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isekaimod's Issues

Checklist for 2.3.0

Implementations

  • Add Isekai High Elf.
  • Add Isekai Wood Elf.
  • Rename Isekai drow to Isekai Dark Elf, rework stats (link)
  • Character development feat to increase spell DC (link)
  • Exceptional feat that adds elemental damage (link) (#1)
  • Arcane Trickster "Surprise Spells" called Sneaky Magic (link)
  • Auto Selective OP ability (link)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Checklist for 1.9.0

Implementations

  • Add deathsnatcher animal companion
  • Extra wing options (#3)
  • Fix loremaster spellbook selection for isekai protagonist
  • Fix hellknight signifier spellbook selection for isekai protagonist

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

The ability to get random items

Basically an Overpowered ability similar to the gold one: only this one gives you random equipment, you could then divide this into various types of items with one ability for weapons, one for armor, one for any number of items such as support stuff. Basically this is an item version of duplicate gold. Another idea I've got involves some sort of random loot script similar to the ones used by Random Equipment and Worldcrawl where there is a chance to generate random loot on existing containers and corpses but one that actually works because both of those mods I've mentioned no longer work with the latest update and their creators have no intention of updating them, I'm just putting forth ideas whichever one of them you like let me know. Basically, it's to remove some of the monotony of loot in Wrath being the same and allow the Isekai to get excellent gear early on

Checklist for 2.1.0

Implementations

  • Integrate spellbook merge mod (#32)
  • Add ability to refresh spells per day (link)
  • Additional OP abilities (#2)
  • Additional background (#4)
  • Feats to help summoners (link)
  • Make content group for exceptional feats

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Checklist for 1.5.0

Implementations

  • Add OP ability that gives you every buff imaginable (#2)
  • Add Isekai Heritages (#3)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json
  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Checklist for 2.4.0

Implementations

  • More dialogue options (#15)
  • Add Infusion discovery (link) cannot implement due to hard-coded mechanic
  • Add magus spells (link) bladed dash does not exist in game
  • Super Buff ability with no claw attacks (link)
  • Add sneak attack prerequisite to Sneaky Magic
  • Very fast movement changed to untyped bonus
  • Insert exceptional feat selection to first for Bonus feat
  • Change Isekai Protagonist, Edge Lord and Villain to be arcane casters (visual only). (#40)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Missing AstarPathfindingProject assembly

trying to build the mod myself , I'm missing AstarPathfindingProject assembly. As far as I can tell this assembly was added in the most recent version as it cannot see it in previous versions.

God Emperor and little things

Hey there !

Quite a blast so far with your mod so thans :)

So far I mainly use the God Emperor archetype since I like the progression mechanics but there is one thing bothering me :
It's obviously very powerful but is quite missing some interesting things by not having any Character developement feats and less Overpowered abilities.

  • In the end its immuned to damage, but a simple Isekai Protagonist cannot die either at lvl20
  • Full ability scores bonuses can be granted sooner as an Isekai than as a God Emperor
  • Less options concerning spellcasting (spellmaster is offset by sacred ability scores bonus and siphoning aura, but no Sneaky magic)
  • No kineticist blast if one would want it
  • No channel option
  • No extra attack or such

Perhaps keeping the overpowered abilities and a reduced Character development feats list (since no need for energy immunities, bonus stats etc...), at initial rate, but halving base bonus feats ?

Some other points :

  • Champion feats mod introduced scaling feats to AC/attacks//spell damage and DC, skills etc... so I guess it's closed to what you wanted for spells?
  • I quite agree with the other post concerning the Villain casting issues : it would be nice to use the arcanist system instead of the wizard one
  • DarkCodex mod added the Elemental Scion kineticist archetype, that allow some progression to blast damage and DC, at the cost of focusing on one element, so an isekai archetype based on it, but with the four elements, would be quite baddass (can work on a description if needed)

Checklist for 1.10.0

Implementations

  • Add keyword immunity character development feats (#1)
  • Add radiance upgrade dialogue (#29)
  • Change Description for Isekai Protagonist

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

"Overpowered Ability" Suggestions

Some ideas:

  • Add an ability that applies almost every buff in the game. ✔️ (Added in 1.5.0)
  • Add an ability that lets you summon whatever you want (combine summon monster, natures ally, and elemental summon). ❌ (Added Summon Calamity instead)
  • Add spell combat (link) ❗

Checklist for 3.1.0

Implementations

  • Add BlueprintFeatureReplaceSpellbook for:
    • Arcane Trickster
    • Mystic Theurge
    • Dragon Disciple
    • Eldritch Knight
    • Winter Witch
  • Add Aura of Righteous Wrath. OP ability to give allies sneak attack, extra attack, and damage dice within an area.
  • Change summoning feats to allow for melee and caster summons to be buffed. (link)
  • Add Super Buff dismiss ability (link)
  • Change Supersonic Combat and Graceful Combat to affect ranged weapons. (link)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Checklist for 1.2.0

Implementations

New Heritages

  • Isekai Angel (#3) (delayed for a later update)
  • Isekai Succubus (#3) (delayed for a later update)

New Character development feature

  • Feature that adds an animal companion (link) (implement for archetype without character development features)

New deity

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json
  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Training Montage

Was it intentional that the bonus to intelligence DOES NOT give additional skill points?

