This release 0.7.1 seems to break Faiths and Powers. If I install this mod before or after, I lose the Mystic group completely in FnP. The prior build worked fine with FnP.
Edit: I am double checking to make sure my mind hasn't gone off again today.
Edit 2: Clearly I am suffering from delusions the last couple days. Sorry about the bad report.
Regarding stat-based bonuses/penalties - I've found a nice opcode which will allow me to implement stat-based effects without depending on scripts. Intelligence-based effects will be included with the next update. However, I'm still working on balancing the effects because the player's Intelligence can't get as high as Wisdom (due to having two less stat tomes and no Hell reward) without mods. Because of this, extra spell slots isn't exactly practical because the only easy way to get 21+ INT would be through Potions of Genius in which case the spell slots would obviously be worthless since you'd lose them after you rested. After thinking it through, I've modified the stat bonuses to the following: INTELLIGENCE
1-2: -5 casting speed penalty
3-4: -4 casting speed penalty
5-6: -3 casting speed penalty
7-8: -2 casting speed penalty
9-10: -1 casting speed penalty
11-17: Nothing
18: +1 caster level bonus
19: +1 caster level bonus
20: +1 casting speed bonus
21: +1 caster level bonus
22: +1 casting speed bonus
23: +1 caster level bonus
24: +1 casting speed bonus
25: +1 casting speed bonus
WISDOM
1-2: -50% spell duration, 50% spell failure
3-4: -40% spell duration, 40% spell failure
5-6: -30% spell duration, 30% spell failure
7-8: -20% spell duration, 20% spell failure
9-10: -10% spell duration, 10% spell failure
11-15: Nothing
16: +5% spell duration
17: +10% spell duration
18: +15% spell duration
19: +20% spell duration
20: +25% spell duration
21: +30% spell duration
22: +35% spell duration
23: +40% spell duration
24: +45% spell duration
25: +50% spell duration With these numbers a shadow adept with capped INT and WIS would have +2 caster level (and +1 casting speed for gnomes) and +20% spell duration (+15% for gnomes) by the end of BG1, and with Hell bonuses (+1 WIS), Lum the Mad (+1 INT and WIS) and Deck of Many Things (+1 INT) end the game with 21 INT (22 for gnomes) and 23 WIS (22 for gnomes) which gives +3 caster level and +1 casting speed (+2 casting speed for gnomes) and +30% spell duration (+25% for gnomes). Those numbers may be a little high, but I haven't really tried playing through with them yet.
Don't forget you have a HLA that increase INT and WIS if I remember correctly.
Ah, yes of course. I can't believe I forgot about that. Though I'm actually wondering if the opportunity cost of choosing it over one of the spells or bonus spell slots makes it okay. Though I think I'll nerf it a little bit to make up for these bonuses. I'll probably remove the casting speed bonus on the HLA.
Edit: Disciple of Darkness will no longer increase casting speed by 1. Wrath of Darkness increases Constitution instead of Dexterity by 2.
I made one more spell to experiment with a few more things I learned with WeiDU:
Devour Dream (Enchantment/Charm - Shadow Weave)
Level: 6 Range: Touch Duration: Instant Casting Time: 2 Area of Effect: 1 creature Saving Throw: None
This spell may only affect sleeping targets. Upon casting the spell, the shadow adept consumes the target's thoughts, dealing 10d8 magical damage and restoring up to five of the caster's previously cast spells. The target is always woken up after the effects of this spell.
Devour Dream cannot recall 6th-level or greater spells.
Shadow Orb added. Provides Shadow Adept kit to any generalist mage. Currently not present in the game, but can be spawned via console. Item code: C0SAORB
Four new spells added: Mesmerize, Cursed Earth, Void Blast, Devour Dream
Wisdom-based bonuses changed to separate INT and WIS bonuses. Bonuses no longer requires AI to be active.
Shadeskin no longer provides persistent 10% damage resistance. Instead provides 25% elemental and magic damage resistance and 50% to HiS and MS so long as skins are active.
It's only usable by non-good aligned generalist mages.
