 is the top for a single class mage. I will adjust the level requirements for the perfect adamantite golem accordingly, so that specialist mages will be able to build them.

  • argent77argent77 Member Posts: 3,434
    edited September 2020
    I have revised the level requirements for constructing golems. They look good on paper, but I'll thoroughly test it in-game as well.
    Min. levels (lesser/regular/greater/perfect) and level adjustments for bards/thieves:
    Flesh Golem:       8/10/14/16   Bards/Thieves: +2/2/3/4
    Clay Golem:       11/14/18/20   Bards/Thieves: +2/3/4/6
    Stone Golem:      11/14/18/20   Bards/Thieves: +2/3/4/6
    Iron Golem:       15/18/23/26   Bards/Thieves: +3/4/6/8
    Mithral Golem:    18/22/27/30   Bards/Thieves: +4/6/8/10
    Adamantite Golem: 21/25/30/33   Bards/Thieves: +4/6/8/10
    
    Exotic golems (min. levels haven't changed, but bard/thief adjustments have):
    Maggot Golem:    10             Bards/Thieves: +2
    Bone Golem:      16             Bards/Thieves: +4
    Brain Golem:     17             Bards/Thieves: +4
    Ice Golem:       19             Bards/Thieves: +4
    Magic Golem:     19             Bards/Thieves: +4
    Lightning Golem: 22             Bards/Thieves: +6
    In unmodded BG2EE a Perfect Adamantite Golem can only be built by Transmuter specialist mages because of the 8M XP cap. Everything else can be built by every supported singleclassed character. Multiclass characters may also hit a wall sooner or later.
    Post edited by argent77 on
  • Necromanx2Necromanx2 Member Posts: 1,246
    Hi Argent77,

    Lets give it a whirl.

    With the old way, I was temped to build a human cleric and dual over to theif. I could have 7th lvl cleric spells plus golem building by 3 million xp. Could easily solo at that point with golem tanks.
  • Necromanx2Necromanx2 Member Posts: 1,246
    HI Argent77,

    When I entered the asylum, I lost the golem I had (Clay Golem). Is this suppose to happen? As soon as you enter, the golem wont respond (it is there just wont respond to clicking on it). This is a big bummer, because it means the underdark portion of the game cannot use golems (unless the asylum thing is a bug). Would be nice if the Drow city would allow construction of golems.
  • argent77argent77 Member Posts: 3,434
    Yes, that's intended. You'll know the reason when you try to talk to the golem. You can pick it up again after dealing with Irenicus in Spellhold.

    The primary reason for doing this is of technical nature as there is no other way to prevent the golems from following you to the dream Candlekeep map.

  • Necromanx2Necromanx2 Member Posts: 1,246
    Ah! Thanks!
  • ArthasArthas Member Posts: 1,091
    edited October 2016
    how did you explain the sudden problems to the golems ingame ??
  • argent77argent77 Member Posts: 3,434
    Arthas said:

    how did you explain the sudden problems to the golems ingame ??

    You'll see this line when you try to get your golems back under control in Spellhold before dealing with Irenicus:
    "The golem has been rendered inactive by the protective magics of this place."

    There is also a short message in the log windows and as floating text over the golems when you enter Spellhold the first time.
  • Necromanx2Necromanx2 Member Posts: 1,246
    If I have a multi-class Mage/Thief. Does the thief levels take over once they are 3+ levels apart even if I don't have UAI?
  • argent77argent77 Member Posts: 3,434
    No. Currently mages (single class and dual/multiclass combinations) are always checked against mage levels. Thief levels are only checked for single class thieves or dual/multiclass combinations without mage part.
  • argent77argent77 Member Posts: 3,434
    Next version will use more sophisticated level checks, so that the better level requirement will count for mage/thief class combinations when constructing golems. It will also fully support any mage(pure/kit)->thief dualclass combinations which are currently severely restricted.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Thanks!
  • BrecherBrecher Member Posts: 48
    How about compatibility with SCS?

    Especially, these components:
    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #20 // Golems for enemy spellcasters: 2.2
    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #25 // Greater variety of enemy golem types: 2.2
  • argent77argent77 Member Posts: 3,434
    Brecher said:

    How about compatibility with SCS?

    I know very little about SCS since I rarely use it in my runs. Do you know of other mods that make use of SCS features?
  • Necromanx2Necromanx2 Member Posts: 1,246
    Yeah!!

    Thanks for the hard work!!
  • vnkwerjauvnkwerjau Member Posts: 28
    Can you add independent component that will just recolor stone/flesh/clay golems and replace animations of brain/iron golems without gameplay changes?
  • argent77argent77 Member Posts: 3,434
    For the distinctive golem colors you can already use the aTweaks component "Distinctive creature coloring" which does exactly the same, but for even more creature types. My own implementation has originally been inspired by that mod.

    Replacing golem animations can probably be done without too much effort. I'll see what I can do.
  • vnkwerjauvnkwerjau Member Posts: 28
    Replacing golem animations can probably be done without too much effort. I'll see what I can do.

    That's great! Thanks.
  • argent77argent77 Member Posts: 3,434
    edited December 2016
    @vnkwerjau

    I don't think adding a separate component which only improves golems from the original game is really needed. The effort to do it is higher than I initially thought, but installation size and time would be pretty much the same. New creature animations, spells, scripts and many other resources would have to be installed in any case. Just ignore the golem building tomes (or sell them) if you don't want to create golems by yourself.

    The next release will improve coloring and animations of even more golems from the original game.
  • egbertegbert Member Posts: 99
    Where can you find an Adamantine Golem Book?
    TIA
  • argent77argent77 Member Posts: 3,434
    egbert said:

    Where can you find an Adamantine Golem Book?
    TIA

    You can't.
    Instead you may find several pages from a Golem Building Manual. Cespenar may know how to put them together.

    The first bundle of pages can be found somewhere in Watcher's Keep.
    More specifically in the room with the random demilich on the fourth level of WK. You don't necessarily have to destroy it to get the pages.

    The second bundle of pages can be found in Amkethran
    after you destroyed the lich Vongoethe.

  • Necromanx2Necromanx2 Member Posts: 1,246
    Happy New Year!

    I was wondering how many golems I can have in my party? Given the splitting potential it must be at least 2, but wondering if there is a limit?
  • argent77argent77 Member Posts: 3,434
    edited January 2017
    There is indeed a limit. You can only command up to three golems to follow your party. Splitted golems will automatically continue to follow you if the "parent" golem followed you as well, so you can still increase the number quite a bit.

    I have added this limit mainly for practical reasons. You'll sooner or later get into trouble with a greater number of followers when you try to exit maps, since everyone must be within a certain range.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Cool!

    Thanks for your efforts!!
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