Checklist for 1.1.0

Implementation

New Backgrounds:

  • Highschool Student: Adds +1 to all attributes. (#4)

New Character development feat:

  • Exceptional Summoning: gives your summons +100 HP, +10 AC, +10 Saving throws, and +10 Attack. (#1)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • New screenshots
  • Update mod description
  • Update Repository.json

Allow the Isekai to upgrade Radiance like the Paladin can

Just a simple suggestion I made before and filling it here for future reference. The Paladin gets a dialogue option when you find Radiance that allows you upgrade it upon finding it, add the same option for the Isekai with some line along the lines of here is an upgrade.

Typo in class name

All references to GodEmporer should be GodEmperor. This is possibly a breaking change.

Checklist for 2.0.0

Implementations

  • Add exceptional feats
  • Rework Training Arc to have overpowered abilities
  • Rework existing character development feats
  • Add channel positive and negative energy feats
  • Add mythic feats to exceptional feats
  • Add Elf Heritage
  • Gnome Heritage (link)
  • Add Hero archetype (#11)
  • Add kinetic blast feats (Delayed for 2.2.0)
  • Add keyword immunity character development feats (#1)
  • Add radiance upgrade dialogue (#29)
  • Change Description for Isekai Protagonist
  • Remove Winner feature

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Good starting armor for the Protagonist

Ok I have an idea that regarding starting gear, essentially since profeciances are getting reworked in the next version I propose an improvement to starting armor depending on the archetype, this wouldn't be enchanted gear just the base version of the best armor inthe category essentially if the proficiencies start with light armor only then start with a chainshirt, if Medium armor a Breastplate, and if heavy armor Full Plate, base version of each no enchantments.

Checklist for 2.2.0

Implementations

  • Add kinetic blast feats (delayed from #30)
  • Add nocticula and Mephistopheles for summon calamity (link)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Checklist for 3.0.0

Implementations

Isekai Protagonist rework

  • Add Starting Weapon. lvl 1 feat to add chosen weapon (#24)
  • Add all spells to spellbook (link)
  • rework progression
  • Add Signature Ability feature. Increases spell damage and spell DC. Can be chosen instead of Signature Attack.
  • Rename Character Development to Special Power.
  • replace harem magnet with summon harem ability: summon a succubus, astral deva, nymph, etc...
  • Replace True Main Character with Second Reincarnation.

Edge Lord rework

Description: Melee focus, extra attacks, buffed attacks

  • Buffed Extra Strike to increase the number of offhand attacks aswell (link)
  • rework Extra Strike using custom component that scales with ranks. See BuffExtraAttack and BuffAllSavesBonus for reference.

God Emperor rework

Description: High stats, ally buffing auras

  • rework progression (#48)
  • Add Celestial Realm. Damage conversion to divine. (link)
  • Rename protective aura to Aura of Golden Protection.
  • Rename Glorious aura to Aura of Majesty.
  • rework God Emperor to steadily progress with resistances and stats (#48)

Hero rework

Description: charisma focus

  • rework progression
  • Add True Mark ability to Hero Archetype progression. (link)

Villain rework

Description: Magic focus, More OP abilities

  • Rework Villain Progression
  • Change Villain into Arcanist-like caster (#40)

Exceptional feats

  • rework exceptional weapon to be activatable abilities. Should also enchant additional limbs.

Special powers (formerly character development feats)

  • Add Mythic Special power to mythic abilities.
  • Add Armor Saint. No speed penalty for armor, reduce armor check penalty to zero, increase max dex bonus by 20.
  • Add Summon Beast. Can summon a hydra, minotaur, or owl bear, or Roc.
  • Add Aura of Divine Fury. buff allies attack damage and spell damage.
  • Add Killing Intent. Apply fear, shaken, and cowering to enemies.
  • Add Armor of Strength. Get natural armor bonus to AC equal to strength modifier.
  • Add Omega Strike. special power that implements AttackTypeCriticalMultiplierIncrease
  • Add Magical Amplification. special power to change spell damage dice to d12. (link)
  • Change Body strengthening to be DR 1/- per level. No prerequisites.

