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Re: Multiple magic schools spells pack

Posted: Fri Sep 30, 2016 10:43 am
by AndakRainor
-- change log --

version 2.3

Correction of a bug with the Immortal spell. For some reason, the correction in 2.1 never happened.
Please check the version in your README file to be sure you have the last version:
http://www.nexusmods.com/legendofgrimrock2/mods/60/?

Re: Multiple magic schools spells pack

Posted: Thu Oct 06, 2016 4:21 am
by Kholdy
Hello there. I'm actually quite impressed with the spell pack. I'm trying to play the normal campaign with the mod, but it's extremely annoying that I have to learn from a scroll before casting it. Is there a way you can disable this? I can find all the scrolls fine, but there are so many scrolls that they're overfilling my inventory. And if I throw them away now, I can't learn them later when I unlock them...

Re: Multiple magic schools spells pack

Posted: Thu Oct 06, 2016 10:32 am
by AndakRainor
Hello!

If you started playing the mod recently, I would suggest waiting until next week for the next major update.

This new version will integrate the new spell pack I recently shared, with many new original spells (but the same total spells number) and some surprises.

It also fixes the problem you have with the high number of scrolls by giving you a spell book that occupies one inventory slot only and memorizes all the scrolls you find.

If you prefer to continue the current version, I think you could store them in the Hub, and keep only on you the ones you will learn on the next level up. If you prefer to cheat, you could learn all the spells with this console command:

Code: Select all

for i=1,4 do spells_functions.script.learnSpells(party.party:getChampion(i)) end

Re: Multiple magic schools spells pack

Posted: Sat Oct 08, 2016 11:44 pm
by AndakRainor
The new remake of Isle of Nex is now available! It adds many new spells, surprise items, class changes, and fixes the previously missing Lindworm fight!

http://steamcommunity.com/sharedfiles/f ... =620358170
http://www.nexusmods.com/legendofgrimrock2/mods/60/?

Re: Multiple magic schools spells pack

Posted: Sun Oct 09, 2016 12:12 am
by Kholdy
I patiently waited for it! I'm going to start it now, feedback coming when I get somewhat far.

Re: Multiple magic schools spells pack

Posted: Sun Oct 09, 2016 12:16 am
by AndakRainor
Playing it now too :P
I'm in ruins of Desarune, but I skipped a lot to get to the XP pendants, as I usually do :D

Re: Multiple magic schools spells pack

Posted: Sun Oct 09, 2016 3:03 am
by Kholdy
Did you make some changes to the map? I think you must have. I found the Boots of Earth, so I'm guessing I have to fire different elemental projectiles into those other holes I found.

Re: Multiple magic schools spells pack

Posted: Sun Oct 09, 2016 3:34 am
by AndakRainor
That's right, there are changes in almost every map. Will you find them all? :P

Re: Multiple magic schools spells pack

Posted: Mon Oct 10, 2016 3:55 am
by Kholdy
Here's some early feedback since I didn't realize you actually changed the base game.

I saw that you added some bonuses to the original skills. The bonus to Heavy Weapon is nice, since it's always been outshone by Light Weapons. Firearms are now not as stupid to use, and the bonus is important because if you're going Alchemy + Firearms + Critical, you're not going to have skill points for Accuracy. Finally, there is a reason for me to get that 5th point in Armor.

The added melee proc to magic skills is quite interesting. You probably can't use it on any front row characters if you're going to get Armor, but I play enough backrow Fighter/Dual Wield Rogues to see its potential. One thing, however, is that is the proc rate is too low to be reliable. You are probably "wasting" 3 skill points into magic since you're not going to be doing much except basic spells and enchantments. If you're putting a 4th point into Concentration to get ranged -bolt spells, then that's 4 points that could've gone into Critical. You see what I mean by 10% proc isn't worth 4 points into Critical? In addition, swords/daggers have better proc chances due to dual wield, while axe/maul has higher cooldown AND not dual wielded. To make proc balanced, here's what I would do based on data of Bane, Meteor Hammer, Serpent Sword:

Fire 3: sword - 15%
Air 3: mace - 40%
Earth 3: dagger - 15%
Water 3: axe - 55%

tl;dr - You can make ~2.6 attacks with dual wielding sword by the time you swing 2h-mace once, and ~3.6 attacks by the time you swing 2h-axe once. Therefore, these proc chances are more balanced in my opinion. EDIT: What weapon type is moonblade?

