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the "Faiths and Powers" mod


subtledoctor

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Grammarsalad and I are looking for beta testers to kick the tires on the halfway-finished version of our upcoming "Faiths and Powers" mod. The mod includes the following:

 

...~20 new and revised cleric kits

...~15 new and revised druid kits

...~10 new and revised paladin kits

...~10 new and revised ranger kits

...lots of kits for multiclasses, including druid/mage, druid/thief, and druid/ranger

...a dialogue-based deity selection process to decide on a kit

...a sphere system with 21 spheres. Most kits will have major access to 5-7 spheres and minor access to 4-6 more. Some kits will have "focus access" to a sphere, meaning they can cast spells in that sphere as if the spells were one level lower.

...a new HLA system that builds a custom HLA table for each kit based on its sphere access.

...revised item usability for clerics - they can *use* any weapon, and different kits will have different proficiency limits. So your Watcher of Helm can wield a longsword, and your Battleguard of Tempus can wield a battle axe.

 

You can think of it as being like Divine remix, but newer and a bit different.

 

Here is the list of spheres:

 

- Life/Healing

- Death

- Divine Aid

- Destruction

- Protection

- War/Combat

- Knowledge

- Deception

- Thought/Charm

- Dread

- Vigor

- Affliction

- Animal

- Plant

- Earth

- Water

- Air

- Fire

- Light

- Shadow

- Magic

 

The mod is currently in open beta. Here is a link to the most recent released build:

 

https://github.com/UnearthedArcana/Faiths_and_Powers/releases

 

Note: don't use altered spell tables with this mod - or at least, make sure that access to each spell level is the same in your new tables (1/3/5/7/9/11/14... the BG2Tweaks altered spell tables preserve this, so that mod should be safe). We'll provide new spell tables where necessary (currently just rangers and paladins... but we'll probably switch druids over to the cleric XP/spell tables too, or at least have an option for it. This mod WILL work with other mods that simply move druids to the cleric tables.)

 

PM me or let me know in this thread if you are interested in playing with this. Cheers!

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For a little clarification and to maybe spark some interest, here is what the mod has working, right now:

 

- Revised priest kits:

-- Cleric of Lathander

-- Cleric of Helm

-- Cleric of Tempus

-- Cleric of Talos

- All-new priest kits, with 3 different archetypes:

-- Cleric of Tymora

-- Cleric of Ilmater

-- Cleric of Leira

-- Cleric of Loviatar

-- Acolyte of Mask

-- Acolyte of Shar

-- Acolyte of Tempus

-- Acolyte of Ilmater

-- Incarnate of Mystra

- Totally revised druid kits, designed by region:

-- Forest Druid

-- Mountain Druid

-- Jungle Druid

-- Desert Druid

-- Arctic Druid

-- Cave Druid (still in progress)

-- Lost Druid (still in progress)

- New "Mystic" archetype kits within the druid class:

-- Beast Mystic

-- Earth Mystic

-- Water Mystic

-- Air Mystic

-- Fire Mystic

-- Light Mystic

-- Shadow Mystic

- New "Occultist" archetype kits in the druid class:

-- Ur-priest (still in progress)

-- Elementalist

-- Alienist(still in progress)

- A dialogue-based system to choose a kit that takes into account your race, alignment, and archetype (i.e. cleric/acolyte/incarnate)

- A working sphere system that works with these new kits, and also with a bunch of mod kits like those from Divine Remix

- With the sphere system, a first pass at multiclass druid/rangers, druid/thieves, and druid/mages

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...Aaand, I've added compatibility with Might & Guile, Spell Revisions v4, Divine Remix v8, and the Frosty Journey IWDEE kitpack.

 

If there are any other kits/kitpacks out there that people use a lot, with kits that use divine spells, I'd love to get suggestions for including compatibility with them as well. If anyone's reading this and uses such mods, let me know!

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What is EET_Tweaks and where can I learn about it?

 

EDIT - found it , downloaded it, inspected the .tp2. Those components seem to add the IWDEE priest kits for Tyr and Tempus to BGEE/BG2EE/EET games. After looking at it, I'm happy to report that this sphere system should *already* be compatible with EET_Tweaks and will add appropriate spheres to those kits.

 

:)

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What is EET_Tweaks and where can I learn about it?

 

EDIT - found it , ...

And you didn't tell people about it. We'll I'll do' it'll for'll your'll. Yes(that's actually pronouns-able sentence), it's part of the Enhanced Edition Trilogy mod that will be out, sometime soonish. It tries to make mods as compatible with both games as much as a pronounced beta can without all it's actual parts available to public. As the BG:Siege of the Dragonspear and the v1.4 update to BG1EE and BG2EE, there's still some moving parts.

