Module Changelog
v2783
- removing mirror images, blood golems and shadow conjurations on subdual/death - attempted fix to "/c faction_fix" command - some bug fixes - shadow conjuration (+ greater) relevant spells should now work for EA ammo making
Sorcerer Perk - Bloodcrafter (APP ONLY... for now!)
The Bloodcrafter has unique abilities to craft blood golems from blood vials of other creatures in their inventory, through a myriad of spells and tools. As the theme of the perk, and the perk itself, are very unique, only players who have successfully played antagonists and villains, are classy in PvP, and know to report any buggy mechanics and not abuse them will be considered in their applications.
We're not fans anymore of new stuff being app only, but we'd like to see it in play and adjust and fix it before making it available for all.
The mechanics of the perk will be sent to the players after a successful app!
Thanks a lot to @Trashgull, Enlightened for a very successful beta-testing, feedback and suggestions
v2778
In the deep places of the rings, the Recondite have begun to stir.
Several major QOL changes to the Recondite experience, especially focused around early leveling and access to unintentionally gated areas.
v2777
The Ghyl have changed their combat tactics...
You'll find them a more interactive challenge than before, rather than an AB check against high AC. I'll leave you to find out their new weaknesses yourselves.
v2775
- Augment Familiar now works on Ooze Savant and Ashen Mirage custom familiars - Eldritch Archer - Removed Interposing Hand from being an ammo option (this hasn't happened yet but in this case, let's just avoid this) - Eldritch Archer x Mirror Images take 2 - If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. If the caster has GSF Illusion, the above is only relevant if the spells are Mislead or Phantoms of Deception (so displacement/shadow conjuration/glass doppelganger keep their ammo as is). Let's see how this one goes - fixed "/c faction_fix" hopefully (edited)
v2771
A bunch of QoL stuff: - Small shovels of the hub vendors are now 5.5lbs - Rapid Shot has been removed from clones - New chat command: "/c faction_fix". This command should make the common hub factions neutral to your PC. Let me know if it doesn't work or it doesn't work on some NPCs - New chat command: "/c tell_filter_feedback_toggle". This command toggles Tell Filtering feedback messages on/off (in order to hide the message "Tell from (character name) blocked.") - On the first time a PC logs in a reset, all of their feats, special abilities, item usages and spells are restored
v2765
- Eldritch Archer x Mirror Images - If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. - Arcane Mimic V2:
- I noticed the dialog of submit/resist wasn't hooked up right, but I'm not 100% sure this is a good approach, so it was reverted to how it was before.
- Fixed constraints and limitations on the Mimic Spells ability. This will once again only work on spellcaster creatures, but not on blue NPCs
- Mimic perks ability was moved from level 8 bonus to level 5 bonus, and will also mimic eldritch archer related abilities now
- Level 8 bonus is now Mimic Feats - Will mimic from the target all their Spell Focus and Greater Spell Focus feats. These are removed when mimicking another target and on server reset.
v2761
- Updates to Sun Domain turn undead Scour the Unholy: Nearby enemies in a colossal radius take 2d(Dlevel) divine damage if they are undead and 2d4 divine damage otherwise. Blinding Light: Nearby creatures in a colossal radius roll a fortitude save VS DC 10 + 2*CHA or are blinded for 2d(Dlevel / 2) rounds.
v2758
- Removed from Cleric Sun Domain "Shard of Sunlight" the Lawful/Good restriction - Mirror Images created by Mislead/Phantoms are destroyed on the next casting of these spells. This doesn't affect Displacement or Bard Song clones, and this does not apply to any mirror images created by Ashen Mirage perk. - Infuser's ability "When hit by Electric Jolt or Gedlee's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns" no longer stacks with itself - Shelgarn: All the OUB properties are removed from the weapon no matter which shelgarn spell it is, so the summon can use it - Update to song 57 - Ballad for A Soft Breeze in a Summer’s Day (replaced AC with regeneration) - Level 1: +1 Electrical Damage, +1 to all skills, +1 AB, Constructs: Regeneration 1 HP every 6 seconds, 5% Movement Increase - Level 3: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +1 AB, Constructs: Regeneration 1 HP every 6 seconds, 5% Movement Increase - Level 6: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +8 Bonus HP, +1 AB, Constructs: Regeneration 2 HP every 6 seconds, 10% Movement Increase - Level 8: +1 Magic Damage, +1 to all skills, 10% Bludgeoning Immunity, +1 Will Save, +12 Bonus HP, +1 AB, Constructs: Regeneration 2 HP every 6 seconds, 20% Movement Increase, +1 Universal - Level 10: +1 Magic Damage, +2 to all skills, 20% Bludgeoning Immunity, +1 Will Save, +20 Bonus HP, +2 AB, Constructs: Regeneration 3 HP every 6 seconds, 20% Movement Increase, +2 Universal
v2757
-Some cool stuff to find, some alternatives around
v2747
- Theoretically you should be able to defeat the Baronet next reset. Let us know if you can't.
v2746
- mirror images also keep blind fight and point blank shot feats - added negative energy burst to eldritch ammo repertoire - eldritch ammo from cantrips don't disappear on reset - summoned mongerldog appearance change since the current one lags everyone
v5_2744
- since temporary item properties were too whack, we're going back to having them vanish on login for now
v5_2737
- eldritch archer had some issues with stacking together ammo that were made from the same arrow type and the same spell from what I understand, so this should be done automatically now when creating new eldritch ammo
v5_2736
- fixes to Turn Undead: Good domain - Turn the Unholy, Sun Domain - Scour the Unholy - Chaav's Laugh:
- Effects disappear when temp HP runs out is fixed
- Reduced duration from 1 turn/lvl to 1/round lvl + CHA modifier. If PC has GSF Enchantment the duration is doubled
- Bard Song: Elsbeth's Chronicle of Companions:
- Effects disappear when temp HP runs out is fixed
- AC is now NATURAL AC: +1 on lvl 6, +2 on lvl 8, +3 on lvl 10
Azure Pyre: - Can be taken without an app now - lvl 8 Fire Immunity is now 25% instead of 50% - If the sorcerer is Fire Genasi, the perk doesn't give any fire immunity - when casting fire related spells they get +1 CL (as before). When casting any other elemental spell (cold/acid/electrical/sonic) they get -2 CL.
