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Releases: Gibberlings3/TalentsOfFaerun

Talents of Faerun version beta 15

21 Nov 13:28
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  • On IWDEE, subraces should no longer display 'Invalid String' on the character screen.
  • Fixed some issues with NPC auto-levelling that arose when games were saved and loaded.
  • Fixed some issues with the way subrace biographies are handled.
  • Fixed an occasional bug with specialist mages learning spells from scrolls.
  • Druid/mages, druid/thieves, and druid/rangers now have Turn Undead deactivated; Favored Souls now have Find Traps deactivated. (They are normally hidden entirely by the UI) but there are edge cases where it is visible).
  • Clerics and Favored Souls of Oghma no longer get Identify, and instead get 15 lore per level (up from 10).
  • Assassin poisons were not being blocked by Stoneskin or by targeting an elemental/undead/etc.
  • Deathkiss now inflicts poison damage correctly.
  • Fixed a library bug which meant that the 'poison aptitude' and 'poison expertise' HLAs were not working.
  • Fixed issues with Nerve Venom: no longer does damage, no longer grants a saving throw, affects priest as well as wizard spellcasting, does not grant +25 AC vs crushing(!)
  • Nightmare Paste and Carrion Ichor can now be applied once per round instead of once per several rounds.
  • Wyvern Venom is identified in-game when used.
  • Blackguards should now receive their extra uses of Absorb Health if you are using Revised Paladins and Blackguards.
  • Thrall of Orcus and Disciple of Asmodeus Find Familiar abilities no longer list specific stats for the familiar (since they vary between games).
  • Fixed several errors in the allocation of high level abilities to druid/elementalist multiclassed characters.
  • Druid/Elementalists should now get the right shapeshift elemental options (previously fire elementalists could shapeshift into water but not fire elementals, and vice versa).
  • Barbarian wizard-slayer component now requires barbarian-as-a-class component.
  • We now longer try (and fail) to install the Force Mage of Mystra cleric/mage kit if you haven't installed the Force Mages component.
  • Fixed an edge-case incompatibility between SCS and ToF that occurred if the Low-Level abilities from ToF were installed but the High-Level abilities weren't.
  • Blood to Ice was not properly granting a saving throw.
  • Elemental Prince summoning no longer requires you to choose an (irrelevant) target for the spell.
  • Humans (and other races/subraces that grant extra first-level proficiencies) no longer grant them again when you dual-class. (That wasn't exactly a bug, but the consensus seems to be that they shouldn't get them.)
  • Fixed a cosmetic issue with the way spell schools were displayed for multi-school spells.
  • The Perceptive low-level ability now correctly grants +15, not +10, to Detect Illusions.
  • Removed outdated description text saying that Favored Souls of Helm get Ironskins.
  • Shapeshift ability is now correctly removed from Totemic Shamans and Raging Shifters.
  • If 'Revised Class Alignment Rules' is installed, Fighter/Assassins can no longer be good-aligned.
  • The 'extra level 6', 'extra level 7', and 'extra level 8' spells have been moved from the HLA list to the low-level ability list, and no longer have ability prerequisites (as for other extra level X' spells, you need to be able to cast X+1-level spells to take them).
  • Nishruu have been slightly lowered in level so that Death Spell still affects them.
  • The Larloch's Minor Drain tweak no longer does an extra 4 hp of damage.
  • Stonefist now grants the listed +2 bonus to AC.
  • The IWD-style color spray component now installs properly.
  • The Ascension version of the innate Cure Light Wounds bhaalspawn ability is now affected by the Enhance Cure/Cause spell tweak.
  • Slight tweak to the SFO library to handle (unconfirmed) compatibility errors on level-zero creatures.
  • The IWD spells now overwrite previous versions of the spells installed by other mods (except Spell Revisions) - not doing so was leading to subsequent install failures when the other-mod version of an IWD spell was configured differently from our version.
  • Balance change: the extra damage from Deathkiss has been reduced so that it is no longer strictly superior to Wyvern Venom.
  • Balance change: Slightly increased the weight that can be carried at strength 11-15.

