DavidW Posted September 10 Posted September 10 ToF beta 14 is out. This incorporates the hotfixes I issued shortly after releasing beta 13, and addresses a number of other issues. A periodic reminder: just because your bug wasn't addressed in this rollout, doesn't mean I don't know about it! Changelog: Fixed a couple of library bug sthat 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. Quote
PixelsnPolygons Posted September 11 Posted September 11 Hello David, I have noticed that the main Talents of Faerun readme mentions that each specialty priest kit grants proficiency in its deity's favoured weapon, but the specialty priest kits don't specify the favoured weapons. You are doing great work on this ambitious mod, and I would never consider playing without it again. Cheers! Quote
Brogan Posted September 11 Posted September 11 You can see them in Character Creation when you choose Cleric or Favored Soul. Quote
PixelsnPolygons Posted September 12 Posted September 12 Perfect - I was just curious about a few of them and was referencing: Speciality Priests (gibberlings3.github.io) Quote
DavidW Posted September 13 Author Posted September 13 This is in the in-game documentation, but it got added in one of the early updates and I haven't got around to regenerating the html documentation since beta 1 came out (I keep meaning to but other issues always end up taking priority). Quote
Brogan Posted September 13 Posted September 13 The Force Mage spells are also not linked in the latest readme in 2nd paragraph of the component section with the phrase "...may be found here". Quote
PixelsnPolygons Posted September 14 Posted September 14 (edited) I ran into an installation error with the Feats component (60100) with v14 Beta: [./override/M_DW_HLD.LUA] loaded, 3398 bytes Appended text to [m_dw_hld.lua] Creating file dwpss1.spl; 154 bytes Copying and patching 1 file ... Copied [.../fl-inlined/tmp] to [override/dwpss1.spl] Copying and patching 1 file ... [./override/dwpss1.spl] loaded, 154 bytes ERROR: [dwpss1.spl] -> [override/dwpss1.spl] Patching Failed (COPY) (Failure("Unknown function: POISON_BLUE_WHINNIS")) Stopping installation because of error. Stopping installation because of error. I also ran into an installation error with the HLAs component (60200): [./override/M_DW_HLD.LUA] loaded, 38956 bytes Appended text to [m_dw_hld.lua] Creating file dwpss4.spl; 154 bytes Copying and patching 1 file ... Copied [.../fl-inlined/tmp] to [override/dwpss4.spl] Copying and patching 1 file ... [./override/dwpss4.spl] loaded, 154 bytes ERROR: [dwpss4.spl] -> [override/dwpss4.spl] Patching Failed (COPY) (Failure("Unknown function: POISON_DEATHKISS")) Stopping installation because of error. Stopping installation because of error. Edited September 14 by PixelsnPolygons Quote
Ajepdru Posted September 14 Posted September 14 Hi David I have been using your mod (Beta 13) and noticed that for some reason cleric and druid spells got mixed, so that for example Druid doesn't get "armor of faith" but gets "sunray." Cleric got "Physical Mirror" at lvl 5 instead of 6, etc. Compared to the clean install folder, the spells have different "Exclusion Flag" data. The only thing I have installed in the mod was "Allow Multi-Classed and Dual-Classed Mages to Become Specialists and Wild Mages" and I had IWDification installed before installing ToF. Is this an expected behavior from the mod? If this is known issue, is this something that is addressed in Beta 14? I have my attached WeiDU log for reference. Thank you WeiDU.log Quote
lefreut Posted September 14 Posted September 14 FYI, there is a small typo in the version number VERSION ~Beta 134~ Quote
PixelsnPolygons Posted September 15 Posted September 15 (edited) The game is crashing for me shortly after launching with InfinityLoader - there are some errors in the m_dw_ood.lua file that is generated and copied into override. Initial crash messages indicated an error in this function: dwOnOpenDefault['CHARGEN_CHOOSE_SPELLS'] = function() I was able to resolve the syntactical error with this simple revision: dwOnOpenDefault['CHARGEN_CHOOSE_SPELLS'] = function() label { area = {0, 0, 768, 768}, bam = "rgdbccgm", frame = 0, scaleToClip = true } label { area = {597, 0, 768, 768}, bam = "rgdbccgm", frame = 1, scaleToClip = true } label { area = {144, 36, 1078, 46}, scaleToClip = true, text = "lua" } end Subsequent crash messages indicate an error in this function: dwOnOpenDefault['CHARGEN_HIGH_LEVEL_ABILITIES'] = function() Specifically, an "unexpected symbol near" this line: local me_class = me_multiclassSubclass[me_realClass] I assume it is due to the placeholder "%get_class_from_record%" on the preceding line, or perhaps some other local functions not being defined within the file. I don't understand how HLA data could even be available 3 seconds after launching InfinityLoader before the splash screens launch. I am out of my depth. Edited September 15 by PixelsnPolygons Quote
PixelsnPolygons Posted September 15 Posted September 15 (edited) This has been resolved by removing UI changing mods. Edited September 28 by PixelsnPolygons Quote
Guest Mulahey Posted September 30 Posted September 30 Skipped making barbarians a class. Was nonetheless offered the dependent component to make wizard slayer kits available to the class (obviously also skipped this). New blackguard kit component occurs before, rather than after, druid multiclassing, contrary to readme. Multiclass cleric/mage component attempted to install force mage classes which I had skipped (and as such failed). Quote
DavidW Posted October 2 Author Posted October 2 On 9/29/2024 at 9:37 PM, Guest Mulahey said: Skipped making barbarians a class. Was nonetheless offered the dependent component to make wizard slayer kits available to the class (obviously also skipped this). New blackguard kit component occurs before, rather than after, druid multiclassing, contrary to readme. Multiclass cleric/mage component attempted to install force mage classes which I had skipped (and as such failed). Thanks, good catches; all fixed for beta 15. Quote
DavidW Posted October 2 Author Posted October 2 On 9/13/2024 at 9:39 PM, Ajepdru said: I have been using your mod (Beta 13) and noticed that for some reason cleric and druid spells got mixed, so that for example Druid doesn't get "armor of faith" but gets "sunray." Cleric got "Physical Mirror" at lvl 5 instead of 6, etc. Compared to the clean install folder, the spells have different "Exclusion Flag" data. The only thing I have installed in the mod was "Allow Multi-Classed and Dual-Classed Mages to Become Specialists and Wild Mages" and I had IWDification installed before installing ToF. Why do you think this is ToF? I can't reproduce it: installing that component, most of the spell files (including the ones you list) are unchanged. Quote
Guest lllllll Posted November 5 Posted November 5 Please nerf Earth Genasi, they're master race and there's no reason to pick anything else, unless you're RPing. If you care about stats at least a little, then all your 6 characters (I play IWD1EE) will be Earth Genasi no matter what class they are. Also triple classes are OP, because they receive so many feats, you really need to rework feat mechanic for 2+ classes characters. Quote
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