Overpowered Abilities

  • Add Supreme Being. All attributes become 30. (link). Implement custom component to alter stats.
  • Add True Resurrection (#2)
  • Add Playful Darkness to Summon Calamity ability.
  • rename Interdimensional bag to Infinite Inventory.

Fixes

  • Fixed Dupe Gold Ability to give correctly give 1 million gold instead of 100 thousand gold.
  • Fix Exceptional Summoning feats not applying to summons from spells without the Summoning descriptor.

Post-Implementation Tasks

  • Remove redundant properties
  • Fix Summon Harem spawning on same point
  • Fix prebuild

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Feat Ideas

Here are some feats that could work with Isekai Protagonist.
Master of All trades - Only on First Level
Before reincarnating you've spent most of your time on training, due to that you've achieved something that only few had, you've become master of all trades. +1 to DC of All Schools of Magic, +1 to DC of any elemental attack, +2 to Spell Penetration, +1 to Hit with any weapon and, +1 to damage with any weapon, +1 to AC (Dodge), +1 to AC if wearing any armor, +1 to AC if using a shield.
Loyal Friends -
Members of your party roll with advantage against compulsion and charm effects.
Chimera -
Nobody knows what floats through your veins, can choose any class or feats regardless of race restriction
Bloodline awakening - Can choose sorcerer's bloodline.
Mystery's Calling - Gain one of the Oracle's Mysteries. and its True Revelation at level 20.

switching over to the core classes broke the hulrun dialogue

when leveling the character to 20 after recompiling the new code everything looked fine and abilities etc. worked as well during a quick test but starting a new game of the main campaign to test something else I discovered that the hulrun dialogue broke:
`[347.7446 - Default]: Object reference not set to an instance of an object
at Kingmaker.DialogSystem.Blueprints.BlueprintAnswer.CanShow () [0x0008c] in <8f57681cdbff40f38c563013d8c26a8c>:0

at (wrapper dynamic-method) Kingmaker.Controllers.Dialog.DialogController.Kingmaker.Controllers.Dialog.DialogController.AddAnswers_Patch1(Kingmaker.Controllers.Dialog.DialogController,System.Collections.Generic.IEnumerable`1<Kingmaker.DialogSystem.Blueprints.BlueprintAnswerBase>,Kingmaker.DialogSystem.Blueprints.BlueprintCueBase)

at (wrapper dynamic-method) Kingmaker.Controllers.Dialog.DialogController.Kingmaker.Controllers.Dialog.DialogController.AddAnswers_Patch1(Kingmaker.Controllers.Dialog.DialogController,System.Collections.Generic.IEnumerable`1<Kingmaker.DialogSystem.Blueprints.BlueprintAnswerBase>,Kingmaker.DialogSystem.Blueprints.BlueprintCueBase)

at Kingmaker.Controllers.Dialog.DialogController.PlayBasicCue (Kingmaker.DialogSystem.Blueprints.BlueprintCue cue) [0x00092] in <8f57681cdbff40f38c563013d8c26a8c>:0

at Kingmaker.Controllers.Dialog.DialogController.PlayCue (Kingmaker.DialogSystem.Blueprints.BlueprintCueBase cue) [0x0008b] in <8f57681cdbff40f38c563013d8c26a8c>:0

at Kingmaker.Controllers.Dialog.DialogController.Tick () [0x00026] in <8f57681cdbff40f38c563013d8c26a8c>:0

at Kingmaker.GameModes.GameMode.Tick () [0x0002f] in <8f57681cdbff40f38c563013d8c26a8c>:0 `

I am aware of this and working on it

"Special Power" Suggestions

Some ideas:

  • a feature that add elemental (fire, cold, electricity, etc.) damage to attacks. ✔️
  • a feature that debuffs enemies on attack (something similar to crippling strike). ❗
  • a feature that quickens all spells (probably needs some per day limit). ✔️ (reworked)
  • a feature that buffs summoned monsters ✔️ (added in 1.1.0)
  • a feature that increases character encumbrance ✔️ (reworked to OP ability in 1.6.0)
  • a second background selection ❌ (Cannot implement this due to background limitations)

Game breaks after after bar scene leading to first army camp visit

After downloading your most recent mod version I've come across a bug where I am no longer able to arrive at the army camp because the game breaks and sends me back to the main menu. If it matters, I am using a God Emperor and I have Unlimited Power as my level 1 overpowered ability and I just used my mythic ability choice to get the Supreme Being overpowered ability.

To Reproduce
Steps to reproduce the behavior:
Finish wiping the floor with Minagho.
Exit the area through the door.
Read (or don't, your choice) the bar scene revelry.
Try (and fail) to arrive at the army camp.

Expected behavior
I expect to be able to arrive at the army camp.