About the new additions, that feather of air cap was nasty to get...3 timed teleportation sequences lol. How do I get past the immortal plant? I must know. Also, can you move the fireball scroll from Desaure? I know it was there in the base game, but the base game also did not force you to learn from the scroll so you can google spells. I suggest you swap the scrolls around so the scrolls that requires less skill points you find first, or just make it so you auto learn all (unchanged) spells from the base game. I am impatient so I did use a spawn("scroll_fireball"); don't kill me.

I'm enjoying my time greatly, so keep it up.

Re: Multiple magic schools spells pack

Posted: Mon Oct 10, 2016 7:55 am
by AndakRainor
Kholdy wrote:The added melee proc to magic skills is quite interesting. You probably can't use it on any front row characters if you're going to get Armor, but I play enough backrow Fighter/Dual Wield Rogues to see its potential. One thing, however, is that is the proc rate is too low to be reliable. You are probably "wasting" 3 skill points into magic since you're not going to be doing much except basic spells and enchantments. If you're putting a 4th point into Concentration to get ranged -bolt spells, then that's 4 points that could've gone into Critical. You see what I mean by 10% proc isn't worth 4 points into Critical? In addition, swords/daggers have better proc chances due to dual wield, while axe/maul has higher cooldown AND not dual wielded. To make proc balanced, here's what I would do based on data of Bane, Meteor Hammer, Serpent Sword:

Fire 3: sword - 15%
Air 3: mace - 40%
Earth 3: dagger - 15%
Water 3: axe - 55%

tl;dr - You can make ~2.6 attacks with dual wielding sword by the time you swing 2h-mace once, and ~3.6 attacks by the time you swing 2h-axe once. Therefore, these proc chances are more balanced in my opinion. EDIT: What weapon type is moonblade?
Moonblade is a dagger. Indeed the proc rate is not reliable, I'm sorry I just realized those 4 traits have currently no effect at all in the mod!!! I will try to prepare a fix for that with your suggestion in mind for your current game, and of course also update the mod for future players. I think what could be done is to use the cooldown value of the attack in the formula of the proc rate. For dual wielding, it is another thing, I will think about it... The base idea for those procs was to give something to do to casters with empty energy, but I can see how it could be also useful for melee fighters, and even more for high level champions.
Kholdy wrote:About the new additions, that feather of air cap was nasty to get...3 timed teleportation sequences lol. How do I get past the immortal plant? I must know. Also, can you move the fireball scroll from Desaure? I know it was there in the base game, but the base game also did not force you to learn from the scroll so you can google spells. I suggest you swap the scrolls around so the scrolls that requires less skill points you find first, or just make it so you auto learn all (unchanged) spells from the base game. I am impatient so I did use a spawn("scroll_fireball"); don't kill me.

I'm enjoying my time greatly, so keep it up.
There are two spells in the game that can deal with the immortal mushroom, as usual linked to the elemental schools of the reward behind it:
hint:
SpoilerShow
one spell is a fire & air spell, the other is a earth, fire & air spell.
solution:
SpoilerShow
time bolt or swap.
I did not touch the positions of the original spells scrolls, but maybe I should. Note that an imported caster keeps her known spells and can cast them from the start. To teach a spell (fireball here) to a champion (number 1 here) you can also use this command:

Code: Select all

party.party:getChampion(1):addTrait("fireball")
You still need the requirements to be able to cast it.

In my current game I have to do the cemetery and the pyramid, then the castle. I use this team: concentration/fire battle mage, heavy weapon/throwing barbarian, earth/water caster (healer) alchemist, and elementalist (all schools with tomes of wisdom) wizard.

I must say I discovered the true power of poison cloud with this team. I was pleased to see that a true active tanking strategy was viable with this team and made the poison spells really shine early in the game. And I say active tanking because it was not just stand there in god mode but it required a lot of defensive casts from several spells, but was rewarded with very good damage from slow / over time damage like poison cloud or arcane storm.