Advanced Beta Jegs module feedback

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Valefort
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Re: Advanced Beta Jegs module feedback

Unread post by Valefort »

AC bonuses can be given instead of relying on monk ac progression, the rest though ...
Trying to list those things

Barbarian <- Rage progression
Bard <- Song progression (the DC of the songs is not tied to the bard levels)
Cleric <- Nothing ?
Druid <- Wild shape progression ? Animal companion progression ?
Favored Soul <- Nothing ?
Fighter <- weapon focus and specialization
Man at arms <- Most challenges are tied to Man at arms level
Monk <-Fist damage (stunning fist DC is tied to character's level, not monk levels)
Paladin <- Smite progression
Ranger <- Animal companion progression ?
Rogue <- rogue bonus feats at level 10,13,16,19
Sorcerer <- Nothing ?
Spirit Shaman <- Chastise spirit progression ( :lol: :lol: :lol: )
Swashbuckler <-Nothing ?
Warlock <- Nothing ?
Wizard <- Nothing ?
Mealir Ostirel - Incorrigible swashbuckler
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Yes those are broadly correct. :)

AC bonuses can be given but that results in annoying icons being shown.
It can also cause stacking issues.
And there can be different behaviour for hardcoded class-tied AC types. To do with being flatfooted or not, attacks of opportunity.
Another issue that dying may remove the AC bonus. So you'd need to rest or retrigger it somehow. Its neater if the game does it automatically.
MopKnight
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Re: Advanced Beta Jegs module feedback

Unread post by MopKnight »

Rasael wrote:I will examine the reported bugs.

For the upcoming version a number of subsitution level type PRCs will be added following the model of the Long Death Monk. They will be PRCs for the Cleric, Paladin, Monk and Ranger. These are classes which are actually substitution levels, but grant you most of the regular base class features & progression. They essentially count as a regular base class level.

For the Paladin spells (and some others) I will change the item damage buff. The damage property won't stick anymore, and you won't have to unequip (sometimes forced).
In the interests of bugfixing, Holy Sword and Bless Weapon are both effected by this bug.

What kind of PRCs are we talking about here? I am a little confused. I'll do another run through on Solar Channeler to check everything is fixed.
MopKnight
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Re: Advanced Beta Jegs module feedback

Unread post by MopKnight »

Hello, Rasael. The Solar Channeler paladin casting progression issue is now fixed. I get full spells and full caster level as should happen.

Solars Wrath now lasts one round, rather than one minute. Everything else, as far as I can tell, seems to work fine :) It would be nice to add spell effects to Solars Wrath and Solar's Grace, however.
Kasmir
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Re: Advanced Beta Jegs module feedback

Unread post by Kasmir »

Hello,

Is the Solar Channeler definitely going in then please? I'm looking to start a paladin that would become one.

If so would he need to take Lathander or other specific deity on creation or will any good deity be OK?

Thanks,

Kas
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Tsidkenu
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Re: Advanced Beta Jegs module feedback

Unread post by Tsidkenu »

Hi Rasael!

I just wanted to post some feedback about the scrying line of spells.

These are great in theory but they possess one major drawback. I noticed the scripting of the spells causes the scrying sensor to occupy the 'familiar' summon slot and as such the sensor actually takes on the actual name of the wizard's familiar. Summoning one's actual familiar will cause the scrying sensor to be unsummoned as well, and vice versa.

Furthermore, in the same way that a familiar cannot pass through transitions on BGTSCC (apparently a byproduct of the same script which prevents ppl from dominating a creature/undead and bringing it back to an RP zone and releasing it?), neither can the scrying sensor, making the spell all but useless (except for scouting the current zone the caster is in).
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

These are great in theory but they possess one major drawback.
Scrying is a work in progress. As you observed its only suited for area exploration right now. This is by design to avoid making stealth classes obsolete.

The QC / DM teams asked for this restriction. It may be lifted if it turns out to be okay, through playing. Or perhaps as a temporary experiment at some point.