Talents of Faerun version beta 14

10 Sep 03:54
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  • Fixed a couple of library bugs that would sometimes cause the proficiency screen to resolve wrongly, or the ability screen to hang, when levelling.
  • Fixed an intermittent bug with the bit of code in 'Revised ability scores' that adjusts learned spells.
  • Party-joinable humans are no longer turned into Aasimars (!)
  • The 'use IWD Chromatic Orb' spell tweak no longer brings over Icewind Dale opposition schools (and so can now be scribed by conjurers).
  • Removed an erroneous check from Supernatural Fury.
  • Paladins can now only take Summon Deva once.
  • Fixed a typo that was corrupting the script for summoned fiends.
  • Fixed a bunch of issues with the aura effects for druid elemental forms.
  • Duration of Rune of Immunity now matches description.
  • Seven Eyes spell now works correctly.
  • Blood to Ice now grants appropriate saving throws.
  • Sorcerers with the Rimefrost bloodline can no longer learn Comet, Dragon's Breath, Elemental Immunity:Fire, or Spirit of Flame; they get Necromancy rather than Invocation as their free school at high levels, and can select Elemental Immunity: Cold without taking Arcane Knowledge: Abjuration.
  • Sorcerers with the Efreeti bloodline can no longer learn Blood to Ice, Thunderstorm, or Aegis of Rime; they can select Elemental Immunity:Fire without taking Arcane Knowledge: Abjuration; their default colors are more appropriate.
  • Sorcerers with the Deep Earth bloodline can no longer learn Thunderstorm or Scion of Storms; they can select Elemental Immunity:Acid without taking Arcane Knowledge: Abjuration.
  • Sorcerers with the Stormborn bloodline can no longer learn Gaze of the Medusa, Malavon's Fury, or Aqua Mortis; they can select Elemental Immunity:Electricity without taking Arcane Knowledge: Abjuration.
  • Sorcerers with the Fiendish bloodline can no longer learn Summon Planetar.
  • The 'enhanced bard song' HLA, and the Jester and Skald versions, should now correctly grant an ability to reuse them.
  • The new Blackguard kits should now be selectable even if you haven't installed another component that makes Blackguard a class.
  • Fixed a cosmetic issue with the descriptions of bard songs.
  • Favored Souls no longer try to detect traps when using the default AI.
  • On IWDEE, armor and scroll descriptions are no longer hidden.
  • Scorn Injury should now work properly.
  • "NPC Customization and Management" was failing to fully remove dual class flags from dual-class characters, leading to awkward consequences if they multiclassed.
  • Fixed an issue where, if you install 'New races and subraces' without 'IWD bard songs', specialist mages didn't their subrace allocated correctly. (How could I possibly have missed that?)
  • Fixed a compatibility issue with some mods that change the XP table, that caused first-level mages and bards to get far too many spells.
  • Added a readme warning about manually editing the game after installing ToF.

