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bell88

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  1. Thanks a lot Elric - I'll make those updates to the mod description - and cheers for linking I'll see what I can do with the spiritual weapons
  2. Hey all (and particularly @Boeroer @Elric Galad @Noqn @NocturnalTrance), just to let you know - I finished the first version of the mod outlined above. It changes all the vanilla subclass progression as well as adding priests of Ondra, Galawain, Hylea and Abydon. You can find it on the Nexus here https://www.nexusmods.com/pillarsofeternity2/mods/476?tab=description Thanks for the early brainstorming! This ended up being a lot of work! It was fun though. Its my first mod so please go easy on me I'm sure there will be some inconsistencies in there. I tried to test it a decent amount to tease out any major bugs. I'll do my best to fix things people find. I was wondering if someone could help me with one practical thing. I'd like to also upload it to the steam workshop, but I find none of my custom icons get found. They all appear in game with the standard red cross. This isn't an issue if I copy the data to the override folder and install that way - its specific to steam when you subscribe to the mod. I've followed BMac's tutorial - so all my ability icons are in an atlas and I refer to them directly by the name in the atlas metadata and don't have to provide a filepath. Has anyone come across this issue?
  3. Haha! Sorry for the imprecision I'm new to modding POE2, so I may need a bit of a hand with balancing the summons. I'm going to do it right at the end. There is in principle only one 'new' summon to balance for this mod (Avian Familiars), because the others are vanilla summons (that are covered by your mod Elric) - The Hylea incarnate is the chanter sky dragon summon, and the Aybdon incarnate is the chanter 'Instruments' summon. 'Avian Familiars' seems to summon three birds that are quite fragile. They provide a perception and power level bonus. I'd be happy to change this however we see fit. I'd quite like Hylea to have something that grants the priest 'Swift'. So maybe the birds could provide that inspiration + PL boost? I think the ability tables are in a good places, and I'm making good progress. I did have a few questions that it would be good to get your thoughts on: 1) Keywords I had some questions here to make sure I was being consistent with my keyword tagging. [Note all of these questions below apply when using the Community Patch Keywords module] Combusting Wounds: Should this be Punishment + Condemnation (strictly it doesn't deal damage by itself, only in response to another attack). Similarly - how would you tag 'Recall Agony' and 'Pain Link'? Should 'Pain Block' just be Inspiration or Inspiration + Restoration? The Prisoners Turned on Their Captors + Two Fingers of Daylight: Both of these grand immunities to afflictions. How are these categorised? Does it come under Protection since they're not strictly Inspirations but reduce the duration of hostile effects by an infinite amount? 'Prisoners' would then be both Protection, Inspiration (as it also provides Strong). Why are Woedica's writ spells tagged as Punishment + Condemnation? Shouldn't they only be Condemnation if I'm understanding correctly? Wael's confusion spell seems to have the 'Illusion' keyword - but none of the other Wael priest spells have that tag Vile Thorns counters 'Antidote', but doesn't have the 'Poison' keyword. Is that a bug? Maybe 'Wall of Thorns' should have the 'Poison' keyword and counter 'Antidote' since the description explicitly mentions that it's poisonous? 