The wight in KotB level drains by use of 'life stealing' but be aware that it only takes levels and not HD (anything without class levels is just killed, irrespective of how many HD it has). That wight is not meant to be dominated! Temple+ may have fixed all this.
I started to implement the upcoming changes in temple+ into the spells. New spells: Inspirational Boost Diamondsteel Fixed spells: Snipers Shot now does not use any workarounds anymore Dolorous Blow now uses the new auto crit query All Swift Spells are actually now Swift spells. Work in progess, will update the new branch in the next days with a few more updates A huge thanks to @Sitra Achara and @_doug_ for helping me and implement the changes into temple+ so I can use them at the python end. Now the interesting part. How can you access those changes and use them? If you want to test them you have to do a few steps: 1. Download the latest "nightly build" from https://github.com/GrognardsFromHell/TemplePlus 2. Disable autoupdate in temple+ config for the duration of using the nightly build 3. You need to add spell to the constants.py in the nightly build constants.py or the game will crash (my bad, I pushed the enums too late), will not be needed to do in the next nightly I guess. 4. Download the spell_compendium mod from https://github.com/Sagenlicht/ToEE_Mods/tree/NewTempleVersion This is the direct link to the branch Click on Code, choose Download zip (bottom) Save your old overrides folder and replace it with the new one (in your ToEE folder) and start the TemplePlus.exe in the nightly build folder. If you find any bugs please report them. Enjoy
Stupid question please? I have downloaded TemplePlus-Master folder from https://github.com/GrognardsFromHell/TemplePlus and cannot find Templeplus and TempleplusConfig application files?
You need to grab the latest build from here: https://ci.appveyor.com/project/templeplus/templeplus/history If you grab the build from sagenlicht's branch it should include the constants.py stuff as well.
@Pygmy Thanks for testing it Pygmy! I did not test how Melf's behaves with the new version of Snipers Shot yet (I had a temp fix added to the spell for the old version).
FYI as of next versions, all spells with enums > 802 will only appear when Non-Core Materials option is enabled. @_doug_ this means we can migrate your new spells to non-co8 as well. AFAIK all the spell enums up to 802 are from the core materials, since that's the list troika compiled from them. Except whatever Co8 mods may have hijacked of course, but then that comes with explicit installation anyway.
@Sagenlicht Melf's Acid Arrow appears to behave with Snipers Shot thank you. There are two typos in Summon Undead V.txt; Sor 5 and Wiz 5 have been entered as Sor5 and Wiz5 that cause the spell to be handled as an arcane cantrip. I know I complained about this spell being underpowered at 5th level........ Nothing I can do has caused the spellcaster level when casting the spell Diamondsteel to be taken as anything but 1 when calculating spell duration. Otherwise, thanks for the absolutely fantastic work
Oki, I gave the spell Align Weapon the spell enum 1160 as I could not find it in the constants.py, it would be a core spell. The same I think would apply to to command undead (not control undead, thats a different level 7 spell), which looked up after Ted asked for a necro core push, I can't find it in the constants.py. https://www.d20srd.org/srd/spells/commandUndead.htm. I guess I will do the spell in the future. I guess these are edge cases, and I think your solution is fine
Thanks Pygmy, I am happy to hear that Melf's behaves and I fixed Summon Undead V (pushed to the main branch). About Diamondsteel. Hmm I am bit surprised, that it does not work for you, I have tested that spell quite well. Do you cast it with a Pali or with a Sorc/Wiz?
How strange. They must have over a 100 spell enums that will never get implemented in any computer game, but these were omitted from the list altogether for some reason... I also thought doug's spells were not core, but it turns out they are! Oh well. I guess I'll have to refine it some time in the future.
I cast it as a sorcerer spell from a device [created for test purposes] I will try straightforward casting as a wizard tomorrow
My spells are indeed core. Some of the spells in Co8 actually are not (Ray of Clumsiness). Maybe we could add a field to the text file that specifies that the spell is non core.
Ah I guess that explains it, I have never tested any spell with being cast from an item, which I think results in casterlevel 0 I guess. Hmm you can create a scroll of any spell in the game with scribe scroll correct? EDIT: No, you can't none of the new spells is listed in the Scribe Scroll or Craft Wand list. Will check this later. Pygmy I am no expert in creating new items in the protos for the game, but can you add a casterlevel there?
I can confirm that the spell duration of Diamondsteel is 5 rounds when cast by a 5th level wizard but only 1 round when cast using a device performing as a 17th level sorcerer. If you compare the performance of three wands 12608, 12609 and 12610 you will see that effective caster level can be set in protos.tab. I appreciate that there is actually no in game way of creating such a device but cannot possibly imagine a 5th level wizard spending their 3rd level slot giving an ally 5 rounds of DR4/Adamantine
Not sure I fully understood your post. Isn't this the solution to the problem? If you want to have a wand, create it in the protos.tab and add the caster level there? I don't think that the spell is particular exiting as well It is a Paladin spell too, I am unsure if it is more interesting to that class. I have no clue what WoTC let to belive the bonus needs to be half instead of the full AC bonus when the duration is 1 round/level. But that's not me to decide. Anyone who wants to modify that can easily do it On a more general note, I will not add a Wand of Diamondsteel (or of any other spell) to the protos.tab. If a content creator wants to have any of those wands in his game, I am happy but it is up to him to decide that. I would like to have the spell_mod to be an easy option to toogle on and off.