That's a pretty good selection, actually. 99% is what I had in mind already.
Just a minor changing in the Minor spheres - Gruumsh is a warrior-deity, so he grants access to only three minor spheres instead of four. That being said, my list was like your but without Protection and with Summoning instead of Necromantic.
That's a pretty good selection, actually. 99% is what I had in mind already.
Just a minor changing in the Minor spheres - Gruumsh is a warrior-deity, so he grants access to only three minor spheres instead of four. That being said, my list was like your but without Protection and with Summoning instead of Necromantic.
It's not just that, thematically, Grummsh is a creator deity; imho, all creator deities of demihumans should have access to that sphere.
Because of the multiclass limits I imagine you won't be able to multiclass him to fighter/cleric?
That's a fair argument, actually.
As for the limit, I don't really care about it. As I said, DoF was not designed to be fully installed - that's why I made such a comprehensive description of each kit on the first page. That being said, Gruumsh will have a F/C variance - just like all other warrior-ish deities.
The only reason why Lolth has no MC is because the sourcebook states so and, being a very jealous and vain goddess, it makes sense. Everything in an Arachne life should be about praising her - no excuses to waste time picking locks, learning magic or improving the way a sword is wielded.
Gruumsh is 90% done. Actually, the hardest parts are already made, just need to write the code for the .tpa file and Command the Horde.
I could make an effort and prepare everything now but it is kind of late here in Brazil and tomorrow I'll have a busy day. I'll try to make the final push Wednesday (worst case scenario).
As always, I'll add Gruumsh's info to the first page and announce it here once all the files are in Github.
Not sure but probably not. The Mastery feature is being used only to deities who have war as a main portfolio AND is attuned to a specific weapon - two tops. So far only Clangeddin and Gruumsh have it, IIRC.
There is something in the sourcebooks that hints me about the Mastery feature but my brain is not functional enough to remember ATM and I'm not with the books with me to check.
So, I made an under-the-hood update tonight (changing QD_Multiclass from 0.6 to 0.9) that took forever to finish - a lot of files had to be altered and double/triple checked.
That being said, Gruumsh will have to wait until tomorrow (I just need to build four files, quite easy).
I'm running some final tests. No need to update your games, though. I'm just trying to keep the tools used by DoF up-to-date.
Edit: Finished the tests. Found some minor issues, all of them fixed and uploaded to Github.
---
Well, this week is being crazy. The four files turned out to be actually five and three of them are already built and pushed - just need the final two (the easier ones) but I'm failing to find time to sit and write the code.
I'll do my best to release Gruumsh tomorrow. Sorry about that.
I am not sure if it was already posted but if you use this mod to alter the kits for :
- Drake : he looses his crossbow (can't use it anymore) even if you installed Drake with his component to be able to use crossbows... a pity !
- Helga : from her doc, she is supposed to have 2 quite powerful innate abilities starting at level 1, throw stone and something to get a special magical 2 handed sword from her deity (explaining why she has a + in 2 handed weapons !), but if you use your mod to alter her kit then the only innate ability she gets is... shield, and that's all... !
So maybe it's better to avoid this mod to alter those npcs at least for now...
But congratulations anyway for the impressive work, I didn't know there were so many kits for clerics in ad&d !
Maybe you should add this to the front page then (the fact that some npcs will loose some abilities), I guess it's interesting at higher levels, but geting these restrictions at level 1 can change a lot of things... anyway ok then !
Maybe you should add this to the front page then (the fact that some npcs will loose some abilities), I guess it's interesting at higher levels, but geting these restrictions at level 1 can change a lot of things... anyway ok then !
The front page has the description of all the kits. By giving a kit to a character you're applying its bonuses and restrictions.
Sorry if it a bad thing for you but, as I said, it is the mod's design.
But congratulations anyway for the impressive work, I didn't know there were so many kits for clerics in ad&d !
I missed this part entirely.
Thanks, @zelurker ! There are more kits to come, but probably only next year (except for Corellon, Moradin and maybe Laduguer).
---
The Eye of Gruumsh is ready and uploaded to Github for beta testing. The mod can be downloaded here.
I also fixed a bug with Tempus' Enrage.
The next kit to be released will be Corellon. As his multiclass will be actually a tripleclass (F/M/C), I'll have to see how it can be done - probably is the same routine done with a multiclass.
I'll also try to tackle a reported bug with Shar-Teel's SoD version.