Talents of Faerun version beta 13

23 Jul 00:46
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  • Balancing changes:
  1. Draw upon Holy Might and Bolt of Glory have been added to the Good sphere (they're still in the Combat sphere).
  2. The 'custom' version of ability score modifications grants slightly slower bonus-spell progression, and the baseline number of spells for wizards and bards has been adjusted down slightly.
  3. Force mages get +40% resistance to magic damage (up from +10%).
  • Fixed some issues with biographies in 'new races and subraces'.
  • 'New races and subraces' now assigns correct saving throw and skill modifiers to joinable NPCs.
  • 'New races and subraces' should now display the correct modifiers on a character's saving throws.
  • Duergar PCs now have race=dwarf rather than race=duergar, and deep gnome PCs now have race=gnome rather than race=svirfneblin - on balance the compatibility problems outweigh the advantages.
  • Planetouched PCs are no longer able to use weapons that are restricted to specific races (except their own!)
  • The HLA system now correctly tracks HLA legality when you take many levels at once (and my god, that was a complicated bit of coding).
  • An earlier update broke the in-game documentation of the prerequisites for many HLAs; it's now fixed.
  • Fixed a bug whereby characters taking many levels at once got the wrong number of HLAs.
  • The 'Wildstrike' HLA should now work properly.
  • The 'Hardiness' HLA can now be selected more than once.
  • Fixed some issues with summoning water elemental princes in the revised HLA component.
  • Force mages should now correctly get their +20% magic damage bonus.
  • HP table for barbarian multiclass is generated properly, for real this time.
  • Fixed cosmetic issue with Veil of Djalice.
  • Skald song is now correctly adjusted at levels 1 and 5.
  • Priests of Baervan Wildwanderer now get access to the earth sphere rather than the air sphere. This matches PnP material; it also gives Aerie access to Iron Skins, which partly makes up for her not having Stoneskin.
  • Following a frank and constructive conversation with Lolth, demon queen of spiders, the requirement for certain clerics to be female (or to have certain alignments and/or races) is no longer described as a 'disadvantage'.
  • Fixed an issue with elemental-spell-list generation that was causing compatibility issues with some spell-tweak mods.
  • If the new sphere system is installed, Cleric/Rangers can now use spells from the same spheres as clerics, plus Animal and Plant, minus Good and Evil. (Previously they had the same picks as druids, or the same picks as clerics if 'Multiclassed Druids' was installed.
  • Classes unable to use an item are now presented in a sensible order.
  • Multi-classed barbarians now have sensible item-use restrictions.
  • Improved Defensive Stance now correctly adjusts poison, magic fire, and magic cold resistance.
  • Fixed some issues with UI class-detection library that (among other possible problems) was confusing which spells mages could learn.
  • Fixed a library issue that was allowing certain kits to put 3 proficiencies in a slot at first level.
  • Bloodragers are now correctly blocked from using missile weapons.
  • Planetouched and other exotic races can no-longer dual-class (they can still multiclass).
  • Removed transitory Intelligence shifts that were occurring as a side effect of learning scrolls.
  • Items with a minimum Strength requirement now have that requirement adjusted down if you are using the revised ability score component.
  • Fixed a number of cosmetic problems with spell, class, and kit descriptions.
  • Vitriolic Sphere is now correctly detected as an Earth spell.
  • Spell Revisions (and other mods that put duplicate entries into spell.ids) should no longer confuse the scribe-scrolls component.
  • The changes made by 'rebalanced thief traps' weren't consistently being recorded in the kit/class descriptions.
  • Fixed a compatibility issue where some mod allocations of HLA files to kits could confuse ToF's HLA sytem.
  • Under-the-hood tweak - slight improvements to the system for assigning 3rd-party kits.
  • Improved compatibility management between SCS and ToF versions of shapeshift.
  • The auto-levelling system in 'NPC customization and management' now only affects NPCs, not the player (or other player-created characters).
  • NPC Customization and Management should correctly handle removing a dual class from an NPC.
  • If you use NPC Customization and Management to change a ranger to a different class, their two pips in two-weapon fighting are correctly removed.
  • NPC Customization and Management no longer removes all spells from Baeloth (who it's not supposed to edit).
  • If you use NPC Customization and Management to change a core-game NPC's class or kit, they should no longer be barred from using items that are supposed to be only usable by them.
  • At the start of Siege of Dragonspear, NPC Customization and Management no longer resets the hit points of NPCs who have previously been in the party.
  • Fixed an incompatibility between the Universal Spell Triggers spell tweak and the externalized spell system that was stopping some specialist mages from using spell triggers etc.
  • Scrolls of Shocking Grasp no longer target the caster if you have installed the 'Use IWD Shocking Grasp' tweak.
  • Scrolls of Turn Pebble to Boulder now work properly.
  • The tweak to Protection from Normal Missiles should now work properly.
  • The tweak to Mordenkainen's Sword THAC0 no longer fails if Spell-50 or similar is installed.
  • Wands of Spell Striking now penetrate SI: Abjuration.
  • The 'revised elementals' component is now correctly marked as incompatible with Spell Revisions.
  • For modders: included reasonably detailed SFO documentation in dw_talents/sfo/doc/index.html.
  • Fixed a library bug with SFO patching of EFF files.
  • SFO's 2DA and array functions now handle empty arrays more gracefully.
  • Other misc SFO fixes and tweaks prior to documentation release.