Edit: I forgot to make sure sorcerers can't use it though because it takes a little more than usability flags (since mages and sorcerers use the same usability table). I don't know what would happen if you tried, but I suggest you don't.
Black Lightning now causes berserk for 3 rounds on a failed save to not be outclassed by Negative Energy Burst
"daWIZARD": Due to an oversight I made when mass replacing lines in the spell selection dialog, all instances of "damage" was replaced by "daWIZARD" (don't ask). As amusing as it was, it's now fixed.
WOW! The devour dream looks like the perfect spell for evil SA. Go into a house and cast on sleeping resident. Take the reputation hit while recharging spells - Hahahahahahah!!!!!!!
This is super cool stuff... now what I want is to fight against some Shadow Adepts...
Perhaps the Shadow Orb could be in use instead of being in a chest just being guarded. That would be a more interesting way to find (fight for) it. Watcha think Arte?
I went to BG2EE and started a thief. I used EEKeeper to give me 220k xp as well as the orb of SA. I then dual-classed to a mage (11 lvl THF / 1 lvl Mage). I am true neutral with stats of 10/15/10/19/21/19. The orb is shaded red and says I cannot use it even though I meet the INT and CHA prime stats for the SA and I am a generalist mage. Am I missing something to get the orb to work?
I messed up. The newest update fixes it. And also adds an item pack as a separate component. There aren't many items at the moment but there'll be more as I update.
Installed 8.2 on BGEE and notice that I no longer get bonus spell slots (beyond the specialist ones of 2 slots at lvl 1). Now only have 2 1st level spells when I used to have 4 with INT/WIS/CHA at 18/18/18 at level 1. It is fine if the SA acts more like a specialist wizard, but wanted to call this out.
Yes, intentional. That extra spell slot shouldn't have been there, and I don't know how I managed to miss it for so long. The shadow adept should have the same number of spells as a specialist mage.
1) The 1st level spell Curse says it lasts for 6 rounds when in the learn spell mode when you first create a character or go up a level. Once in the spellbook it says it lasts for 1 turn.
2) I used the orb to convert a mage to the SA. It does not give me the +2 hp to have 6hp per level a SA is suppose to get. Probably working as intended, but wanted to call out.
3) After using the orb, my 1st level SA still only has one spell slot to memorize in. What do I need to do to get the 2nd slot at 1st level?
1) The 1st level spell Curse says it lasts for 6 rounds when in the learn spell mode when you first create a character or go up a level. Once in the spellbook it says it lasts for 1 turn.
2) I used the orb to convert a mage to the SA. It does not give me the +2 hp to have 6hp per level a SA is suppose to get. Probably working as intended, but wanted to call out.
3) After using the orb, my 1st level SA still only has one spell slot to memorize in. What do I need to do to get the 2nd slot at 1st level?
1) The spellbook duration is the correct one. It's a minor issue, so I'll leave it for the next update.
2) Yeah, nothing I can do about that, I think. Kit changes don't account for hit points. Though to be honest, unless you play with maximum hit points it's the equivalent of getting unlucky with hit point rolls and only getting 1-4 on a 1d6 dice.
3) I'm not sure. The specialist spell slot is a hardcoded thing that isn't applied by any spell on my part. Though in my experience the missing spell seems to only come up with dual-classes for some reason. Try leveling up. If that doesn't work I'll take it into account and make a workaround for it in the next update.
I kinda like the idea of the shadow orb not giving the d6 hp. There aught to be some advantage in taking the SA as a class to start with from the beginning.
EDIT: Come to think of it, the Shadow Orb COULD be made to be used by any alignment, but THEN change it to fit the restrictions, if used. Ample warnings given of course.
Comments
This release 0.7.1 seems to break Faiths and Powers. If I install this mod before or after, I lose the Mystic group completely in FnP. The prior build worked fine with FnP.Edit: I am double checking to make sure my mind hasn't gone off again today.
Edit 2: Clearly I am suffering from delusions the last couple days. Sorry about the bad report.
Hope to see the update soon.