I know you are busy on multiple fronts but would you also consider other deities (for the future of course) such as Labelas Enoreth for the elves, Shargass for Half-Orcs and Segojan Earthcaller for Gnomes, or more generally adding a few more for the more sparsely represented demi-human deities.
I know you are busy on multiple fronts but would you also consider other deities (for the future of course) such as Labelas Enoreth for the elves, Shargass for Half-Orcs and Segojan Earthcaller for Gnomes, or more generally adding a few more for the more sparsely represented demi-human deities.
They'll be released - all of them. Just in 2020, though.
Looking forward to it...most looking forward to Corellon and Moradin now...should I first uninstall the original Deities and then install the latest or just replace the old one and install?
Looking forward to it...most looking forward to Corellon and Moradin now...should I first uninstall the original Deities and then install the latest or just replace the old one and install?
It is always best to uninstall the original and then install the latest as I'm always fixing a bug here or there.
Thought I would provide an update. Playing BGEE with Lolth and reached 7th level. All abilities and spells appear at proper levels. Spiders do act like she does not exist. Everything as advertised.
Great work Raduziel! Can't wait for Moradin and Corellon.
This week I'll start Corellon development. I will do my best to finish it by Friday but it is not a promise.
Someone - I don't remember who (sorry) - reported an issue with Shar-Teel's SoD component (the one that works alongside Elminster's mod). I made a quick test and everything seems to be working fine. I'll make a SoD run to test Pfaug and will see if this component somehow misbehaves.
That was me, hehheh. In SoD V2.5 she does not show up in the jail cell as designed. SoD V2.3 worked fine. I get mention of her from the dukes and Narlen but the cell is empty so I can't recruit her. I'm pretty sure it has to do with her mod instead of DoF.
That was me, hehheh. In SoD V2.5 she does not show up in the jail cell as designed. SoD V2.3 worked fine. I get mention of her from the dukes and Narlen but the cell is empty so I can't recruit her. I'm pretty sure it has to do with her mod instead of DoF.
I had some good progress with Corellon today. All I need to do now is create a spell, import another one from Icewind Dale and write the codes per se (trust me, that is by far the easiest part - credits to standardization).
Everything else is done. As soon as I finish the above I'll run a quick alfa test and send the new files to Github.
Edit: Also uploaded a fix for Larloch's Minor Drain (that will reflect upon Drain Life as well) to make increase the caster's HP as it should.
That was me, hehheh. In SoD V2.5 she does not show up in the jail cell as designed. SoD V2.3 worked fine. I get mention of her from the dukes and Narlen but the cell is empty so I can't recruit her. I'm pretty sure it has to do with her mod instead of DoF.
Sigh... I'm not sure what we did in 2.5 to mess with this but I'll look into fixing it when I can.
That was me, hehheh. In SoD V2.5 she does not show up in the jail cell as designed. SoD V2.3 worked fine. I get mention of her from the dukes and Narlen but the cell is empty so I can't recruit her. I'm pretty sure it has to do with her mod instead of DoF.
Sigh... I'm not sure what we did in 2.5 to mess with this but I'll look into fixing it when I can.
FWIW, I already reported this issue in your thread one year ago...
The last couple of days I didn't work on Corellon as I was busy developing this:
Spell altering: Strength of One, Holy Power and Champion's Strength will no longer reduce the target's Strength if it is already higher than what the spell sets.
I want to thank @kjeron and @Luke93 for helping me with the coding. This feature is being stress-tested yet.
Today I'll take my spare time to watch the Libertadores match and tomorrow I'll be busy with RL demands, so Corellon shouldn't be ready this week.
Comments
That's a pretty good selection, actually. 99% is what I had in mind already.
Just a minor changing in the Minor spheres - Gruumsh is a warrior-deity, so he grants access to only three minor spheres instead of four. That being said, my list was like your but without Protection and with Summoning instead of Necromantic.
Major: All, Suffering, Darkness, Combat, Creation, Earth
Minor: Summoning, Divination, Vocal
Edit: Just in case someone thinks "Creation" is out of place, this sphere basically creates weapons.
It's not just that, thematically, Grummsh is a creator deity; imho, all creator deities of demihumans should have access to that sphere.
Because of the multiclass limits I imagine you won't be able to multiclass him to fighter/cleric?
That's a fair argument, actually.
As for the limit, I don't really care about it. As I said, DoF was not designed to be fully installed - that's why I made such a comprehensive description of each kit on the first page. That being said, Gruumsh will have a F/C variance - just like all other warrior-ish deities.
