UnearthedArcana / Faiths_and_Powers

Faiths and Powers mod
11 stars 9 forks source link

Sr fnp and Acolyte of Beshaba #68

Closed Grammarsalad closed 7 years ago

Grammarsalad commented 7 years ago

I installed SR and the FnP in BG2EE. I started a new game with an Acolyte of Beshaba. The doom ability is not there to use

Grammarsalad commented 7 years ago

SR version might have a different structure than vanilla, causing GS's edits to fail. Actually I'm not sure what GS is doing with that code, it's pretty complicated. Looks like edited various aspects of the spell by hand instead of using ALTER_SPELL_HEADER and ADD_SPELL_CFEFFECT...

EDIT actually, the FnP code moves the 'location' for the Doom ability from spells to innate abilities... but it only does so for the first header. If the SR version has more headers, and you are higher level (testing on SoD or BG2EE?) then it would be missing from the innates button, and probably showing up under spells instead.

Doesn't look too difficult to fix, I'll just confirm with GS what the intended alterations are. Flag Quote · Insightful Agree Like · Share on Google+ Share on TwitterShare on Facebook GrammarsaladGrammarsalad 2:17PM subtledoctor said: It's weird, the Shambler transformation spells were taken from an HLA in my old druid mod, which used to work perfectly. Of course, that was back on BGT/BG2EEv1.2. So who knows what might have changed since then.

Anyway, I've snuck in another update with under-the-hood improvements: I added the Exploration, Spirit, and Damnation spheres to the sphere system. No kits actually have access to these spheres - we'll get around to that soon. I just put the code in, to enable access.

Feedback: please let us know if you can think of a title for that sphere that you like better. Options I'm tossing around in my head are "Damnation," "Perdition," and "Abyssal..." but that last one is weird, because it's an adjective and every other sphere is a noun. And "Abyss" doesn't really work.

On this Abyssal/Damnation sphere: it doesn't really have any spells yet. Only Cacofiend and Summon Fiend, which summon Tanar'ri. It also has Beltyn's Burning Blood, Shroud of Flame, and Malavon's Rage, but those are IWDEE-only spells so we need to bring them over manually.

More feedback: I'm thinking of letting this sphere only have spells of 4th level or higher. The idea being, there is no such thing as "minor access" to this sphere. The rough idea of a Demonologist is that they discover forbidden, powerful magic... so it doesn't make much sense to me to include magic that isn't powerful. Also, consider that the Demonologist could have focus access to this sphere, in which case their spell list would look like this:

3rd level: Summon Mephit/Quasit 3rd level: Beltyn's Burning Blood 4th level: Shroud of Flame 5th level: Cacofiend 6th level: Malavon's Rage 6th level: Summon Fiend 7th level: Summon Fiend EDIT - these three new spheres don't have HLAs yet. I forgot to add the Shaman HLA to the Spirit sphere, and we need to come up with HLAs for the other two. Hmm... what would an "Exploration" HLA look like? Maybe I'm wrong about shambler. The scope of this mod is such that I'm confusing spells. There are a few mound spells.

As for spheres, i think it would be good to have both an Abyssal and Infernal spheres. I need to research the lore, but i suspect that @Kamigoroshi is right about the differences between the demonologist and diabolist. The kits seem distinct enough to have two occultist kits, one for each with their different focuses. (They also seem interesting enough that They deserve their own kits). I think this is worth another look: Kamigoroshi said: I always viewed that summoning fiendish entities was more the Demonologist's forte. The Diabolist on the other hand could stand their ground with hellfire and using suggestions/charms for manipulating the weak willed. It may also be interesting to look at spells which have a good affinity with the Dukes of the Nine Hells.

Dispater for instance is ruling the Iron city of Dis. Naturally, the best spell to represent him would be Iron Body. Bel is a well known warlord and great commander of the Blood War. He could grant the Diabolist some martial boons in form of Armor or Strength. Baalzebul, being the lovely Lord of Flies he is, may be particularly interested in granting Insect Plague. Mammon on the other hand is greedy and lustful. Spells which influence the mind, such as Dire Charm, are probably one of his favourites. The father/daughter couple Belial and Fierna have each their own specialities. But I'd say the two of them like fire and suffering all the same. Beltyn's Burning Blood seems like a nice choice here. Levistus is a bit trickier, given his imprisonment in ice. His cultists are called bladereavers though. So having blade-like spells such as Blade Barrier may do the trick. Mephistopheles rules a frigid layer of infinite winter. Any cold-based spell would do here, such as Cone of Cold. Asmodeus is known as the most cunning archdevil and keeper of ancient secrets. I'm sure Contact Other Plane would fit like a glove for him. Also, Cacofiend summons an Nabassu. Having an Diabolist summon a Tanar'ri seems like a unhealthy choice in many ways. One thing: the one spell that i won't be bringing over from iwdee in some form--unless i get a lot of help from someone that is a) a good writer, and b) knows bgee/sod/bg2ee lore really well--is @AWizardDidIt willing?-- is contact other plane. The spell won't work without a lot of decent, knowledgeable, dialog.