Talents of Faerun version beta 12

21 May 21:24
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  • The previous fix to paladin Holy Aura is now properly installed (no more cloud animation).
  • Fixed cosmetic issue in the description text for Arcane Knowledge.
  • Extra level 6,7,8 arcane spells abilities are now available again.
  • Description of Spell Worm now notes that it does not remove 10th-level or Quest spells.
  • Ultroloths are correctly assigned a soundset.
  • Aasimar sunscorch now works properly, for real this time (it was being assigned the wrong projectile).
  • Clerics and druids should now have access to spells in the sphere of Divination (there was a namespace clash with the Divination school).
  • Cleric/Mages no longer have their mage spell restrictions imposed on their priest spells. (This got fixed in an earlier update but was broken by a more recent update to the way the UI is patched.)
  • Un-broken a UI edit that makes sure kit selection options are properly displayed (e.g. when choosing a god or a sorcerous bloodline) - this was broken in one of the recent updates to the UI,not 100% sure which.
  • If you dual-class into a mage speciality and then die, you don't lose your bonus spell.
  • Fixed an issue with the ability point-buy system that in rare circumstances could cause the ability screen to hang.
  • NPC Customization and Management correctly skips certain characters (notably Hexxat and Caelar) who shouldn't be set to level zero.
  • NPC Customization and Management now correctly displays the extra thief skill points you get when advancing to first level.
  • NPC Customization and Management now populates the spellbooks of generalist mages (including multi-classed and dual-classed mages) and wild mages.
  • NPC Customization and Management no longer removes character-specific innates (e.g. Minsc's Berserk ability).
  • Fixed some cosmetic issues in the descriptions of the new arcane spells.
  • Fixed some cosmetic issues in the changes to spell descriptions in the spell tweaks components.
  • New spell tweak: Otiluke's Freezing Sphere does half damage on a successful save.
  • New spell tweak: Glyph of Warding does half damage on a successful save (BG/BG2 only; this is already true on IWD).

Talents of Faerun version beta 11

07 May 15:11
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  • 'NPC Customization and Management' should avoid Imoen-related UI glitches on EET now.
  • Fixed a library issue which caused kit installation to choke if a 3rd-party kit was missing a LUABBR entry.
  • Fixed a library issue where dummy kits with no weapon entry could cause install failures (this was the weap_array_LATHANDER_X bug).
  • Fixed an issue that could sometimes cause the Militant Wizards component to fail to install, depending what else you have installed.
  • The proficiency system no longer breaks for unkitted sorcerers.
  • Escaping out of the ranger Favored Enemy screen no longer breaks the UI (but please still don't do it; it shouldn't be possible at all but I can't immediately work out how to block it, so this is a temporary workaround.)
  • Rakes of Sune are now more chivalrous and no longer get backstab.
  • Chanthalas Ulbright has loosened up a bit and is now willing to talk to people who aren't followers of Tymora.
  • 'Improved NPC Customization and Management' should cope better with characters imported from one game into another (e.g. in EET or Endless BG).
  • Adjusted strength scores for joinable NPCs are now slightly higher.
  • Finger of Destruction is now available only to evil monks.
  • We now properly enforce the rule that you can only take one Elemental Immunity HLA.
  • Favored of the Spirits now correctly has Spirit Form as a prerequisite.
  • Paladin protection from evil no longer loses its animation.
  • Inquisitors (who can't cast spells) can no longer take the Empowered Casting ability.
  • Undead Hunter and Cavalier versions of Smite Evil now correctly do double damage against appropriate foes.
  • The 'Smite Undead' HLA now bypasses magic resistance.
  • The 'Death Field' HLA now has an icon and is treated correctly as a (L10) spell.
  • The 'Dark Pact' HLA now correctly doubles the target undead's hit points.
  • Fixed some cosmetic issues with the 'Smite Undead' HLA.
  • Fixed some cosmetic issues with the description of the Bloodrager kit.
  • Fixed some cosmetic issues with the layout of some mage HLA descriptions.
  • Fixed various issues with Conjure Flesh Golem (most importantly, golems are no longer hostile to the summoner.
  • Adamantine Body correctly grants Grandmaster proficiency with its fists.
  • The spell tweak that makes Truesight remove blindness no longer adds multiple 'this removes blindness' messages to Truesight's description.
  • The spell tweak to Grease now correctly updates its description.
  • Fixed a nasty interaction between two spell tweaks which caused the Mind Flayer shapechange effect to crash the game.
  • A bunch of HLA animations, including the ones for Malavon's Fury, were missing and have now been restored.
  • The gaze attack granted by the Shapechange spell's Basilisk ability is now correctly restored each round.
  • Shamans may take the Spirit Form HLA more than once.
  • Fixed a missing icon for Abyssal Fury which was causing it to crash the game.
  • When using 'Improved NPC Customization and Management', Minsc (hopefully) no longer complains about his hit points immediately on joining.

