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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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  • ThacoBellThacoBell Member Posts: 12,235
    UOLegacy said:

    Thank you for the update. This is updated to 0.8o now.

    It has? Where is the proper download link? The front page lists something different.
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  • ThacoBellThacoBell Member Posts: 12,235
    Thanks!
  • ariakas2ariakas2 Member Posts: 80
    edited September 2018
    Hello ty for this awesome mod. I made an illusionist however mobs can't find me after i cast improved invisibility and attack them. I tested with other specializations they can target me. I think there is a bug with passive non detection the illusionists have.

    I play with scs v31 and Tome and Blood v0.8o.
    Post edited by ariakas2 on
  • Radamanth77Radamanth77 Member Posts: 16
    Hello,
    Version 0.8p allows installation of the spell dialog only, the rest of the tp file is excluded by /*
    There is an issue for the invisibility component.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
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    edited September 2018
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  • Radamanth77Radamanth77 Member Posts: 16
    Sorry, didn't know that. I think I got confused with the letters and somehow downloaded the experimental build.
  • ThacoBellThacoBell Member Posts: 12,235
    For those of us who recently spent 2 hours installing all their mods and aren't likely to immediately scrap all that. Could we know what the "something new" is?
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
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  • ThacoBellThacoBell Member Posts: 12,235
    Gah! A kit for what class? This is crucial.
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  • ThacoBellThacoBell Member Posts: 12,235
    Guess its time to flip the decision coin again.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
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  • ThacoBellThacoBell Member Posts: 12,235
    Well, I'm curious to at least see what the kit is. Its gonna depend on if its something I will find fun to RP. So I guess I won't know unitl I look at it.
  • UOLegacyUOLegacy Member Posts: 153
    Is the spell dialogue compatible with the Chaos Sorcerer?
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  • ArizaelArizael Member Posts: 263
    edited September 2018

    ThacoBell said:

    Guess its time to flip the decision coin again.

    If it helps, this is as I said an experimental beta, and you would be the first person to do a proper playtest with this kit. If that turns you off, forget it.

    Not to turn you off. I just don't want to waste your time if you wouldn't be using this anyway.
    I might be willing to commit into yet another no reload attempt, but it would be cool to know what exactly is the kit about before spending time on reinstalling everything.
    Post edited by Arizael on
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
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  • ArizaelArizael Member Posts: 263



    Okay fine. It's actually three kits:
    - fighter/sorcerer
    - sorcerer/thief
    - sorcerer/cleric

    Ok this definitly sounds interesting. Does the cleric/sorcerer casts divine spells spontaneously as well ? How many spells per level total does he know? How does bonus spells from abilities work in there ?

    What about the annoying APR multiclass bug that affect non-fighters, is this class hit by it (i am gonna use SOB)?


    They cannot use sequencers, contingencies...

    This one is real bummer. I know from hard-earned experience that the ability to quickly redeploy your defensive spells after dispel is crucial in no-reload runs. Even meager shield+blur (something you would probably never recast in mid combat) proves to be damn effective in sequencer and was regulary saving my ass way up into shadows of amn.

    If this is question of balance, please take into account that with all your mod collection and spell revisions I strongly believe that the"meta" has shifted from sorceres to wizards,. The powerful wizard kits (bladesinger, ranger/mage), beefed up specialists ( including spontaneous casting) and bonus spells from INT, plus free metamagic on level up turn sorcerers into arcane casters with inferior spell selection, who are delayed from new spell levels.

    I mean take Dynaheir for example - she can prepare all the usefull defensive/utility/breach spells you desire and then convert them into evocation (which she gets all into spellbook for free) on the fly as needed, with bonus damage and penalty to enemy saves.... that is several power levels higher than what we could expect from humble vanilla invoker...
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    edited September 2018
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  • AnprionsaAnprionsa Member Posts: 106
    Same as Faith And Powers:

    Line 385975: WARNING: no effects altered on scrl9f.itm
    Line 387318: WARNING: no effects altered on scrl9y.itm
    Line 388661: WARNING: no effects altered on scrl9x.itm
    Line 390001: INSTALLED WITH WARNINGS Spell Tweaks: General Rebalancing
    Line 390004: WARNING: no effects altered on scrl9f.itm
    Line 390005: WARNING: no effects altered on scrl9y.itm
    Line 390006: WARNING: no effects altered on scrl9x.itm
    Line 390007: Spell Tweaks (Tome and Blood) was installed with warnings.
  • ArizaelArizael Member Posts: 263

    Spells known and spell slots are exactly as per vanilla SRCSPLKN.2DA and MXSPLSRC.2DA.
    EDIT - maybe I can do something like...
    - disable 'cast spell' button
    - add a ton of spell slots
    - add spells to memorization slots --- I don't think this is possible
    - apply a huge amount of Wondrous Recall to get things memorized
    - do a spell sequencer, choose from memorized spells
    - eliminate spell slots
    - re-enable the 'cast spell' button

    I just can't see how this can be done. Sequencers and contingencies poll your memorized spells, and sorcerers don't have memorized spells. The game devs can carve exceptions into the source code but I obviously can't do that.

    Ok that does sound needlessly complicated. :p


    While I investigate the possibility of enabling them, what about this: we might be able to add 3E-style metamagic feats. I'm kind of thinking they could just be 1st-level spells. So if you are in a jam, you could, say, cast "Quicken Spell" and then immediately cast a normal spell with 0 casting time. You would end up losing one 1st-level slot, and one slot for the spell you actually cast.

    This sounds realy good especialy for meele multiclass with high APR - but perhaps maybe even way too good - i mean quicken spell into timestpo...


    Yeah but those are all mod-added things. Not everyone is going to install those. This is a first run at making multiclass sorcerers, so the proper point of comparison is with... sorcerers. Compared to a vanilla sorcerer these versions lose sequencers and contingencies (again, by necessity, not intent), but gain the ability to be multiclassed. For something deemed impossible for 20 years... it's as good as I could do for a first-draft version.

    True but most of the things come from this mod.

    Perhaps the best solution would be not to spend significant time and effort into how to make sequencers and contingencies work (even if you ll manage to perfect them eventually) and instead focus on new cool stuff that will be easier to implement and will trully put interesting difference between wizards and sorcerers - provided we can figure up something :p
  • ArizaelArizael Member Posts: 263

    Okay multiclass sorcerers are working now, in v0.8u.

    AND, I think I've got a way to enable sequencers. It has a few problems - it will be hacky and annoying, and my test version does not reduce your spell slots for the spells you put in the sequencer. So for now, no sequencers with these kits. I'll have to put in a bit of work to smooth out some of the rough edges of sequencers before I add them to a release version.

    Will try to install it on Monday.
  • DjinnDjinn Member Posts: 76
    Wow, sorcerers would really need something else to make them a useful class in the future with this mod.
    A reimagining of the class as a whole is in order, don't you think?

    I have an idea - What I'm thinking is have a feat/skill tree for building your sorcerer the same way you would the fighter with the fighter feats and rogues with the thief/bard feats.
    So you could have melee or ranged combat enhancing feats, e.g. adding elemental or magic damage to your attacks, or feats that let you shapeshift into more and different shapes, feats that give you better and more defenses, enhance your offensive powers, extra spells as abilities etc.

    I could do a more elaborate write-up of what I'm thinking, if you're interested.
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