INTELLIGENCE 1-2: -5 casting speed penalty 3-4: -4 casting speed penalty 5-6: -3 casting speed penalty 7-8: -2 casting speed penalty 9-10: -1 casting speed penalty 11-17: Nothing 18: +1 caster level bonus 19: +1 caster level bonus 20: +1 casting speed bonus 21: +1 caster level bonus 22: +1 casting speed bonus 23: +1 caster level bonus 24: +1 casting speed bonus 25: +1 casting speed bonus WISDOM 1-2: -50% spell duration, 50% spell failure 3-4: -40% spell duration, 40% spell failure 5-6: -30% spell duration, 30% spell failure 7-8: -20% spell duration, 20% spell failure 9-10: -10% spell duration, 10% spell failure 11-15: Nothing 16: +5% spell duration 17: +10% spell duration 18: +15% spell duration 19: +20% spell duration 20: +25% spell duration 21: +30% spell duration 22: +35% spell duration 23: +40% spell duration 24: +45% spell duration 25: +50% spell duration
With these numbers a shadow adept with capped INT and WIS would have +2 caster level (and +1 casting speed for gnomes) and +20% spell duration (+15% for gnomes) by the end of BG1, and with Hell bonuses (+1 WIS), Lum the Mad (+1 INT and WIS) and Deck of Many Things (+1 INT) end the game with 21 INT (22 for gnomes) and 23 WIS (22 for gnomes) which gives +3 caster level and +1 casting speed (+2 casting speed for gnomes) and +30% spell duration (+25% for gnomes). Those numbers may be a little high, but I haven't really tried playing through with them yet.
Edit: Disciple of Darkness will no longer increase casting speed by 1. Wrath of Darkness increases Constitution instead of Dexterity by 2.
Devour Dream
(Enchantment/Charm - Shadow Weave)
Level: 6
Range: Touch
Duration: Instant
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
This spell may only affect sleeping targets. Upon casting the spell, the shadow adept consumes the target's thoughts, dealing 10d8 magical damage and restoring up to five of the caster's previously cast spells. The target is always woken up after the effects of this spell.
Devour Dream cannot recall 6th-level or greater spells.
It's only usable by non-good aligned generalist mages.
Edit: I forgot to make sure sorcerers can't use it though because it takes a little more than usability flags (since mages and sorcerers use the same usability table). I don't know what would happen if you tried, but I suggest you don't.
Watcha think Arte?
For EE, you need to use C: instead of CLUAConsole:
Can you tell me how to activate the cheat mode in BG2EE? I have it active in BGEE, but not BG2EE
I messed up. The newest update fixes it. And also adds an item pack as a separate component. There aren't many items at the moment but there'll be more as I update.
Yes, intentional. That extra spell slot shouldn't have been there, and I don't know how I managed to miss it for so long. The shadow adept should have the same number of spells as a specialist mage.
1) The 1st level spell Curse says it lasts for 6 rounds when in the learn spell mode when you first create a character or go up a level. Once in the spellbook it says it lasts for 1 turn.
2) I used the orb to convert a mage to the SA. It does not give me the +2 hp to have 6hp per level a SA is suppose to get. Probably working as intended, but wanted to call out.
3) After using the orb, my 1st level SA still only has one spell slot to memorize in. What do I need to do to get the 2nd slot at 1st level?
2) Yeah, nothing I can do about that, I think. Kit changes don't account for hit points. Though to be honest, unless you play with maximum hit points it's the equivalent of getting unlucky with hit point rolls and only getting 1-4 on a 1d6 dice.
3) I'm not sure. The specialist spell slot is a hardcoded thing that isn't applied by any spell on my part. Though in my experience the missing spell seems to only come up with dual-classes for some reason. Try leveling up. If that doesn't work I'll take it into account and make a workaround for it in the next update.
I rolled a SA at first level with 94 stat points. Will have fun with this for a bit and see how things look as I progress along.
EDIT: Leveling up does add the specialist spell slot. At 2nd level I have 3 spell slots.
EDIT: Come to think of it, the Shadow Orb COULD be made to be used by any alignment, but THEN change it to fit the restrictions, if used. Ample warnings given of course.