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[v2.21] Shadow Magic

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  • Necromanx2Necromanx2 Member Posts: 1,246
    Looking forward to new release! The multi-class and dual class item to allow you to be a Shadow Adept sound cool.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited June 2017
    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.
    Post edited by Necromanx2 on
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited June 2017
    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.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Don't forget you have a HLA that increase INT and WIS if I remember correctly.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited June 2017

    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.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Does CHA still add to known spells?
  •  TheArtisan TheArtisan Member Posts: 3,277
    Charisma will still provide more learned spells, yes.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited June 2017
    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.
    Grammarsalad
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited June 2017
    Updated to v0.8.
    • 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.
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    Are you going to add alignment restrictions to the Shadow Orb as with the SA? It would seem to fit the whole idea of the using the Shadow Weave.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited June 2017
    @Zaghoul

    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.
    Zaghoul
  •  TheArtisan TheArtisan Member Posts: 3,277
    Minor update:
    • Shadow Orb should be unusable by sorcerers now.
    • 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.
    Djinn
  • Necromanx2Necromanx2 Member Posts: 1,246
    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!!!!!!!
  • The user and all related content has been deleted.
    Zaghoul
  • ZaghoulZaghoul Member, Moderator Posts: 3,938

    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?
    [Deleted User]
  •  TheArtisan TheArtisan Member Posts: 3,277
    Working on Shadow Adept-exclusive items. Some items also require the shadow adept to have a secondary class, for example:


    ThacoBell
  • Necromanx2Necromanx2 Member Posts: 1,246
    This is amazing stuff! Thank you very much!
  • Necromanx2Necromanx2 Member Posts: 1,246
    I tried getting the orb in BGEE with - CLUAConsole:CreateItem("C0SAORB") and nothing is created.
  •  TheArtisan TheArtisan Member Posts: 3,277
    @Necromanx2

    For EE, you need to use C: instead of CLUAConsole:
  • Necromanx2Necromanx2 Member Posts: 1,246
    Thank you!

    Can you tell me how to activate the cheat mode in BG2EE? I have it active in BGEE, but not BG2EE
  • Necromanx2Necromanx2 Member Posts: 1,246
    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?
  •  TheArtisan TheArtisan Member Posts: 3,277
    @Necromanx2

    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.
  • Necromanx2Necromanx2 Member Posts: 1,246
    This just gets better and better! Thanks for all your efforts!
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited July 2017
    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.
  •  TheArtisan TheArtisan Member Posts: 3,277
    @Necromanx2

    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.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Thought so. Thanks!
  • Necromanx2Necromanx2 Member Posts: 1,246
    Some feedback from a new BGEE game.

    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?
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited July 2017

    Some feedback from a new BGEE game.

    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.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited July 2017
    Thanks for the feedback!

    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.
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    edited July 2017
    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.
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