The only reason why Lolth has no MC is because the sourcebook states so and, being a very jealous and vain goddess, it makes sense. Everything in an Arachne life should be about praising her - no excuses to waste time picking locks, learning magic or improving the way a sword is wielded.
I could make an effort and prepare everything now but it is kind of late here in Brazil and tomorrow I'll have a busy day. I'll try to make the final push Wednesday (worst case scenario).
As always, I'll add Gruumsh's info to the first page and announce it here once all the files are in Github.
Cheers.
Corellon:
Major: All, Healing, Protection, Moon, Combat, Creation, Weave
Minor: Sun, Thought, Divination
Moradin;
Major: All, Protection, Combat, Creation, Earth, Fire
Minor: Healing, Divination, Vocal
I am basing my speculation on the lore...
Will Moradin be getting Mastery specialisation in hammers btw?
There is something in the sourcebooks that hints me about the Mastery feature but my brain is not functional enough to remember ATM and I'm not with the books with me to check.
Not sure, probably yes.
That being said, Gruumsh will have to wait until tomorrow (I just need to build four files, quite easy).
I'm running some final tests. No need to update your games, though. I'm just trying to keep the tools used by DoF up-to-date.
Edit: Finished the tests. Found some minor issues, all of them fixed and uploaded to Github.
---
Well, this week is being crazy. The four files turned out to be actually five and three of them are already built and pushed - just need the final two (the easier ones) but I'm failing to find time to sit and write the code.
I'll do my best to release Gruumsh tomorrow. Sorry about that.
- Drake : he looses his crossbow (can't use it anymore) even if you installed Drake with his component to be able to use crossbows... a pity !
- Helga : from her doc, she is supposed to have 2 quite powerful innate abilities starting at level 1, throw stone and something to get a special magical 2 handed sword from her deity (explaining why she has a + in 2 handed weapons !), but if you use your mod to alter her kit then the only innate ability she gets is... shield, and that's all... !
So maybe it's better to avoid this mod to alter those npcs at least for now...
But congratulations anyway for the impressive work, I didn't know there were so many kits for clerics in ad&d !
DoF is about PnP.
Drake can't use crossbows because the rules say so.
Helga gets the abilities from Haela as stated in Demihuman Deities - with a few adjustments, I know.
So for both cases DoF is doing what it is designed to do: simulate PnP as faithfully as possible.
Cheers.
The front page has the description of all the kits. By giving a kit to a character you're applying its bonuses and restrictions.
Sorry if it a bad thing for you but, as I said, it is the mod's design.
Let me know if you need anything
I missed this part entirely.
Thanks, @zelurker ! There are more kits to come, but probably only next year (except for Corellon, Moradin and maybe Laduguer).
---
The Eye of Gruumsh is ready and uploaded to Github for beta testing. The mod can be downloaded here.
I also fixed a bug with Tempus' Enrage.
The next kit to be released will be Corellon. As his multiclass will be actually a tripleclass (F/M/C), I'll have to see how it can be done - probably is the same routine done with a multiclass.
I'll also try to tackle a reported bug with Shar-Teel's SoD version.
Cheers.
They'll be released - all of them. Just in 2020, though.
It is always best to uninstall the original and then install the latest as I'm always fixing a bug here or there.
Great work Raduziel! Can't wait for Moradin and Corellon.
Someone - I don't remember who (sorry) - reported an issue with Shar-Teel's SoD component (the one that works alongside Elminster's mod). I made a quick test and everything seems to be working fine. I'll make a SoD run to test Pfaug and will see if this component somehow misbehaves.
Here's a heads up to @elminster , then.
Everything else is done. As soon as I finish the above I'll run a quick alfa test and send the new files to Github.
Edit: Also uploaded a fix for Larloch's Minor Drain (that will reflect upon Drain Life as well) to make increase the caster's HP as it should.
Sigh... I'm not sure what we did in 2.5 to mess with this but I'll look into fixing it when I can.
FWIW, I already reported this issue in your thread one year ago...
The last couple of days I didn't work on Corellon as I was busy developing this:
I want to thank @kjeron and @Luke93 for helping me with the coding. This feature is being stress-tested yet.
Today I'll take my spare time to watch the Libertadores match and tomorrow I'll be busy with RL demands, so Corellon shouldn't be ready this week.
Cheers.