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[MOD] -Will to Power- a 2E-inspired psionics system for the Infinity Engine

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  • EbonslayerEbonslayer Member Posts: 10
    Arthas wrote: »
    Subtledoctor, please don't forget this mod.

    By the way, any chance you could also bundle Kwiat's version within it?

    A bit late, but Psionics Unleashed doesn't even work for EE.
  • AquadrizztAquadrizzt Member Posts: 1,072
    @Arthas, as @Ebonslayer said above., Psionics Unleashed doesn't work for EE.

    The comments within the mod files are also not written in English (I don't know enough about European languages to tell you which one they are written in), so adapting in for EE would be difficult.
  • bob_vengbob_veng Member Posts: 2,308
    Aquadrizzt wrote: »
    I don't know enough about European languages to tell you which one they are written in

    sounds like Polish.

  • EndarireEndarire Member Posts: 1,536
    @subtledoctor Greetings! This sounds like a wonderful mod, but I run EET and want to ensure it's EET compatible before using it.

    Thankee!
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  • JarinexJarinex Member Posts: 46
    I was actually about to ask if you are still working on this mod. Glad to see it updated.
  • EbonslayerEbonslayer Member Posts: 10
    Something happened to SubtleDoctor, I think, so I'll drop the current link (and readme) to this mod right here:

    https://github.com/UnearthedArcana/Will_to_Power

    Note: the readme seems a little outdated. It says you get 15 power points at the start and 5 every level after, but I started with 20 and get 6 every level. Additionally, it doesn't list one of the kits: the Cerebremancer, which is a mage/psion.

    Figure I might as well give my thoughts on the mod as well. So far, it seems great. It has a nice mix of power, support, and CC, and has a wider variety of abilities than a mage early on, without the burden of memorization, as well as being able to use their powers a lot more. Their powers are also very strong, though I have the feeling they won't scale well into endgame (compared to other casters, that is).

    It is, however, a little wonky sometimes, but no gamebreaking glitches as far as I can tell. That being said, you can't start from SoD, SoA, or ToB with one of the kits, though, as you won't get the psionic abilities you would normally acquire past level 1, so it does require a fresh character from BG1. Additionally, some of the powers are a little misleading: some of them say it takes a certain amount of power points to sustain them, and list no duration, which may lead you to believe they have infinite duration, but that's incorrect, as they will deactivate themselves after a while and give you back half of the point cost. It's probably a balancing mechanic, as otherwise you could have permanent 75% resistance to all elements, complete resistance to some of the most dangerous status effects in the game, regenerating stoneskin, and nigh invincibility to any physical attacks as well, but it'd still be nice if the description indicated that.
  • shevy123456shevy123456 Member Posts: 536
    Has anyone tested the mod lately? It seems as if subtledoctor still maintains the mod, although updates happen quite infrequently. I may give the mod a try eventually either way; last time I was playing a game with psionic powers were the old Dark Sun computer RPGs though, so like a billion years ago.
  • shevy123456shevy123456 Member Posts: 536
    I gave the Will-to-Power mod a quick try recently, though somewhat indirectly
    only, via the innate abilities.

    First confusion was that each NPC had at the least one ability, one (Jaheira)
    had two. Now this was strange in that the README stated there was only a 5%
    chance or so for having an innate ability in the first place, so it is clearly
    odd that each NPC has it. Either there is a bug, or the percentage chance
    is different, or I misread it. Or the documentation has not been updated.
    So I am not sure about that. Since all NPCs had at the least one innate
    ability, though, I think this is a bug, since I had 100% innate ability of
    at the least one.

    But that was not where my confusion ended either. I could not find a rank or
    entry at char generation time for psionic either (was it a subclass, but I
    did not find anything under "cleric" either), which was strange too. Perhaps
    it was grouped somewhere and I could not find it or something in the
    installation was messed up. This brings me back to the documentation - it
    really could be better.

    But the confusion continued still.

    For some strange reason, there was some animation spawning off randomly at
    each character, e. g. the one where black dust or powder rises from the feet
    upwards every once in a while. Jaheira was also bugging up, often trying
    to summon something, though I think this may have come from another bug of
    one of the item mods (I really need to go through that list I use and remove
    that non-working item mod).

    But the biggest disappointment was when I tried the innate ability of one of
    the NPCs to cast a lightning. The damage was really extremely low, significantly
    lower than the Cast Lightning spell used by e. g. mages. This was actually the
    impetus for me abandoning wanting to test the mod - if the damage output is
    significantly weaker then this probably also applies for other psionic abilities
    in general. I'd have to manage abilities that are new to me, but they also
    underperform and this adds a cognitive load. Of course this is not a
    thorough test, just anecdotal, but given the fact that the documentation is
    a bit lacking and the mod is only semi-maintained, I felt that if I would
    find additional issues, these would never really be resolved due to lack of
    time upstream. Otherwise the idea is pretty neat still, but it does not seem
    to integrate well into the rest of the game. The reason I typically pick
    berserker, and then mage, is not necessarily for powergaming reasons per
    se, even though it somewhat is, but mostly because berserk makes the gameplay
    much easier (don't have to worry about chaos, confusion, charm etc...) and
    the magic system is IMO the best part of the old BG games. I have not counted
    how many spells are available by default + installed by mods but there are
    many. I may still give the mod another try in the future, but first I'd like
    to see whether the mod is at the least somewhat maintained.
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