Multiple magic schools spells pack
Posted: Wed Feb 25, 2015 8:30 pm
Hi every one !
Check out the 105 spells for grimrock 2 version 2.2.4 here : Nexus Mods
I share a test dungeon with the spells assets so you can easily install and try it.
You can also find on this page a playable integration of the spells pack in the main campaign Isle of Nex: Magic of Grimrock
You can also get this campaign from: Steam Workshop
(Be careful, it seems Steam will not update your local copy of the mod to the last published version unless you unsubscribe then resubscribe.)
If you want to play it, I would advise to build a party with 2 or more casters, of course (a little bonus in this dat file; some custom classes and skills traits, with better wizards! Also secret puzzles everywhere and surprise items from MinAssets).
The goals I try to achieve with those spells :
To help you test those spells :
The overpowered or key spells :
I would like to thank all the very helping people on this forum, Jhaelen and GoldenShadowGS as I used their work and included some variation of their spells in this pack. A special thank to Akroma who shared a lot of ideas and visual effects I used, in particular the enchantment and trap spells. Also Minmay for several advices on performance, the spells book, and some visual effects too.
I welcome any feedback about the coding or design aspects you could have. Let me know for example what you think is too powerful or too weak and how you would balance it.
The general formula for spells power (damage, heal, duration...) is :
Check out the 105 spells for grimrock 2 version 2.2.4 here : Nexus Mods
I share a test dungeon with the spells assets so you can easily install and try it.
You can also find on this page a playable integration of the spells pack in the main campaign Isle of Nex: Magic of Grimrock
You can also get this campaign from: Steam Workshop
(Be careful, it seems Steam will not update your local copy of the mod to the last published version unless you unsubscribe then resubscribe.)
If you want to play it, I would advise to build a party with 2 or more casters, of course (a little bonus in this dat file; some custom classes and skills traits, with better wizards! Also secret puzzles everywhere and surprise items from MinAssets).
The goals I try to achieve with those spells :
SpoilerShow
- To make leveling more rewarding (here for casters), I wanted at least one new spell available for each skill point, so 5 spells for each magic school, including concentration.
- As I wish to make a mod for characters with higher levels than the main campaign of Grimrock 2, and also to make a wider range of character builds viable, I added multiple magic schools spells, so there are 5 additional spells for each combination of the four elemental magic schools.
- Some spells could be considered severely overpowered in this pack, but they were thought as "keys" to unlock progression in an open world design.
- I include willpower as a scaling factor in the power of spells.
- As I wish to make a mod for characters with higher levels than the main campaign of Grimrock 2, and also to make a wider range of character builds viable, I added multiple magic schools spells, so there are 5 additional spells for each combination of the four elemental magic schools.
- Some spells could be considered severely overpowered in this pack, but they were thought as "keys" to unlock progression in an open world design.
- I include willpower as a scaling factor in the power of spells.
SpoilerShow
- you have crystal shards near the starting position to cheat : leveling champions, the party learning all skills, learning all spells or spawning all spell scrolls not learned.
- some other items all around to test various effects such as the new enchantments spells.
- note that I changed some of the original spells gestures to match the new philosophy of multi-schools spells.
- some other items all around to test various effects such as the new enchantments spells.
- note that I changed some of the original spells gestures to match the new philosophy of multi-schools spells.
SpoilerShow
a teleportation to a previously memorized location (ishar...), the bridge spell over one tile, ice cube blocks you can push or walk on, a bolt that teleports the party when it hits a wall, another bolt that switches the positions of the monsters it hits and the party (and to a lesser extent a spell to breathe under water).
I welcome any feedback about the coding or design aspects you could have. Let me know for example what you think is too powerful or too weak and how you would balance it.
The general formula for spells power (damage, heal, duration...) is :
SpoilerShow
- For a single magic school spell : baseValue * (1 + skillLevel/5 + champion:getCurrentStat("willpower")/50)
- For a dual magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2)/5 + champion:getCurrentStat("willpower")/50)
- For a triple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3)/5 + champion:getCurrentStat("willpower")/50)
- For a quadruple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3 + skillLevel4)/5 + champion:getCurrentStat("willpower")/50)
- For a dual magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2)/5 + champion:getCurrentStat("willpower")/50)
- For a triple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3)/5 + champion:getCurrentStat("willpower")/50)
- For a quadruple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3 + skillLevel4)/5 + champion:getCurrentStat("willpower")/50)