2) Onra & Hylea ability trees We're mostly set with everyone's ability trees. I just want to iron out a few final questions on these two and then I think everything is fixed up. I have three options here, and I'd be interested in which you prefer/think is best @Elric Galad (also interested in anyone else's thoughts as well of course). Option 1 Hylea Ondra Talon's Reach Ondra's Whip Winter Wind The Moon's Light Avian Familiars Returning Storm Revenge Swept Overwhelming Wave Cleansing Wind Relentless Storm Discordant Melody Rejuvenating Waters Weather the Storm Seven Nights She Wept Avenging Storm Symbol of Ondra Tornado Eld Nary's Curse Option 2 Talon's Reach Ondra's Whip Avian Familiars The Moon's Light Hylean Squall (Amira's Wing item ability) Returning Storm Revenge Swept Overwhelming Wave Cleansing Wind Relentless Storm Discordant Melody Rejuvenating Waters So Singt Eld Nary Seven Nights She Wept Avenging Storm Symbol of Ondra Tornado Ondra's Mortar (Great Maelstrom) Option 3 Talon's Reach Ondra's Whip Avian Familiars The Moon's Light Hylean Squall (Amira's Wing item ability) Returning Storm Revenge Swept Overwhelming Wave Cleansing Wind Relentless Storm Discordant Melody Rejuvenating Waters Sirocco (Wilting Wind - without weakness) Seven Nights She Wept Avenging Storm Symbol of Ondra Eld Nary's Curse Ondra's Mortar (Great Maelstrom) 2) PL IX abilities. As discussed earlier, I want to move away from a model where every God gets all the different God abilities as options at PL9. (This also would no longer make sense given the addition of four new Gods and their associated PL9 abilities would overcrowd the level hugely). We have several options. At the moment I've made it so each God gets their unique PL9 ability + an incarnate summon (except Woedica) and thats it. I think that's two few abilities. I'm proposing to change that so they in addition get one other God's ability as shown in the table below (generically this is a God that they are either thematically or personally allied with). Let me know your thoughts/any proposed changes to the table. (Or if you have any other ideas). Berath Hand of Berath Call of Rymrgand Incarnate Eothas Light of Eothas Blessing of Wael Incarnate Gaun Pollen Patch Light of Eothas Incarnate Magran Magran's Judgement Enchanted Armoury Incarnate Rymrgand Call of Rymrgand Hand of Berath Incarnate Skaen Revenge of Skaen With Furious Vengeance Incarnate Wael Blessing of Wael Magran's Judgement? Incarnate Woedica Writ of Mending With Furious Vengeance Revenge of Skaen Abydon Enchanted Armoury Magran's Judgement Incarnate Galawain With Furious Vengeance Pollen Patch Incarnate Hylea Tornado/Eld Nary's Curse Light of Eothas Incarnate Ondra Eld Nary's Curse/Maelstrom Tornado/Eld Nary's Curse Incarnate
  4. Yes! This makes sense Eothas is getting sacred immolation for sure! Its a great idea - very fitting. The Hylean Familiars are those from Nocturnal's mod at the moment. On this point - I really want to give Hylea as much Wind keyworded stuff as possible. I know what you mean about the spell feeling perhaps 'too dark' (especially if we compare it to its DnD counterpart). But note the spell is bound to Amira's Wing in vanilla and seems to be Hylean in that sense. I still need to think more on Hylea
  5. Nice one on the changes above. Adopted basically all of them. Agree on 'Marked for the Hunt' and good spot with Abydon's missing L2 spell. Indeed Spiritual Weapon should not count. Current status is then: Abydon Galawain Hylea Ondra Lv1 Flames of the White Forge Nature's Mark Talon's Reach Ondra's Whip Lv2 Blades of the White Forge Taste of the Hunt Winter Wind The Moon's Light Lv3 Twin Stones Stag's Horn Avian Familiars Returning Storm Lv4 Ironskin Leap Revenge Swept Overwhelming Wave Lv5 Calling the World's Maw Borrowed Instinct Cleansing Wind Relentless Storm Lv6 Embrace the Earth Talon Concussive Tranquiliser Discordant Melody Cleansing Waters Lv7 Power Strike Savage Courage Weather the Storm Seven Nights She Wept Lv8 Sundering Blow Bow of Galawain Avenging Storm Symbol of Ondra Lv9 Enchanted Armoury With Furious Vengeance! Tornado Eld Nary's Curse Blades of the White Forge is just Mind Blades. Are we happy with the level progression for Galawain? I had to move Leap down from PL5 to PL4 to make space for Concussive Tranquiliser