Talents of Faerun version beta 10

30 Apr 14:23
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  • Fixed a critical bug that was causing ability bonuses/penalties to be applied multiple times on EET and SoD.
  • Various tweaks to improve compatibility with other UIs (mostly Lefreut's and Dragonspear UI++).
  • The low-level abilities component no longer disables casting healing spells on rest (though if you have the Empowered Healing ability, unfortunately it doesn't empower your heal-on-rest castings).
  • You can no longer remove level one proficiencies and apply them elsewhere.
  • The HLA selection screen now displays your current HLAs (to a maximum of 5).
  • HP table for barbarian multiclass is generated properly.
  • Simulacra and projected images are now correctly blocked from using items if you have installed the appropriate tweak.
  • The various cleric multiclass kits now install correctly on batch mode.

Talents of Faerun version beta 9

15 Apr 20:43
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  • Fixed a critical bug in the UI edits that was disabling the start of the game, and two related bugs that disrupted character generation and level-up.
  • Selecting the character button no longer plays everyone's selection sounds if 'NPC Customization and Management' is installed.
  • Fixed a library bug which was adding spurious entries to the fighter kit-select screen.
  • Fixed a UI bug which sometimes caused the game to crash if you went from the wizard to priest spell screen when 8th or 9th level spells were selected.
  • New component: revised shields.
  • New component: revised weapon styles. (This and the last components are partly to address a bit of a mismatch in attack vs defense created by the new strength scores.)
  • If you use the 3e-style ability scores, NPCs now have their Strength, Constitution and Dexterity ability scores adjusted to keep their modifiers approximately unchanged. In addition, various (mostly humanoid) monsters now have minimum strength and dexterity scores, determined by race. (This attempts to address the issue that ability scores are rather more important now than they were.)
  • New component: revised paladins and blackguards. This is just for convenience: it combines the 'IWD-style paladins', 'revised Smite Evil', and 'extra uses of Lay on Hands and Smite Evil' components. (They are still available separately.) This was actually added earlier (beta 7?) but I forgot to announce and document it.
  • Third-party mods that add scrolls with '!' or '#' should no longer confuse the spell system.
  • Fixed a couple of bugs that were making saving throws too good.
  • Fixed a serious library logic error which was preventing kits properly installing on the BG and SoD parts of EET.
  • Fixed a library bug that caused (harmless) WARNINGs when installing kits on EET.
  • Subraces should now install on EET.
  • Characters who dual-class into speciality mage kits now get their one bonus spell per level.
  • Fixed some residual documentation issues with proficiencies.
  • The deities of the realms have decided that their most powerful followers would be better served if they were actually granted a Holy Symbol at level 25, rather than just briefly glowing.
  • Drow NPCs in BG/BG2 no longer cause a double Reputation penalty.
  • Aasimar Sunscorch innate now works properly.
  • Greater War Cry, Greater Whirlwind, and Greater Deathblow no longer work once only.
  • Summon Elemental Prince no longer displays an erroneous 'the prince does not answer your call' message on first casting.
  • Adjusted the descriptions of Abyssal Pact and Infernal Command to make clear that these are powers that command existing fiends, not summon new ones.
  • Fixed a broken projectile in the paladin Holy Aura HLA, and also made the visual feedback a bit less intrusive.
  • Projectiles weren't being set correctly for many rogue HLAs: Set Exploding Trap, Set Acid Trap, Set Toxic Trap, Sound Burst, Mass Charm, Enthralling Melody, enhanced bard song, enhanced Jester song, enhanced Skald song. (This caused them not to work at all, to target the party or caster, or other weirdness.)
  • Set Spike Trap now does piercing damage as intended.
  • Poison Aptitude and Poison Expertise should now work.
  • Improved Defensive Stance can now be taken the correct number of times.
  • Kensai can no longer take the Deadly Aim feat.
  • Thunderous Rage and Fiery Rage no longer require Greater Rage to work (this is a holdover from an older design).
  • Fixed a typo that prevented Volcanic Rage and Tempestuous Rage from working properly.
  • Mass Raise Dead now has a proper description.
  • Spirit Warriors have resolved to be team players and can now be selected.
  • Resonating Weapon now has the correct icon.
  • Barbarians can now multiclass as thieves.
  • Barbarian Wizard Slayers now gain access to the Spell Immunity high level ability.