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For those curious, here is a list of our spheres and the spells in each. I love, love, love Divine Remix, but the game doesn't have enough spells to fill out the DR spheres and so some cleric kits were seriously nerfed. By getting away from the PnP spheres and using our own, and by using a bunch of IWDification spells, wizard spells, and brand new spells, we will make sure each sphere has 8-14 spells, and each kit has ~20 spells of levels 1-3, and ~10 spells each of levels 4-7.

 

To balance the spheres, we have changed the level of various spells. Here's the full list:

 

1) DIVINE AID:

 

1. bless

2. chant

2. remove curse

3. prayer

3. lesser restoration

4. recitation

5. righteous wrath of the faithful

5. raise dead

6. aerial servant/cacofiend

6. bolt of glory

7. greater restoration

7. holy/unholy word

 

2) LIFE/HEALING:

 

1. cure light wounds

2. cure moderate wounds

3. cure medium wounds

4. cure serious wounds

5. cure critical wounds

5. mass cure wounds

6. heal

7. resurrection

 

3) DEATH:

 

1. cause light wounds

2. cause moderate wounds

2. hold undead

3. cause medium wounds

3. circle of bones

4. cause serious wounds

4. animate dead

5. cause critical wounds

5. mass cause wounds

5. slay living

6. harm

6. soul eater

7. finger of death

7. symbol: death

 

4) PROTECTION:

 

1. armor of faith

1. protection from evil

2. shield

2. negative plane protection

3. glyph of warding

3. death ward

4. protection from evil 10'

5. undead ward

5. shield of lathander

6. physical mirror

6. shield of the archons

7. greater shield of lathander

 

5) WAR:

 

1. shillelagh

1. courage

2. spiritual hammer

2. draw upon holy might

3. strength of one

4. holy power

4. defensive harmony

4. star metal cudgel

5. champion's strength

6. blade barrier

7. symbol: fear

 

 

6) DESTRUCTION:

 

1. smite

2. shatter/battering ram

3. divine/infernal wrath

4. shout

5. destructive vibration

6. disintegrate

7. destruction

 

7) KNOWLEDGE:

 

1. detect evil

1. know alignment

2. find traps

3. clairvoyance

3. invisibility purge

4. farsight

5. oracle

6. true seeing

7. contingency

 

8) THOUGHT/CHARM:

 

1. command

2. sleep

2. charm person/mammal

3. exaltation

3. rigid thinking

4. mental domination

4. blood rage

5. chaotic commands

5. greater command

6. confusion

7. nature's beauty

 

9) DREAD:

 

1. curse

1. doom

2. ray of enfeeblement

3. cloak of fear

4. greater malison

5. despair

6. spiritual wrath

7. symbol: hopelessness

 

10) VIGOR:

 

1. slow poison

2. invigorate (aid)

2. cure disease

3. remove paralysis

3. favor of ilmater

4. neutralize poison

4. unfailing endurance

5. free action

5. animal rage

6. regeneration

7. tenser's transformation

 

11) AFFLICTION:

 

1. blindness

2. paralyze (hold person)

3. mold touch

4. contagion

4. poison

5. waves of agony

6. dolorous decay

6. symbol: pain

7. symbol: stun

7. wither

 

12) ANIMAL

 

2. beast claw

3. summon insects

4. giant insect

4. animal summoning I

5. animal summoning II

5. insect plague

6. animal summoning III

7. creeping doom

 

13) PLANT:

 

1. entangle

1. goodberries

2. barkskin

3. spike growth

4. thorn spray

5. call woodland being

6.

7. stalker

 

14) EARTH:

 

1. magic stone

2. grounding (protection from lightning)

3.

4. spike stones

5. stoneskin

6. conjure earth elemental

7. earthquake

 

15) AIR:

 

1. zone of sweet air

2. stinking cloud

3. cloudburst

3. storm shell

4. call lightning

5. static charge

5. whirlwind

6. chain lightning

6. entropy shield

7. mist of eldath

7. death fog

 

16) WATER:

 

1. snowball swarm

2. acid arrow

3. icelance

4. vitriolic sphere

4. smashing wave

5. ice storm

5. cone of cold

6. conjure ice elemental

7. acid storm

 

17) FIRE:

 

1. burning hands

2. flame sword

2. (agannazzar's) scorcher

2. resist fire/cold

3. flame arrow

3. protection from fire

4. produce fire

5. flame strike

6. conjure fire elemental

6. fire seeds

7. firestorm

 

18) LIGHT:

 

1. sunscorch

2. alicorn lance

3. glitterdust

4. moon blade

4. wall of (moon)light

5. false dawn

6. sol's searing orb

7. sunray

 