  6. Thanks for keeping the suggestions coming @Elric Galad - this is helpful, I think we're getting there. I've moved Crushing Doom to PL8 for Woedica and Added Bitter Mooring at PL6 (Its called 'Never Far From the Queen' which I think works well!). I've reworked Abydon exactly as you suggest as well. I've moved 'Bow of Galawain' and 'Avenging Storm' back up to PL8 since you suggest they're too abusable for multi-classes. (I just wanted to float the idea since I know in the past @Boeroerhas suggested that multi-classes losing Avenging Storm limits some build variety). The current status is then: Abydon Galawain Hylea Ondra Lv1 Flames of the White Forge Charm Beasts Talon's Reach Ondra's Whip Lv2 Abydon's Hammer Taste of the Hunt Winter Wind The Moon's Light Lv3 Twin Stones Stag's Horn Avian Familiars Returning Storm Lv4 Ironskin Marked for the Hunt Deleterious Alacrity Overwhelming Wave Lv5 Calling the World's Maw Plague of Insects Cleansing Wind Relentless Storm Lv6 Embrace the Earth Talon Ram's Sprint Discordant Melody Cleansing Waters Lv7 Power Strike Panther's Leap Wilting Wind Her Tears Fell Like Rain Lv8 Sundering Blow Bow of Galawain Avenging Storm Symbol of Ondra Lv9 Enchanted Armoury With Furious Vengeance! Tornado Eld Nary's Curse Abydon: I think we're basically done here (I'll eventually try to change the spiritual weapon to a hammer to account for the loss of a 'hammer' in crushing doom) Galawain: This one is causing me some trouble. Moved Mark of the Hunt to PL4 as you suggested Replaced Wild Sprint with the more powerful Ram's Sprint and put this at PL6 Added a powerful 'Beasts' spell in 'Plague of Insects' 'Bow of Galawain' now PL8, and 'With Furious Vengeance!' at PL9 as discussed. I put 'Panther's Leap' at PL7 - do we think this is too strong to be PL7? (If yes - what could replace it?) Thoughts on swapping 'Charm Beasts' for 'Nature's Mark'? Hylea: Moved Avenging Storm to PL8 Added Wilting Wind at PL7. I personally don't think this is too strong for PL7, but I'd be interested in people's thoughts. I've considered swapping 'Deleterious Alacrity' for 'Her Revenge Swept Across the Land'? (since I'd like to give Hylea another electricity type spell) - again I'd be interested in people's thoughts. Ondra: Loses Avenging Storm (The storm spells should be split between her and Hylea - so Hylea gets this one) Bumped everything down a tier as discussed Moonwell -> Cleansing Waters (from Nocturnal's Mod) The PL7 ability is taken by 'Her Tears Fell Like Rain'. This invocation is normally at this power level, but if it's still too strong I'll swap it for 'Seven Nights She Wept'. The fluff of sadness and tears here is perfect for Ondra. 'Eld Nary's Curse' at PL9. Again perfect for Ondra (due to the ice damage and especially the fluff around a Sailor's Curse)
  7. Hey @Elric Galad- thanks so much for the suggestions I'm kind of nervous because it's my first time modding POE2... I had actually intended to add the additional priest subclasses as you suggest. Was gonna be a surprise Very kindly, @NocturnalTrance agreed to let me use the content and assets of his/her excellent 'More Priest Subclasses' mod (https://www.nexusmods.com/pillarsofeternity2/mods/159) as a basis for Abydon, Hylea and Ondra. I've made quite a few changes to them to fit my interpretation, but some (e.g. Abydon) remain similar. I should hopefully have a first version of everything out reasonably soon. Got most of the progression table changes in place now. For reference - I made a few additional changes to the vanilla subclasses as well. Elric, I managed to make your original suggestion work of having none of the automatic subclass spells be priest spells - which I much prefer. This is what I decided on in the end: Berath Eothas Gaun Magran Rymrgand Skaen Wael Woedica Lv1 Touch of Rot Sunbeam Blessed Harvest Fan of Flames Touch of Rot Antipathetic Field Arcame Veil Writ of Engagement Lv2 Necrotic Lance Light of the Dawnstar Vile Thorns Combusting Wounds Blizzard Escape Curse of Blackened