I'll fix the name issue. :)
Kasmir wrote:Is the Solar Channeler definitely going in then please?
I have no control over the update schedule. I have the impression it might be quicker than 'soon' but that still leaves a window of at least 3 months.
Kasmir
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Re: Advanced Beta Jegs module feedback

Unread post by Kasmir »

Solar channeler - Great, I have my guy 'in the wings' if it gets released.

Will the PRC require worship of Lathander or other specific deity?

Thanks.
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Version E 6.78 of October 9th, You can download it here. :)
Contents:
  • + Appraise Creature / Item added as feat.
    + Appraise Creature triggers Detect Magic and Analyse Dweomer.
    + Detect Magic and Analyse Dweomer reworked.
    + Light Toggle feat added and tested.
    + Ghost Faced Killer now has more uses of his step.
    + Long Death monk update (untested / in progress).
    + Enchanting spells now available, partly tested (they only work in the private QC module).
    + Issue with recurring gnome enchantments fixed (untested).
    + Experimental (untested) code for greying-out unusable quickspell feats (user friendliness).
    + A number of spell code updates and fixes.
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Theodore01
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Re: Advanced Beta Jegs module feedback

Unread post by Theodore01 »

just a few things i noticed as i made a monk13/sshaman17 build with the newest version:


- the new spellbook UI is granting my spiritshaman only 3 spells per spelllevel.
- the new spellbook UI lets you pick spells beyond the level you normally could. (sshaman 17 can pick and cast lv9 spells (without a cha-modifier)).

following bugs are from Jegs_BGTSCC_v18.mod :
- the feat giver is missing fiery fist and fiery ki defense.
Last edited by Theodore01 on Sun Oct 11, 2015 5:18 pm, edited 1 time in total.
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

- the new spellbook UI is granting my spiritshaman only 3 spells per spelllevel.
I think this is working as it should.

You get to repick your spells each rest (bargaining with the spirits). But you cast a spirit shaman normally does (sorcerer-like). Your spells-per-day would increase, not your spells known. Spirit Shamans get very few 'spells known'.
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LISA100595
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Re: Advanced Beta Jegs module feedback

Unread post by LISA100595 »

By level 20 Spirit Shaman you should have this many spells known and 6 per day of each:

Circle 0 - 9
Circle 1 - 6
Circle 2 - 6
Circle 3 - 6
Circle 4 - 6
Circle 5 - 6
Circle 6 - 6
Circle 7 - 6
Circle 8 - 5
Circle 9 - 4
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

The new melee feats will be the first update. We'll see what comes after that when we get there. You can test the feats in the public QC module.
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V'rass
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Re: Advanced Beta Jegs module feedback

Unread post by V'rass »

Tried out the beta and it was great... except for a few issues. The new magic system is very hard to use at first and even after you learn how to use it remains much harder to use then the normal interface. It seems impossible to put any spells in the hot-keys except by putting in custom feats which do not say what spells they represent. You end up having to use the quickcast interface which is not too bad all in all but it neglects to tell you this. Took me an hour to figure that out. The system is also very buggy with spells either working oddly or not working at all. New spells are awesome but most do not yet work. The new spell system is nice but I think it still needs more developing before being brought onto the server. There are just too many difficulties currently.

That said im loving the new warlock system... new invocations, ability to take more then 3 each spell lv, and extra invocation feats for additional invocations. Pacts give unique benefits which grant clear distinctions between warlocks of different origins and also give you unique invocations which other pacts do not get which also adds more variety. New feats give warlocks and other classes new and improved abilities as well. All in all once the system is finished and de-bugged I will be happy to have it replace our current magic system. Great work.
"To understand magic one must first understand magic."






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V'rass
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Re: Advanced Beta Jegs module feedback

Unread post by V'rass »

Btw, any idea when the new system will be put in place?
"To understand magic one must first understand magic."






Agathion Benedictus: Holy Priest. Retired for now.
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