I double-checked on BG:EE v2.5 and it does work if ModMerge is installed (I have SoD). I hope other people see the same result, because I'm not sure what else it could be besides ModMerge.
I was just wanting to check alchemist for the BDog client version, for the beta test.
Workshop just disappears after summoning and does not seem to work with any of the three versions on the stand alone BGEE 2.5 beta game, which SoD is not a part of (also BD supplied and BD client run, no other mods used.) Just collating data for testing the beta using BD client (so never needed modmerge for anything before).
Fine on BGEE+SOD 2.3 (straight Beamdog supplied so never needed modmerge.)
How do you run 2.5 with SoD? All mine are folders numbered separately. 00806 is BG+SoDv2.3 (works) and 00764 is the BGEE beta by itself without SoD. I can mod all folders separately as well.
Ha! I found the cause! I gave the Alchemist Workshop the Wish dialogue so it would automatically initiate dialogue with the character before disappearing, but BG1 has no Wish dialogue.
I'll give it a custom script or just make the Alchemist Workshop selectable so you can force it to talk.
@Zaghoul@idleheim@Jarinex: Done! It should now be fully compatible with BG:EE; I gave the Alchemist Workshop a custom script that initiates the conversation.
@Necromanx2: You can download WinRAR for free to open .rar files, but I've just added a .zip file you can use instead of the .rar file. You can find it on the first post.
Would it not be better if the grenades take a quick item slot like potions of detonation instead of a weapons slot?
EDIT: Putting on the ring that doubles 1st level spells (Easter Egg by Friendly ARm Inn) gave me spell slots when still level 1. Note that I am using the Eldritch Magic mod that gives the ring a flat +4 1st level spell slots instead of just doubling what you have.
EDIT 2: @semiticgod, just wanted to clarify. Is the Alchemist considered a Transmuter as far as writing spells and save goes (+15% for alteration and -15% for others to scribe and +1 to save versus alteration spells)?
@Necromanx2: I considered making the grenades into a quick slot item, but that would prevent the Alchemist from casting a spell in the same round. Plus, this way you can apply Electric Gel to a grenade to increase the chance of stunning the target. Larger explosives like the War Engine and Burning Oil are quick slot items. Bear in mind that grenades automatically hit; you don't need to make an attack roll.
Due to how the engine works, it's not possible to prevent the Ring of Wizardry from granting spell slots at level 1 for Alchemists (it relates to using an opcode to modify spell slots instead of using an alternate spell progression table). Even the unmodded Ring of Wizardry would let Alchemists cast spells at level 1 (you'd have 2 slots, I think).
Specialists get +2 to saves vs. their specialist school, not +1. Their spells also impose a -2 penalty on enemy saves if the spell is from their specialization. But Alchemists are not Transmuters in the most recent version of the kit for various reasons, not least of which is that you can't create a Transmuter in ToB. This means Alchemists have no bonuses or penalties relating to spell schools, just like a generalist mage.
@Necromanx2: Yes. I think the shop upgrades at levels 4, 7, 11, 15, 19, and 40, but check the readme if you want to be sure. Note that any items you sold into to the shop will be lost after upgrading, and you won't be able to buy the lower-end War Engines if you wait too long.
For the grenade, what is the area of affect? and it would be nice if I could aim it anywhere instead of at a specific target (like potions of detonation). I can't use the grenade once my party is in melee due to the dangers of damaging my companions. If I could aim to the area catches just enemies, it would be helpful.
@Necromanx2: The AoE is the same as a regular Skull Trap.
I tried coding it so that it could be fired anywhere on the map, but I'm afraid it's not possible without making it into a quick slot item that would make it impossible for the Alchemist to cast a spell in the same round.
I'm afraid I can't make the grenades (partially) party-friendly without making the kit unbalanced. That disadvantage is one of the things that keeps the kit from becoming overpowered.
@semiticgod, I have played around with this and here is my opinion.
1) I have played more with grenades, and it could be my play style, but they are not practical to use. If I try to start a battle by using one, due to their short range the enemy can get close enough where I get caught in the blast. The only semi safe use I have found is having one party member run around with enemies chasing him and then lob grenades. Not fool proof, but much better. However, given their cost I don't find it worth the effort to use grenades.
2) War engines are very cumbersome. You only get one use and you can't build another, yet it cost you XP. I know they are powerful, but given the cost and the fact that in BGEE you need to construct it near a group of enemies to use, I am not a fan of this implementation as their potential is very hard to realize.
3) I do like how you have a versatility of potions to use that can make you a good basic healer (can't give potions to stunned, feared, or held people but I don't see this class replacing a cleric).
4) It would have been nice to be warned that I would need certain ability scores to use war engines. In BG2EE there are gauntlets and belts to compensate. Not so in BGEE.
Very interesting class, though does work well for my play style.
@Necromanx2: Grenades are better for archers and ranged enemies; they're very little use in close quarters unless you have immunity to stun. They're good against ankhegs and mages. In my own run, I usually saved them for key encounters; I didn't use them in most fights.