Sight Recall Agony Lv3 Infestation of Maggots Pain Block Autumn's Decay Ray of Fire Spreading Plague Pain Link Mirrored Image Writ of Consumption Lv4 Noxious Burst Rejoice Comrades! Wicked Briars Ironskin Blast of Frost Finishing Blow Llengrath’s Displaced Image Fealty Lv5 Plague of Insects Inspired Beacon Wall of Thorns Flame Shield Death Ring Shadowing Beyond Confusion Writ of War Lv6 Rot skulls Sunlance Garden of Life Torrent of Flame Disintegration Prisoners Turned on their Captors Arkemyr’s Wondrous Torment Gavel Lv7 Rusted Armor Weather the Storm Lashing Vine Godhammers' Shards Entropy Rebellion! Gaze of the Adragan Writ of Sorcery Lv8 Symbol of Berath Symbol of Eothas Symbol of Eothas Symbol of Magran Symbol of Rymrgand Symbol of Skaen Synbol of Wael Haunting Chains Lv9 Hand of Berath Light of Eothas Pollen Patch Magran’s Might Call of Rymrgand Revenge of Skaen Blessing of Wael Writ of Mending Abydon Galawain Hylea Ondra Druid Renamed Abilities Lv1 Flames of the White Forge Charm Beasts Talon's Reach Ondra's Whip Wizard Light of the Dawnstar The Moon's Light Lv2 Blade of the White Forge Taste of the Hunt Winter Wind The Moon's Light Priest Godhammers' Shards Minoletta's Piercing Burst Lv3 Twin Stones Stag's Horn Avian Familiars Shard of Ionni Brathr Chanter Rebellion! They Slew Forth a River of Red Lv4 Ironskin Wild Sprint Deleterious Alacrity Returning Storm Cipher Fealty Dominate Mind Lv5 Calling the World's Maw Marked for the Hunt Cleansing Wind Overwhelming Wave Paladin Gavel Concelhaut's Crushing Doom Lv6 Embrace the Earth Talon Hunter's Claw Discordant Melody Moonwell Rogue Flames of the White Forge Flames of Devotion Lv7 Abydon's Hammer Bow of Galawain Avenging Storm Relentless Storm Fighter Abydon's Hammer Concelhaut's Crushing Doom Lv8 Unbending Trunk With Furious Vengeance! Tornado Symbol of Ondra Barbarian Bow of Galawain Caedebald's Blackbow Lv9 Enchanted Armoury Panther's Leap Eld Nary's Curse Avenging Storm Ranger Discordant Melody Amplified Wave Unique Some important notes: Every subclasses' auto spells are now 'non-priest' spells We have missed out on 'Holy Meditation' and 'Salvation of Time' for Berath as a consequence (but they can always be picked during level-up). I wanted to try giving one class in the game access to 'Avenging Storm' at PL7 - since it opens up a lot of fun multiclassing. This is the Priest of Hylea. If people don't like - happy to change Same as the above for 'Bow of Galawain' at PL7 (Caedewald's Blackbow). This should open some fun multiclass options for Priests of Galawain. Incarnates: Berath: Usher, Pallid Knight Eothas: 3 Dawnbringers Gaun: 3 Dawnbringers (Added this) Magran: Magran Rymrgand: Scourge Skaen: Effigy Wael: Eyes Woedica: Effigy (will add as a Placeholder) - any ideas for the Strangler? Abydon: 'Ancient Instruments of Death' Galawain: Aspect of Galawain Hylea: 'Great Wyrm Flew O'er the Mountains' (Sky Dragon) Ondra: 2 High Tide Monks + 1 Crest Knight Spiritual Weapons: Ondra: Low Tide Fists Hylea: Harp of Hylea (Warbow) Abydon: Blade of the White Forge (may change this to a Hammer of the White Forge) Galawain: TBD, probably a spear [I'd like to change Magran's to an Arquebus at some point as well if possible] Additional Changes: All Priests can choose 'Secrets of Rime' at level up. (Rymrgand can choose 'Scion of Flame' for symmetry) All Priests lose access to PL9 abilities other than those specific to their deity. Each priest now only has 2 level XI abilities - a 'deity specific' spell and an incarnate summon. Cheers again for all the support
  8. Hey - understood on Eothas (moon)well, will sort that out. I also really like your suggestions for Magran having some non-fire picks. Quick question @Elric Galadand others. What do people think on the topic of Rymrgand getting access to Fire spells (and I guess also Magran ice - but somewhat to a lesser degree)? On some level it feels like Rymrgand priests should lose all fire keyworded spells - but this seems potentially very harsh...