19) SHADOW:

 

1. Sanctuary

2. Blindness

3. Cloak of Darkness

4. Shadow Monsters

4. Shadow Door

5. Summon Shadow

5. Shadowstep

6. Shades

6. Wraith Form

7. Power Word: Blindness

 

20) DECEPTION:

 

1. Reflected Image

2. Blur

3. Invisibility

4. Mirror Image

4. Non-detection

5. Invisibility 10' Radius

6. Mislead

6. Pixie Dust

7. Simulacrum

 

21) MAGIC:

 

1. silence

2. miscast magic

3. dispel magic

4. secret word

4. minor spell turning

5. breach

5. magic resistance

6. globe of invulnerability

6. wondrous recall

7. ruby ray of reversal

 

 

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Is this the forum to post observations?

 

I started a new game with the PC being Priest of Leira from the new choices. He is supposed to have "Leira's Double* ability which is enhanced at level 6 and 12.

Ability is not there, I levelled him up with Clua XPs to level 6 + 12 - but nothing. Also when being attacked nothing is triggered.

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Yes, and thanks for the feedback! It's just a typo in the Cleric of Leira .2da file. I've corrected it in my internal builds, if you want to fix it yourself you can edit d5_cllei.2da and change the first entry from "GA_D5_LEI11" to "GA_D5_LEI1" (i.e. change that 'eleven' to a 'one').

 

Incidentally while the mirror image/mislead ability of the cleric of Leira is cute, that kit really only shines when you use the sphere system - it's one of very very few kits to get major access to the sphere of Deception - Non-Detection, Pixie Dust, Simulacrum... very unique among priests. So I recommend getting the sphere system working to get the most from that kit. :)

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Yes, and thanks for the feedback! It's just a typo in the Cleric of Leira .2da file. I've corrected it in my internal builds, if you want to fix it yourself you can edit d5_cllei.2da and change the first entry from "GA_D5_LEI11" to "GA_D5_LEI1" (i.e. change that 'eleven' to a 'one').

 

Incidentally while the mirror image/mislead ability of the cleric of Leira is cute, that kit really only shines when you use the sphere system - it's one of very very few kits to get major access to the sphere of Deception - Non-Detection, Pixie Dust, Simulacrum... very unique among priests. So I recommend getting the sphere system working to get the most from that kit. :)

Works now - a nice one for the goddess of deception, gets me interested to see more of that sphere.

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After some trouble (had to completely re-install but not due to your new mod) I have now started a new BGT game with Faiths and Powers. Here are some initial observations:

- PC is a Priestess of Leira - she is level one, has the "Leira's Double* ability and four slots for level 1 spells (just to confirm, I understand the mod wants to emphasis the lower spells a bit)

- 1 NPC is Fighter/Priestess - there is some oddity in her level 1 spellbook, a large number of spell in the *known* partition of the book appear twice (some appear only once as should be) - to check whether the double ones were added by your mod (armour of faith, bless,doom, cause light wounds, curse, command, detect evil, doom, protection from evil, remove fear)

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Thanks for the info. I just quickly rolled up a fighter/cleric in BGEE and, for 1st-level spells at least, I'm not seeing any doubles. I haven't tested on BGT yet though, I should do that. Also, the build I'm using may be more up-to-date than the one that's available at the download link. I've been doing a bit of bug-fixing - though, i've mostly been focusing on SR and IWDEE integration. (Do you have SR installed? That has been causing some doubled spells.)

 

Anyway I'll double-check everything, and if i have a stable new build, I'll update the beta download.

 

For your immediate playing pleasure, the easiest quick fix is to edit the character in Shadowkeeper and remove any known spells whose filenames don't start with "d51...."

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Thanks for the info. I just quickly rolled up a fighter/cleric in BGEE and, for 1st-level spells at least, I'm not seeing any doubles. I haven't tested on BGT yet though, I should do that. Also, the build I'm using may be more up-to-date than the one that's available at the download link. I've been doing a bit of bug-fixing - though, i've mostly been focusing on SR and IWDEE integration. (Do you have SR installed? That has been causing some doubled spells.)

 

Anyway I'll double-check everything, and if i have a stable new build, I'll update the beta download.

 

For your immediate playing pleasure, the easiest quick fix is to edit the character in Shadowkeeper and remove any known spells whose filenames don't start with "d51...."

@double spells

No, I do not have SR but I have might and guile which does something on spells.

I have no problem with it, it is just an oddity and since you do something on level 1 priest spells I was reporting it. Always hard to tell in such big installations like mine - I usually take changelog tool to see which mod introduced something but I have no idea which file I should look for in this particular case - is this done for each cre or is there some game/class wide master file?

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