I'll include the ability score requirements in a more prominent place. I might tweak the ability requirements for the weaker War Engines, but I think it's possible to use them in BG:EE with an Alchemist with low ability scores. Potions of Strength and Musk Wine can handle the STR requirement, Potions of Agility and Mind Focusing can handle the DEX requirement, and Potions of Mind Focusing or Genius and Brine Solutions can handle the INT requirement.
This wasn't intentional, but you can actually put a War Engine in a scroll case if you can find one, since they're coded as scrolls. But maybe I'll tweak the weight to be a little less cumbersome, even though 983 pounds sounds cooler.
@Necromanx2: I think I limited the range to weaken them, but I suppose the effect is more likely to decrease convenience rather than increase game balance. I might boost the range to that of a sling or something.
@Necromanx2: I went ahead and increased the range to 100, well beyond visual range and equal to arrows. The new version is already uploaded to the OP.
I've also bumped War Engines down to 50 pounds, which isn't really realistic considering their strength but is much more convenient, and convenience is more important than realism when it comes to games. The ability score requirements have been reduced to 18 Intelligence and no Strength or Dexterity requirement.
Comments
Workshop just disappears after summoning and does not seem to work with any of the three versions on the stand alone BGEE 2.5 beta game, which SoD is not a part of (also BD supplied and BD client run, no other mods used.)
Just collating data for testing the beta using BD client (so never needed modmerge for anything before).
Fine on BGEE+SOD 2.3 (straight Beamdog supplied so never needed modmerge.)
How do you run 2.5 with SoD? All mine are folders numbered separately. 00806 is BG+SoDv2.3 (works) and 00764 is the BGEE beta by itself without SoD. I can mod all folders separately as well.
Not sure if this gives any insight or not.
I'll give it a custom script or just make the Alchemist Workshop selectable so you can force it to talk.
Thanks.
EDIT: Putting on the ring that doubles 1st level spells (Easter Egg by Friendly ARm Inn) gave me spell slots when still level 1. Note that I am using the Eldritch Magic mod that gives the ring a flat +4 1st level spell slots instead of just doubling what you have.
EDIT 2: @semiticgod, just wanted to clarify. Is the Alchemist considered a Transmuter as far as writing spells and save goes (+15% for alteration and -15% for others to scribe and +1 to save versus alteration spells)?
Due to how the engine works, it's not possible to prevent the Ring of Wizardry from granting spell slots at level 1 for Alchemists (it relates to using an opcode to modify spell slots instead of using an alternate spell progression table). Even the unmodded Ring of Wizardry would let Alchemists cast spells at level 1 (you'd have 2 slots, I think).
Specialists get +2 to saves vs. their specialist school, not +1. Their spells also impose a -2 penalty on enemy saves if the spell is from their specialization. But Alchemists are not Transmuters in the most recent version of the kit for various reasons, not least of which is that you can't create a Transmuter in ToB. This means Alchemists have no bonuses or penalties relating to spell schools, just like a generalist mage.
I tried coding it so that it could be fired anywhere on the map, but I'm afraid it's not possible without making it into a quick slot item that would make it impossible for the Alchemist to cast a spell in the same round.
I'm afraid I can't make the grenades (partially) party-friendly without making the kit unbalanced. That disadvantage is one of the things that keeps the kit from becoming overpowered.
1) I have played more with grenades, and it could be my play style, but they are not practical to use. If I try to start a battle by using one, due to their short range the enemy can get close enough where I get caught in the blast. The only semi safe use I have found is having one party member run around with enemies chasing him and then lob grenades. Not fool proof, but much better. However, given their cost I don't find it worth the effort to use grenades.
2) War engines are very cumbersome. You only get one use and you can't build another, yet it cost you XP. I know they are powerful, but given the cost and the fact that in BGEE you need to construct it near a group of enemies to use, I am not a fan of this implementation as their potential is very hard to realize.
3) I do like how you have a versatility of potions to use that can make you a good basic healer (can't give potions to stunned, feared, or held people but I don't see this class replacing a cleric).
4) It would have been nice to be warned that I would need certain ability scores to use war engines. In BG2EE there are gauntlets and belts to compensate. Not so in BGEE.
Very interesting class, though does work well for my play style.
Keep up the great work!
I'll include the ability score requirements in a more prominent place. I might tweak the ability requirements for the weaker War Engines, but I think it's possible to use them in BG:EE with an Alchemist with low ability scores. Potions of Strength and Musk Wine can handle the STR requirement, Potions of Agility and Mind Focusing can handle the DEX requirement, and Potions of Mind Focusing or Genius and Brine Solutions can handle the INT requirement.
This wasn't intentional, but you can actually put a War Engine in a scroll case if you can find one, since they're coded as scrolls. But maybe I'll tweak the weight to be a little less cumbersome, even though 983 pounds sounds cooler.
I've also bumped War Engines down to 50 pounds, which isn't really realistic considering their strength but is much more convenient, and convenience is more important than realism when it comes to games. The ability score requirements have been reduced to 18 Intelligence and no Strength or Dexterity requirement.