Overall spell system remake...

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tarashon
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Joined: Sun Jan 11, 2015 6:27 pm

Re: Overall spell system remake...

Post by tarashon » Sat Mar 26, 2016 8:07 pm

Thanks to alot of help from Seeker, some google searching and hours on end of trial and error the system now funtions !

All ( i hope ) monster casters have been given a "hostile caster" token, and the bosses additionally a "touched caster" token to grant them the same bonus to spell damage as the touched ones gets.

The "touched" and "Furious Touched" scripts are similarly updated to integrate giving touched creatures the tokens to boost their spell damage.

I am currently done with sorcerer/wizard spell level 1 and 2 and working on the level 3 ones. I am counting on releasing the upgrades later tonight for some testing. For all spells not currently fixed they just work as they have done all the time, so I can alter our spell system as time and energy permits. My dream however is to have as a minimum all sorcerer and wizard spells redone by Tuesday , and then druids and clerics will be next on the list and then Bards.

/tara

BenevolentDevil
Posts: 360
Joined: Sun Oct 18, 2015 3:37 am

Re: Overall spell system remake...

Post by BenevolentDevil » Sun Mar 27, 2016 4:30 am

It was good having you in game for RP though today ...

So don't over-work yourself or stress out over it.

It's not like the regular system didn't work , no rush ,no hurry ...

Don't get burned out anymore than you already have been.

Twilighteyes
Posts: 69
Joined: Sun Jan 24, 2016 6:23 pm

Re: Overall spell system remake...

Post by Twilighteyes » Sun Mar 27, 2016 10:22 am

Small bug, not an issue but the hostile caster tokens on touched and furious yeti howlers are showing in the loot drops. We cannot pick them up but they are visible. Just fyi
Twilighteyes name "borrowed" from a book titled the same, NOT a reference to "sparkly" vampires.

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tarashon
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Re: Overall spell system remake...

Post by tarashon » Sun Mar 27, 2016 10:28 am

Hmm Ill have to look into this...

Are you sure its the Hostile Caster token and not the Touched Caster token that you see ?

Also this is only for touched creatures and not normal ones ?

/tara

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tarashon
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Re: Overall spell system remake...

Post by tarashon » Sun Mar 27, 2016 6:11 pm

All wizard / Sorcerer DAMAGE spells are now redone according to the new system and in game. I strongly encourage anyone with those 2 classes to test out their chars and spells and fire off some feedback. Personally I am inclined to assume that we might have to lower the overall damage level a bit but that is done in one single swoop so that is not a problem :)

/tara

Twilighteyes
Posts: 69
Joined: Sun Jan 24, 2016 6:23 pm

Re: Overall spell system remake...

Post by Twilighteyes » Sun Mar 27, 2016 6:52 pm

Just looked thru the ther post on the new spell system and the balance between casters looks very nice! Now "healers" will do less damage with their spells compared to their arcane cannon counterparts! This was an issue (IMO) for a long time where clerics garbed in full plate and tower shields would level a horde with a few spells and walk away untouched while squishy, book loving, wizards with their pretty little robes would be ripped apart! The Static AoE spells (I am really thinking cloudkill) might now actually be useful instead of forgotten.

I'm trying to wrap my head around the summoner/invoker thing.. Are you thinking a conversation script that allows the PC to choose which path to follow? And the summoners totem function similar to the clerics animal domain?
Twilighteyes name "borrowed" from a book titled the same, NOT a reference to "sparkly" vampires.

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tarashon
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Re: Overall spell system remake...

Post by tarashon » Sun Mar 27, 2016 7:07 pm

AS for the specialisation i asume yes to both. However in all fairness it WOULD be cooler to have an actual questline making you choose your specialisation. It need not really be anything big but it just would be cooler to "RP" the specialisation.

And yes the Summoner would either be very similar to the Cleric domain or some sort of Boost item/spell which would then work for whatever companion and summon you had.

Not totally sure but that version would make it alot easier to carry out instead of having to alter god knows how many creatures and spells...

/tara

RestoRanger
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Joined: Thu Dec 27, 2018 7:11 pm

Re: Overall spell system remake...

Post by RestoRanger » Mon Jan 14, 2019 1:35 pm

Twilighteyes wrote:
Thu Mar 24, 2016 1:11 pm
Question 2. What of the effects of the feats Maximize and Empower? These spells only affect variable damage numbers (I.e. Dice rolls) and with the new system would SEEMINGLY render them all but useless.
I’m wondering about this because the Cleric Healing domain would normally empower healing spells…

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tarashon
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Re: Overall spell system remake...

Post by tarashon » Mon Jan 14, 2019 11:55 pm

Im not 100% sure right now. its some time since i made the changes. I'll try look at it tomorrow :)

/tarashon

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tarashon
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Re: Overall spell system remake...

Post by tarashon » Tue Jan 22, 2019 9:35 pm

I just looked at some of the lowlevel spells and yes it would seem that these feats are now useless on the healing spells.

However, truth be told, the new spell settings are FAR superior to the old ones so there is no loss in it what so ever. only thing is that the healing domain lacks out here, so maybe take another domain and gain some new bonus now where your heals are already excellent regardless ? :)

/tarashon

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