  9. Thanks all - this is great I think we're gradually converging on something that I think we can broadly all agree on! So the latest set of priest subclass skills is then: BERATH (2 Standard Priest spells in Lv 1-7) Touch of Rot Holy Meditation Spreading Plague Plague of Insects Rot Skulls Salvation of Time (@Noqn - if you're unhappy with this one, what would you consider a good alternative? This choice is growing on me for Berath) Rusted Armor Symbol of Berath Hand of Berath MAGRAN (2 Standard Priest spells in Lv 1-7) Fan of Flames Combusting Wounds Ray of Fire Wall of Fire Flame Shield Pillar of Holy Fire Storm of Holy Fire Symbol of Magran Magran's Might RYMRGAND (0 Standard Priest spells in Lv 1-7) (This is now a really strong offensive spread which hopefully makes Rymrgand competitive to you compared to Gaun @thelee) Touch of Rot Blizzard Spreading Plague Blast of Frost Death Ring Disintegration Entropy Symbol of Rymrgand Call of Rymrgand SKAEN (2 Standard Priest spells in Lv 1-7) Antipathetic Field Escape Pain Link Finishing Blow Shadowing Beyond Spiritual Ally Minor Avatar Symbol of Skaen Skaen's Revenge WAEL (0 Standard Priest spells in Lv 1-7) Arcane Veil Bewildering Spectacle Mirror Image Llengrath's Displaced Image Confusion Arkemyr's Wondrous Torment Arkemyr's Capricious Hex (Given Wael's penchant for eyes - I could actually be convinced to go back to Gaze of the Adragon, both are strong choices) Symbol of Wael Blessing of Wael EOTHAS (2 Standard Priest spells in Lv 1-7) Sunbeam Light of the Dawnstar (the Moon's light) Sunwell (Moonwell) - Do we think Moonwell is too strong at PL3? I've just swapped the PL3 and PL4 choices around? Rejoice Comrades! Two Fingers of Daylight Revive the Fallen Minor Intercession Sunlance Symbol of Eothas Light of Eothas GAUN (0 Standard Priest spells in Lv 1-7) Blessed Harvest Autum's Decay Vile Thorns Wall of Thorns Wicked Briars Garden of Life - @Noqn - I think this does fit the Gaun aspect. The point is there's still killing/reaping that's been done - those reaped souls now heal the living. Lashing Vine Symbol of Eothas Pollen Patch WOEDICA (1 Standard Priest spells in Lv 1-7) Writ of Engagement Recall Agony Writ of Consumption Divine Terror Writ of War Fealty (Dominate Mind) Writ of Sorcery Symbol of Woedica (use Skaen as a placeholder - this should become perhaps an AOE Garrotte - but is that too strong?) Writ of Mending @thelee I think I'm inclined to agree with @Noqn that its fine for one specific priest subclass to get access to a single target dominate. As we've argued, ciphers have many other unique features (infinite resources, brilliant, AOE dominate, early access to charms, etc. etc). It would be good to get the thoughts of others on this so we can break the 'tie-break' so to speak @Boeroer @Elric Galad Here is a compromise for Woedica's list above ^. I've got rid of Haunting Chains (agree its too powerful at PL6). Instead I've put dominate at PL6 (so Woedicans get it much much later this way than Ciphers). We can also play around with that - we could switch its position with one of the other Writs for example. Once we've agreed on this - we can try and implement a first version. I will need some guidance with this I'm afraid I am quite pro only giving priests access to their deity's abilities at PL9. All of them will now have two active abilities at PL9 (their unique ability + incarnate). I will add the Eothas Incarnate to Gaun. What I think we should do to account for this is come up with a single PL9 passive ability for each subclass representing their deity. These are PL9 so should be rather powerful - I'd love for people to give some suggestions on what those could be. Finally @Boeroer - on trinkets, I think its important that we design the trinkets with the subclass lists in mind. Do you have any rules of thumb for when its OK to allow a priest trinket to include druid (and other class) spells and vice-versa? I think its important for flavour that these exist but as you mentioned there are implications for class balance/overlap. Are you still set on different trinkets for priests and druids? [@Elric Galad do you think if we manage to build this altogether that you might consider including it as one of the packages in your awesome mod?]
