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Talents of Faerûn Beta 9


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About This File

Talents of Faerûn (ToF) is a collection of about 85 mini-mods for the Enhanced Edition versions of Baldur's Gate, Baldur's Gate II, and Icewind Dale, partially inspired by existing mods and tabletop Dungeons and Dragons resources. It contains many optional tweaks to various parts of gameplay, focussing on expanding and rebalancing player character abilities. Features include 150-odd new high-level abilities, a new 'feat' system where lower-level characters gain abilities every few levels, revisions to existing kits, new classes, new kits for multi-class characters, new types of magical specialization, a dozen or so new spells, many spell tweaks, 20-odd new gods for clerics to worship, a subrace system, a revised system of cleric/druid spells, and tweaks to the rules for ability scores and proficiencies.


What's New in Version Beta 9   See changelog

Released

  • 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.

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