Anyway, the diabolist may get their power from the particular 'pact' they sign, though their main sphere can be whatever spells would make sense if shared by all devil pacts-- it's devils, right?

They need not have summoning-- summoning demons can be the demonologist's thing. I can fill in any spell gaps.

Related, I'm starting to add iwdee mage spells in b_spells, and yeah, a lot of them fit. As for low level spells, I think There is always room. LupusSolus said: If it can be downloaded, please direct me to it if possible? Sure: https://github.com/UnearthedArcana/Faiths_and_Powers

Click on the ' clone or download' button. Note that this is probably a working version, but it's not well tested (and there are a lot of changes). Necromanx2 said: I have found that when I install spell revisions before FnP, I lose some of the special abilities for kits in FnP. So I am not convinced that SR and FnP play nice together. !

Can you be more specific? Which abilities are lost? subtledoctor said: » show previous quotes It's in the github master commit, v0.68. But like I say, while the spheres are defined in the code, there are no kits actually using them yet. So you'll never see them in-game.

Btw it's worth mentioning this, which may be controversial: I've put Free Action at 3rd level in the exploration sphere. That's pretty low, and it's a pretty great spell... but this way priests can have access to the spell without having major access to Exploration. Otherwise, a lot of clerics would lose access to a pretty important spell.

Thoughts?

As to actually implementing these: we need to patch the sphere access code for close to 100 kits... it's gonna take a while. As for what will actually happen: I figure lots of kits will get minor access to exploration, while only a few will get major access. (High level Exploration spells are stuff like: Dimension Door, Teleport Field, Freedom, etc.)

The Spirit sphere is an interesting case; it has the 7 Shaman-only spells from the 2.0 update. I'm not sure who should have access to these spells. Maybe mystics, maybe Kelemvor and Myrkul, maybe Shar... certainly not many kits.

Finally, the fiendish sphere is there, structurally, but most of the spells in it still need to be created or imported from IWDEE. Once the spells are in, I only really see the Demonologist having access to it. And the Demonologist doesn't exist yet, we'll need to create that. » show previous quotes I like that... the only thing that gives me pause is, in common parlance "stygian" generally means cold/dark, whereas most of these spells are about fire & brimstone. That's why my initial urge was "Infernal/Inferno." Regarding free action: Doesn't seem like a big deal, but i could be overlooking something.

Spirit: I'm really not sure. What is a ' spirit'? I think of it as a platonic form. E.g. a spirit snake is not the ' ghost of an actual snake' but more like the 'essence of snakeyness', a newly and more 'pure' copy of the 'Form of Snake'. It probably wouldn't be within the purview of any of the gods, but exclusive to certain non-deity kits. Necromanx2 said: OK. I installed SR and the FnP in BG2EE. I started a new game with an Acolyte of Beshaba. The doom ability is not there to use. Okay, will check. subtledoctor said: » show previous quotes Hmm... the SR version might have a different structure than vanilla, causing GS's edits to fail. Actually I'm not sure what GS is doing with that code, it's pretty complicated. Looks like edited various aspects of the spell by hand instead of using ALTER_SPELL_HEADER and ADD_SPELL_CFEFFECT...

EDIT actually, the FnP code moves the 'location' for the Doom ability from spells to innate abilities... but it only does so for the first header. If the SR version has more headers, and you are higher level (testing on SoD or BG2EE?) then it would be missing from the innates button, and probably showing up under spells instead.

Doesn't look too difficult to fix, I'll just confirm with GS what the intended alterations are. Ahhh. That sounds right...checking. Yeah, that's it. Not sure why i didn't use ALTER_SPELL_HEADER... Flag Quote · Insightful Agree Like · Share on Google+ Share on TwitterShare on Facebook « 1 55 »

Search discussion Go Leave a Comment

You can use Simple HTML in your post. Post Comment