  10. Thanks so much for your comments @Noqn and @thelee If you let me play devil's advocate for just a moment @thelee - I think its a bit too restrictive to say that 'Ciphers are the dominators' and that no other class whatsoever should have access to that. Agree that we don't want a 'Pathfinder situation' - where there is a great deal of bloat and redundancy/overlap, but surely its fine to give a single Priest subclass one dominate ability. I would agree that it would be wrong to add it to the core Priest spell tree for sure - but this is just one specific subclass of Priest. It also shares its level with 'Devotions for the Faithful' - meaning it has strong competition as far as the action economy/casts are concerned. Also worth noting Ciphers have plenty of other unique features - early access to charms, AOE dominates, brilliant inspiration etc. Just my thoughts. I am inclined to agree with you on Smoke Veil though in hindsight for Skaen. I think we're going to find it tough to have six spells for each subclass none of which are in the core priest spell tree and maintain balance - so I think I'll make a new modified list allowing up to a maximum of two of those spells to come from the core Priest spell tree. I think maintaining some thematic value is more important than forcing each and every subclass to have exactly two core pries spells. Taking into account the above commentary, what about: BERATH (2 Standard Priest spells in Lv 1-7) Touch of Rot Holy Meditation Spreading Plague Plague of Insects Rot Skulls Salvation of Time Rusted Armor Symbol of Berath Hand of Berath MAGRAN (2 Standard Priest spells in Lv 1-7) Fan of Flames Combusting Wounds Ray of Fire Wall of Fire Flame Shield Pillar of Holy Fire Storm of Holy Fire Symbol of Magran Magran's Might RYMRGAND (0 Standard Priest spells in Lv 1-7) Touch of Rot Blizzard Spreading Plague Blast of Frost Death Ring Disintegration Entropy Symbol of Rymrgand Call of Rymrgand SKAEN (2 Standard Priest spells in Lv 1-7) Antipathetic Field Escape Pain Link Finishing Blow Shadowing Beyond Spiritual Ally Minor Avatar Symbol of Skaen Skaen's Revenge WAEL (0 Standard Priest spells in Lv 1-7) Arcane Veil Bewildering Spectacle Mirror Image Llengrath's Displaced Image Confusion Arkemyr's Wondrous Torment Arkemyr's Capricious Hex (I really think this makes more sense than Gaze of the Adragon for Wael) Symbol of Wael Blessing of Wael EOTHAS (2 Standard Priest spells in Lv 1-7) Sunbeam Light of the Dawnstars (equivalent to the 'Moon's Light') Rejoice Comrades! Two Fingers of Daylight Sunwell (equivalent to 'Moonwell') Revive the Fallen Minor Intercession Sunlance Symbol of Eothas Light of Eothas GAUN (0 Standard Priest spells in Lv 1-7) Blessed Harvest Autum's Decay Vile Thorns Wall of Thorns Garden of Life (I prefer this to Wicked Briars as this life from death seems to really suit Gaun) Venombloom Lashing Vine Symbol of Eothas Pollen Patch WOEDICA (0 Standard Priest spells in Lv 1-7) Writ of Engagement Recall Agony Writ of Consumption Dominate Mind Writ of War Haunting Chains Writ of Sorcery Symbol of Woedica (use Skaen as a placeholder) Writ of Mending OR (If we really don't want dominates, 1 Standard Priest spells in Lv 1-7) Writ of Engagement Whispers of Treason Writ of Consumption Divine Terror Writ of War Haunting Chains Writ of Sorcery Symbol of Woedica (use Skaen as a placeholder) Writ of Mending I don't know how to do that cool coloured formatting - so maybe @Noqn could show me?
  11. @Boeroer Yeah I totally get what you mean about not wanting to blur class lines too much in a class-based system. I guess my view though is that it's fine to break that rule in the one case of Druids vs Priests. Worth noting that some of your trinkets definitely blur the line and I think this is great. For instance giving Priests access to the Moons Light and Moonwell suddenly gives them the opportunity to be very strong healers - something normally exclusively restricted to Druids in Deadfire. I definitely don't think we should make the classes totally redundant with each other - but I think there should be a lot of overlap. Take these subclasses that are not in the game as another example - its not clear to me there really is a difference between a 'Watershaper' and a 'Priest of Ondra'. Similarly, we'd expect some sort of 'Priest of Hylea' to have wind and storm spells. What about an 'Animist' and a 'Priest of Galawain'? I'd love to get both your thoughts on this - and also what both of your suggestions for subclass spells could be. How do we move forwards with making some trinkets? I'd love to learn/help Maybe we could just start with a small number (three or four) usable by either? These two examples looked really compelling to me: Amber Star Description: The