  • Resist Magic high-level ability now adds 20% to Monk and Wizard Slayer MR, rather than just giving a flat 50%.
  • Empowered summons should now get the correct AC and attack bonuses.
  • Fixed a general effect-order bug that meant Berserker Rage was not granting most immunities.
  • Barbarian Rage no longer stacks.
  • Berserker and Barbarian Rage now protect against Feeblemind at level 8 rather than 6, as per their description.
  • Fixed a library bug which was tying Feeblemind protection icons to the wrong opcode (Stun).
  • Berserker and Barbarian Rage now correctly protect against Confusion.
  • In light of EEFP discussions on Hold/Paralysis, better separated Hold from Paralysis in revised kits.
  • Readme now clarifies that Barbarian immunities match Berserker immunities.
  • Readme now documents that Barbarian damage resistance starts at level 7.
  • Extended Barbarian damage resistance changes to barbarian multiclasses.
  • The various Animal Spirit HLAs now work correctly, and have unique icons.
  • Spirit of the Snake now protects from confusion as well as charm and poison.
  • The Animal Spirit HLAs are now available to Shamans as well as Totemic Druids.
  • We now adjust Str, Con and Dex scores for all creatures to values as close as possible in effect to their old values.
  • The documentation for Thralls of Orcus listed their required alignment as Lawful Evil, not Chaotic Evil. (If Orcus is reading: this was Asmodeus's doing, not mine. Please don't kill me.)
  • Reduced the benefit of Iron Will, Lightning Reflexes and Great Fortitude from +2 to +1.
  • Fixed a small bug in the militant wizard/bloodrager code that might have been messing with multiclass mages' item use.
  • Fixed a couple of logic problems which were messing with the ability to detect druid multiclasses (this was breaking some quests that checked for the PC being a cleric).
  • If you are using the new ability system, Blades automatically start with Ballad of Three Heroes rather than an unknown bard song, and Jesters/Skalds get the proper descriptive text for their special songs.
  • Tweaked the description for bard kits to note that they do not automatically learn the IWD bard songs (they can get them through taking abilities).
  • Nerfed water genasi damage resistance a bit, from 15% vs slashing/piercing/missile to 10% vs piercing/missile.
  • Tweaked documentation to clarify that the Ballad of CHARNAME replaces the Ballad of Three Heroes, that the Mesmeric Melody replaces the Jester's Melody, and that the Saga of CHARNAME replaces the Saga of the North.
  • Improved documentation of Mesmeric Melody.
  • Deprecated the Concentrated Venom ability for now, as it's a bit underpowered.
  • Increased the damage from Fury of the Pack, from 2d8 to 3d8 per wolf.
  • The wolves summoned by Fury of the Pack can no longer critically miss.
  • Thunderstorm now uses the correct projectile and associated visual effect (it was using Burning Hands, not Call Lightning.
  • Dragons and other very large creatures were not correctly immune to Abyssal Fury.
  • Foebane+5 now casts Larloch's Minor Drain at level 1.
  • Ice Knife correctly does piercing damage now.
  • Scroll scribing now displays the correct XP cost.
  • Elemental transformation now grants the correct animation.
  • Elemental shapeshift forms now have weapon icons.
  • Added a spell tweak that renames 'Favor of Ilmater' to 'Favor of the Martyr'.
  • Goodberry is now correctly assigned to the Plant sphere rather than the Nature sphere.
  • Cause Serious Wounds and Cause Critical Wounds are correctly assigned to the Necromantic sphere rather than the Divine sphere.
  • Clerics and Favored Souls of Kossuth can no longer take the Elemental Immunity: Fire HLA (they don't benefit from it).
  • Clerics and Favored Souls of Auril can no longer take the Elemental Immunity: Cold HLA (they don't benefit from it).
  • Elementals are now immune to their own offensive spells.
  • Ice para-elementals now cast Ice Storm, not Spike stones.
  • The Conjure Fire Elemental power of clerics of Kossuth now correctly appears in the Innate Abilities bar.
  • Beast Claw is now properly handled by the 'Revised Ability Score' component (including if you have the Priest of Malar kit).
  • Oghma has recognized that his standards for what counts as 'learned' were overly demanding, and he now grants innate abilities to his followers.
  • Talos has reached a deal with the Union of Talos Worshippers and has agreed to grant them a working version of the 'Lightning of Talos' spell.
  • Lower Resistance now displays the correct level of resistance decrease.
  • Fixed a typo in the description text for Tymora's Favor.
  • The descriptive text for clerics of Velsharoon and Myrkul is a bit clearer on what bonus they get to Command Undead.
  • Addressed an edge-case issue which meant that enemy-summoned fiends were sometimes party-controllable.
  • Fixed a layout problem with the description of single-target Power Word Blind.