Crimson Storm: - when casting electrical/sonic related spells they get +1 CL (as before). When casting any other elemental spell (cold/acid/fire) they get -2 CL.
Zealous Faith: - When casting flame weapon on their summoned shelgarn, they get divine/negative flame weapon as the sorcerer - When casting flame weapon on animated undead, the creature gets negative energy if the sorcerer is evil and has SF Necromancy
v5_2735
-armor/weapon buff persistence check modified. These buffs should expire at the appropriate time if you remain online, should persist through reset or crash, and should expire appropriately at the end of their duration, or when you log in if you do so after their expected expiration. Please report any issues you notice by pinging me in a bug report channel.
v5_2731
Since porting this one was way easier and appears to just be working, here's something HB and I worked on a few months ago: new perks 2/3
Eldritch Archer (Sorcerer perk)
Eldritch Arrow: The sorcerer may cast spells on arrows (each time on a -single- arrow). The arrow's name changes to "<ARROW_NAME> of <SPELL_NAME>" and an on-hit property is added on hit. When the arrow hits a target, it will cast the spell on the target. The spell level on the item is half of the caster's levels.
- These arrows can't be traded or dropped, and will disappear on server reset.
- Only the listed spells will work with this ability, but more will be added in the future
- Cantrips can be cast on a stack of arrows and will affect them all, and they won't disappear on server reset (this is a QoL to avoid players keep on casting cantrips on single arrows)
- It's not possible to stack spells on the same arrow
Spell changes: Shelgarn Spells - The sorcerer may animate bow weapons as well. Melf's Acid Arrow - cast as 1 CL above Flame Arrow - cast as 1 CL above
Level 1:
- Elf Weapon Proficiency feat
Level 5:
- Point Blank Shot feat
Level 8:
- Shelgarn animated bows get 1d4 elemental damage to their arrows (the element is determined by the sorcerer's element: fire/cold/acid/lightning/sonic. Default: fire)
- Each cast on arrows now creates 2 eldritch arrows instead of 1.
List of Eldritch Arrow spells: Circle 0: Daze, Light, Flare, Acid Splash, Electric Jolt Circle 1: Charm Person, Grease, Scare, Sleep, Horizikauls Boom Circle 2: Darkness, Ghoul Touch, Lesser Dispel, Web, Tasha's, Gedlee, Combust Circle 3: Dispel, Fireball, Gust of Wind, Hold Person, Slow, Stinking Cloud, Vampiric Touch, Scintillating Sphere Circle 4: Bestow Curst, Charm Monster, Confusion, Contagion, Enervation, Fear, Lesser Spell Breach, Phantasmal Killer, Wall of Fire, Ice Storm, Evard's Circle 5: Cloudkill, Dismissal, Feeblemind, Hold Monster, Mind Fog, Bigby's Interposing Hand Circle 6: Acid Fog, Circle of Death, Greater Dispelling, Greater Spell Breach, Bigby's Forceful Hand, Flesh To Stone, Undeath to Death
v5_2730
Mimic V2: After some feedback, I've added the following: When using the Mimic Spells player tool: - If there's still cooldown, or the target is too far, nothing happens - If the creature is a subdued PC, this will always work - If the creature is a hostile NPC or PC, they roll a Will save against their spells being mimicked. DC: 15 + SORCERER_LEVEL - If the creature is a neutral PC, they get a dialog whether to submit or resist to having their spells mimicked - If the creature is a neutral NPC, nothing happens The cooldown for the ability only triggers if they succeed in mimicking the spells
And just a reminder, good things come in threes
v5_2729
- arcane mimic reborn Arcane Mimic V2 (Sorcerer Perk)
Mimic Spells ability: Mimics get the Player Tool: Mimic Spells. By targeting another creature with the player tool the mimic copies the spells of the creature by the following conditions:
- If the target doesn't have a spellcasting class, this fails.
- If the distance between the mimic and the target is more than 10 meters, this fails.
- The mimic only copies from spell circles they can currently cast as a sorcerer.
- The amount of spells copied from each level are the amount of spells the PC should be able to cast as a sorcerer in their current level.
- The copied spells are only part of the Wizard/Sorc spellbook. (this is a tech constraint I have no way around for now)
Level 1:
- +3 Spellcraft
- +3 Concentration
- Mimic Spells Cooldown: 10 minutes
Level 5:
- Mimic Spells Cooldown: 5 minutes
- Mimic Spells also mimics the summon theme and the element of the target (if relevant)
Level 8:
- Mimic Spells Cooldown: 3 minutes
- Mimic Spells also mimics the spell modifications of some of the other perks (if the target has such perk): Arcane Leech, Ashen Mirage, Azure Fire, Bouldermancer, Crimson Storm, Dream Eater, Lifestealer, Hydromancer, Sand Mage, Snake Charmer, Unpredictable, Zealous Faith
- Mimic Spells also mimics the spells color theme of the target