six-pointed star is carved from amber. Numerous small pieces of violet crystal are entrapped within it. Contained spells/effects: 1. Restore 2. Light of the Dawnstars (The Moon‘s Light, Restoration) 3. Consecrated Ground 4. Aurora (Moonwell, Restoration, Protection) 5. Rays of the Morning Sun (...And Evil turned away from the Sun, Restoration, Protection) 6. Sunlance (Punishment) 7. Storm of Holy Fire 8. Hand of Weal and Woe 9. Light of the Midday Sun (Light of Pure Zeal, Punishment, Restoration) Chew Bone Description: A medium sized chew bons for a dog. This chew bone looks like it has been used recently. There‘s saliva all over it and it smells like a rained upon dog. Contained spells/effects: 1. Holy Power 2. Taste of the Hunt 3. Merciless Pursuit (PL 3, like Merciless Gaze) 4. Divine Terror 5. Champion‘s Boon 6. Call the Changeling (like Spiritual Ally, but summon model cre_spiritshift_wolf) 7. Minor Avatar 8. Lord of the Hunt (PL 8, like Citzal‘s Martial Power, but upgrades MIG, CON and DEX inspiration by one level, keywords: inspiration) 9. Aspect of Galawain (like druid spell, keywords: protection)
  12. Wow congratulations Eric Galad that's fantastic news! Hope all goes great! Cheers for your thoughts as well - I still reckon there are good reasons to give Xoti that Incarnate (will try justify below) Thanks to everyone for the responses on this thread. I have to say - those trinkets look absolutely amazing @Boeroer - some really creative stuff in there! What would it take to make these? I'd be keen to get involved - I think it would be such a cool addition! Were you thinking of having one shared set of trinkets for druids/priests - that either class could equip? I think it could potentially be very nice to let druids use priest trinkets and vice versa. I've found the party size reduction from 6 -> 5 in Deadfire really quite rough in terms of 'party freedom' - and I think being able to give priests some druid abilities at will (and vice versa) could be quite a creative way of helping with that. As for modifying priest subclasses - these would be my suggestions. This is very much a first pass - I expect lots will need changing - but I'd love to get people's thoughts. I'd also love to know how hard it is for a new modder to do this seeing as it's likely Eric won't have time BERATH (0 Standard Priest spells in Lv 1-7) Touch of Rot Necrotic Lance Infestation of Maggots Plague of Insects Death Ring Rot Skulls Disintegration Symbol of Berath Hand of Berath MAGRAN (2 Standard Priest spells in Lv 1-7) Fan of Flames Combusting Wounds Fireball Wall of Fire Torrent of Flame Pillar of Holy Fire Storm of Holy Fire Symbol of Magran Magran's Might RYMRGAND (0 Standard Priest spells in Lv 1-7) Touch of Rot Blizzard Spreading Plague Noxious Burst Blast of Frost Ninagauth's Frozen Pillar Entropy Symbol of Rymrgand Call of Rymrgand SKAEN (3 Standard Priest spells in Lv 1-7) Barbs of Condemnation Escape Divine Mark Finishing Blow Shadowing Beyond Smoke Veil Minor Avatar Symbol of Skaen Skaen's Revenge WAEL (0 Standard Priest spells in Lv 1-7) Arcane Veil Mirror Image Llengrath's Displaced Image Confusion Arkemyr's Wondrous Torment Gaze of the Adragon Arkemyr's Capricious Hex Symbol of Wael Blessing of Wael EOTHAS (3 Standard Priest spells in Lv 1-7) Sunbeam Rejoice Comrades! Two Fingers of Daylight Glorious Beacon Shining Beacon Revive the Fallen Minor Intercession Sunlance Symbol of Eothas Light of Eothas GAUN (2 Standard Priest spells in Lv 1-7) Blessed Harvest Withdraw Watchful Presence Wall of Thorns Garden of Life Venombloom Lashing Vine Symbol of Eothas Pollen Patch WOEDICA (0 Standard Priest spells in Lv 1-7) Writ of Engagement Recall Agony Writ of Consumption Dominate Mind Writ of War Mind Plague Writ of Sorcery Symbol of Woedica (use Skaen as a placeholder) - not sure why this would be redundant with the writs as someone said? The writs don't do periodic foe-only damage Writ of Mending (Note this is why I think Xoti should get an Incarnate - I'd put Lashing Vine down at PL7, giving her space to still get an Incarnate Summon at PL9) Be interesting to see people's thoughts - and see what we converge to I also think that we should consider only allowing priests access to the PL9 ability for their respective God. It would feel super weird seeing e.g. Magran priests suddenly casting Call of Rymrgand. So this means priests get two PL9 abilities - their Incarnate + their unique PL9 ability for their God. (Boeroer's trinkets would add more variety here).