Talents of Faerun version beta 8

08 Mar 07:19
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  • New component: make barbarians into a class.
  • New component: make wizard slayer available as a barbarian kit.
  • New component: new blackguard kits (largely as a proof-of-concept and a test as to how well my system handles kits for virtual classes).
  • Fairly substantial rebuild of the code for handling proficiencies and proficiency documentation.
  • Fairly substantial rebuild of the code for hacking the UI, which should be generally more robust and in particular hopefully solves various issues with ranger enemy selection.
  • We should now be compatible with mods that change the proficiency system (like the various Tweaks Anthology components), provided they are installed before Talents of Faerun.
  • An earlier update had broken the system that puts virtual classes (e.g. druid) on the character sheet; it should be working again now.
  • Cleric/Mages who are also specialist mages should now be able to memorize their priest spells properly.
  • Fixed a couple of glitches with the rewritten 'Improved NPC customization and management' component.
  • Fixed a typo that was blocking install of the minor-abilities component on SoD.
  • Dragon disciples' additional uses per day of their breath weapon is now documented in-game.
  • Green and black dragon disciples' breath weapons get the correct projectile.
  • Dragon disciples' breath weapons have the correct in-game description.
  • Added a new 'concentrated venom' feat for mages, giving +10% poison damage and 10% resistance to poison damage, in parallel with Aegis of Rime, etc. (RoyalProtector's request.)
  • Fixed a few redundancies and formatting errors in subrace and ability descriptions.
  • The monk's description text now notes that they use Wisdom as an AC modifier.
  • Half orcs were not receiving their hit point bonus.
  • Ambidexterity was still leaving a residual -1 penalty to hit with offhand weapons.
  • Fixed a small bug in the batch-mode TP2.
  • Favored souls, and multiclassed priests, of Tempus now get an appropriate color scheme.
  • Quayle has reconsidered his flirtation with the worship of Baervan, and has reaffirmed his faith to Baravar, even though that means he no longer gets a cool new kit. Truly, the path of Baravar's faithful is a difficult one.
  • A new vaccination scheme against wyvern poison means that baby wyverns only do 1 hp damage per second with their poison, as per the documentation.
  • Removed an unintended poison effect from the hunting spider Avenger form.
  • We no longer bother blocking quick item use when shapechanged, since you can do it from the inventory screen anyway.
  • Characters using Dirty Fighting are now less chivalrous, and can affect women (but can't affect undead, monsters, and animals; there was a typo in the exclusion code).
  • Dirty Fighting now correctly displays 'slowed'.
  • Blackguards can now use Dirty Fighting.
  • The sphere system (and related components) now resets joinable characters' memorized spells (previously, some characters would have illegal spells, which could block spell slots).
  • The leveller component no longer gives extra spells to characters who multiclass from mage/bard to sorcerer or priest to shaman.
  • Fixed a subtle library bug which meant dummy kits were being added in an unnecessarily compatibility-unfriendly way.
  • Fixed a library bug that was inserting a blank into the description of innate versions of priest spells.
  • Malagents and necromancers of Talona should now correctly receive their Poison Weapon ability.
  • By popular request (and because I was persuaded on lore grounds) Aasimar is now available as a PC subrace in BG/BG2.
  • The 'stunned' string is correctly displayed when using Stonefist in BGEE.
  • Symbols weren't being correctly moved over to the Enchantment school.
  • Fixed a documentation error for Sol's Searing Orb (no in-game change).
  • Made a few changes to the 'Spell Tweaks' system to make things easier for translators.
  • Fixed a couple of glitches in Faerie Fire (notably, it is now properly blocked in daylight).
  • Tweaked Chromatic orb now correctly gives no saving throw against damage, for real this time.
  • Fixed several issues with Strength of Stone.
  • Under-the-hood change: new arcane and divine spells are added in 'normal' slots for spells if there are any available, and only added in 'extended' slots if normal slots are full.

