DavidW Posted July 23 Share Posted July 23 Beta 13 is out. A bunch of bugfixes and a few balancing tweaks. Changelog: Balancing changes: Draw upon Holy Might and Bolt of Glory have been added to the Good sphere (they're still in the Combat sphere). 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. 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. Quote Link to comment
DavidW Posted July 25 Author Share Posted July 25 There is a hotfix for a couple of significant beta 13 bugs here (I'm travelling and internet issues mean uploading a full new version is difficult). Quote Link to comment
Vag Posted September 1 Share Posted September 1 (edited) Totemic Druid kit getting HLA from lvl 15 , dunno if thats intended. Also the Axe option is gone when you lvl up , i also not sure if thats a TOF bug or a conflict with some other mods i use. Although iam not using mods that touch game rules. Edited September 1 by Vag Quote Link to comment
Trouveur80 Posted September 1 Share Posted September 1 1 hour ago, Vag said: Totemic Druid kit getting HLA from lvl 15 , dunno if thats intended. Also the Axe option is gone when you lvl up , i also not sure if thats a TOF bug or a conflict with some other mods i use. Although iam not using mods that touch game rules. In unmodded game druids get HLA at level 15 indeed. Quote Link to comment
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