  13. Hey! First and foremost I just wanted to say thanks to Eric Galad for this awesome mod (https://www.nexusmods.com/pillarsofeternity2/mods/438?tab=images) that builds on the community patch. Those two mods are basically essential (along with the UI mod) in my opinion. I just wanted to start this thread to ask for some clarifications on priests (with this mod + community patch) and make a feature request 1) I noticed Xoti doesn't have the Tier 9 'Summon Incarnate' spell. I checked without mods and this remains true. Maybe I'm misremembering - but I could have sworn this was not always the case. I noticed that C Lee's Game FAQs (https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/priest) mentions that the Gaun incarnate is the same as the Eothas incarnate suggesting I remembered correctly - so was this changed at some point and removed from her skill tree in a previous official patch? As a feature request - can I suggest either way giving the 'Eothas Incarnate' to Xoti at Tier 9. I think it makes sense - not least because one of the Dawnbringers that's summoned seems to wield a sickle (and so is clearly representing the Gaun aspect of Eothas anyway). 2) I realise this is perhaps beyond the scope of your mod, but equally it could be added as an additional package (just like summon rebalance) but would you consider changing the automatic spells that the priest subclasses get from vanilla? There used to be several mods on the Nexus that attempted this - but they all seem to be discontinued. I remember in particular Stardusk's Dynamic Priests mod - but it looks abandoned (the file is set to hidden on the Nexus as of 20/09/20) and was unfortunately quite overpowered and unbalanced the last time I played it (despite overall being an impressive achievement). It was also a radical change from vanilla which is not what I'm suggesting here. I'm thinking just slight tweaks to the automatic spells that Berath, Eothas, Magran and Gaun get. (I think Wael, Skaen and Rymrgand are good as is and don't require any changes). If you'd be up for doing this - perhaps we could use this thread to discuss possible suggestions for what those could be. Woedica is complicated - I think their automatic spells are fine as is - what's more difficult there is they don't get 'Symbol' or 'Incarnate' spells. It would be great to add their own versions of those - but I expect that would be almost impossible to do. 3) Finally I remember about a year ago reading that there was a plan to add trinkets for priests (and also druids) with bonus spells. Was this ever added as a mod on the Nexus? I can't seem to find it anywhere
  14. I would like to keep the Illusion PL bonus and we can play around with the penalties. I might consider changing the holy power. In keeping with defensive illusions I am planning on implementing a buffed Mirrored Image and Wondrous Torment. Here is a potential compromise: 1. Miasma 2. Displaced Image 3. Confusion 4. Buffed Mirror Image 5. Gaze of the Adragon 6. Brilliant Departure 7. Buffed Arkemyr's Wondrous Torment 8. Your new Symbol of Wael 9. Your new Blessing of Wael, Chosen of Wael +2 PL Illusion, -20 Will Penalty, -2 Strength I might swap out a spell or two on the Incarnate as well. This is a great compromise! I like the buffed displaced image and wondrous torment. Glad you agree RE defensive illusions. I think this keeps everything sufficiently distinct from Wizard whilst remaining powerful.
  15. I reckon releasing one at a time is a great way to catch bugs and keep getting feedback Thanks for the hard work Some thoughts on the new Priest of Wael. (Some of my comments apply to the original mod version of this priest). I know you mention in the mod description that you're leaning slightly in favour of interesting design/concepts over game balance - but I do think this character is far too strong now. In particular, it treads too much into Wizard territory. (It certainly makes being an illusionist redundant - although you could argue that is because wizard subclasses are too weak outside of blood mage). My suggestions would be 1) +2 Illusion power level would need to come with a *much* stronger malus than -15 Will. I would remove the power level bonus entirely. Wizards need to ban two whole schools of magic for a similar bonus! 2) I think Frightened + Confused is too much for Holy Radiance (given this is available right from the get-go in a huge AOE). Replace with just confused. (In general for the other priests - I would suggest holy radiance only apply one affliction rather than two). 3) The spell stealing is great thematically - keep it. 4) The treading on a Wizard's toes is the largest issue. I think to resolve this I would observe that the vanilla Waelites focus exclusively on defensive illusion magic with some confusion mixed in (representing the obfuscation aspect of Wael) together with gaze attacks (eyes). I would remove anything to do with fear (so enervating terror is out). As an aside, the screams and echoes in Forgotten Sanctum have nothing to do with Wael - that's entirely the Hand Occult's doing and they don't truly represent Wael of course. Probably most importantly, I think Wall of Many Colours is one of the strongest AL8 abilities in the game - it needs to be exclusive to single class. Allowing Waelites to access it at AL7 (and therefore various multiclasses to access it as well I think is too strong and takes away from wizards too much). 5) The new AL9 abilities are all great. I would consider revising to something like 1. Miasma 2. Blackened Sight 3. Displaced Image 4. Confusion 5. Gaze of the Adragon 6. Brilliant Departure (very thematic) 7. Llengrath's Safeguard (we could call it Wael's safeguard and regard it as an illusion) 8. Your new Symbol of Wael 9. Your new Blessing of Wael, Chosen of Wael This way - you keep the focus on *defensive* illusions + obfuscations that fit with Wael's aspects rather than totally supplanting the entire Wizard illusion school.
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