Talents of Faerun version beta 7

10 Feb 18:38
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  • Fixed a residual bug with the proficiency system that was affecting dual-classed characters.
  • Ability score modifiers should work on Siege of Dragonspear and throughout EET, for real this time.
  • The pregenerated PCs are now set to 1st level if you install low-level abilities, and get their proficiencies assigned correctly if the revised proficiency system is used.
  • Fixed even more cosmetic issues where odd symbols were sometimes displayed next to class names.
  • Shadowdancers no longer get the Trapmaster ability
  • Fixed a minor issue with the Wand of Spell Striking in the 'more consistent breach' spell tweak.
  • Fixed a library bug which meant the new Fiendish Warding spell was given to some non-evil joinable NPCs.
  • If you have installed the remove-alignment-restrictions components, Beastmaster documentation no longer assumes they are good-aligned.
  • Installing both the 'wider grand mastery' and 'revised proficiency system' components no longer leads to duplicate lines in class descriptions.
  • Elementalists cannot be installed unless you are using both the IWD spells and the new arcane spells. (This was always the design intention but an error in the ini file was blocking it.)
  • Water elementalists have overcome their self-doubt, and are now correctly documented as unable to use fire spells, instead of water spells.

Talents of Faerun version beta 6

09 Feb 02:50
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  • Rewritten the 'Improved NPC customization and management' component from the ground up; hopefully it's now a lot more robust, but we'll see! (It also now allows rangers to choose their favored enemy.)
  • Automatically assigned appropriate proficiencies to NPCs, if the revised proficiencies component is installed and NPC customization and management isn't.
  • Fixed some bugs caused by interactions between various components that affect proficiencies.
  • Fixed some more cosmetic issues where odd symbols were sometimes displayed next to class names.
  • Blocked compatibility problems in IWD installs where the broken file '#bonecir.spl' has already been removed by another mod.
  • Mantle spell tweak correctly lets ordinary Mantle protect against +3 weapons.
  • Fixed some glitches with the monster summoning spell tweak.
  • You can now dual-class into specialist mage kits.
  • If you remove alignment restrictions, the select-favored-enemy screen no longer refers to rangers as 'protectors of good'.
  • Svirfneblin should now get their magic resistance at higher levels.
  • Noted that the subrace component is incompatible with starting a new game in Heart of Winter(!) and disabled that option if it is installed. (There is a possible, albeit awkward, workaround to this. I'm assuming few people use this option but if I'm wrong, let me know.)
  • New component: rangers get revised favored-enemy categories, and can reselect their favored enemy every third level. (Yes, I should be fixing bugs before adding new components, but this one was a fairly straightforward spinoff from the new 'NPC customization and management.'
  • Suppressed the (cosmetic, but annoying) display on levelling to 1st level that tells you you have 18 million trillion proficiencies.