Screenshots
20221214141924_1

Additional context
I was able to get through this part of the game content using version 2.4.0 as late as this past Saturday/Sunday. The only thing that has changed in my mod list is the newest version of the Isekai mod and I did uninstall all of my other mods and ran with only the Isekai mod to make sure it would still happen (it does). I'd check to see if I can get past this point without the Isekai mod installed, but unfortunately I don't have my normal face packs installed on this laptop so I cannot load an earlier save from before I downloaded your mod :(

Add extra dialogue

Some ideas:

  • At the beginning when Hulrun, add an option saying "The last thing I remember was being hit by a truck." ✔️
  • Add dialogue option to upgrade radiance. (link) ✔️

Few additional Archetype Ideas

Villain:
Instead of being reincarnated as a good guy you're reincaranted as a Villain.

Uses Intelligence instead of Charisma for spells, memorizes spells instead.
Instead of a Training Arc abilities gains a second overpowered ability at the beginning.
Loses True Main Character, but gains Second Form.
Dark Aura similar to God Emperor
Loses half of the Sneak attack but gains Studied Target of Slayer
Second Form: After being reduced to 0 HP resurrects with Full HP, one size category bigger and with temporary boosts to all statistics. Once per rest.

Avatar:
Loses Sneak Attack and spellcasting but gains Kineticist abilities instead
Can choose a new blast every 2 levels, to a maximum of 8

Tag along (Could be a separate class as well with similar archetypes but weaker):
Not a true protagonist per say. They've gotten summoned alongside the isekai protagonists, at least that is what they think so.
No initial overpowered ability, additional training arc abilities
Doesn't have any sneak attack abilities or spellbook, but can unlock many abilities of isekai protagonists as training arc feats.
Maximum level 40 without the need of becoming a legend.
Loses True Main Character in favor of an overpowered ability instead.

Checklist for 1.4.0

Implementations

  • Add Villain archetype (#11).
  • Add Avatar archetype (#11). (delayed for design considerations)
  • Add drake pets from expanded content (link)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json
  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Missing Definition DeathsnatcherHiddenFacts

What was this supposed to be?
The resource is completely missing from the project.

[43,3598 - TabletopTweaks-Core]: COULD NOT LOAD MOD BLUEPRINT: DeathsnatcherHiddenFacts - Kingmaker.Blueprints.Classes.BlueprintFeature
TabletopTweaks.Core.ModLogic.ModLogger.LogError(System.String) (at D:\VS\MergedWorkspace\TabletopTweaks-Core\ModLogic\ModLogger.cs:53)
TabletopTweaks.Core.Utilities.BlueprintTools.GetModBlueprint(TabletopTweaks.Core.ModLogic.ModContextBase,System.String) (at D:\VS\MergedWorkspace\TabletopTweaks-Core\Utilities\BlueprintTools.cs:33)
IsekaiMod.Content.Classes.Deathsnatcher.DeathsnatcherProgression.Add() (at D:\VS\MergedWorkspace\WOTR_IsekaiMod\IsekaiMod\Content\Classes\Deathsnatcher\DeathsnatcherProgression.cs:27)
IsekaiMod.Content.ContentAdder+BlueprintsCache_Init_Patch.AddIsekaiProtagonistClass() (at D:\VS\MergedWorkspace\WOTR_IsekaiMod\IsekaiMod\Content\ContentAdder.cs:172)
IsekaiMod.Content.ContentAdder+BlueprintsCache_Init_Patch.Postfix() (at D:\VS\MergedWorkspace\WOTR_IsekaiMod\IsekaiMod\Content\ContentAdder.cs:28)
Kingmaker.Blueprints.JsonSystem.BlueprintsCache.Kingmaker.Blueprints.JsonSystem.BlueprintsCache.Init_Patch128(Kingmaker.Blueprints.JsonSystem.BlueprintsCache) (at :0)
Kingmaker.Blueprints.JsonSystem.StartGameLoader.Kingmaker.Blueprints.JsonSystem.StartGameLoader.LoadPackTOC_Patch6(Kingmaker.Blueprints.JsonSystem.StartGameLoader) (at :0)
Kingmaker.GameStarter+d__25.MoveNext() (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext(System.Collections.IEnumerator,System.IntPtr) (at :0)

Checklist for 3.3.0 (draft)

Implementations

  • Add composite blasts and infusions for Kinetic Power special power.
  • Fix Omega Strike to apply to touch attacks.

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Checklist for 1.8.0

Implementations

  • Implement heritage for Dhampir (#3)
  • Add extra Dialogue (#15)
  • Buff Isekai Succubus heritage
  • Buff God Emporer
  • Update background bonus type
  • Fix Villain spellbook merge

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Levelable Aivu

Just a bit of a side thing: the mod Levelable Aivu broke recently and I was wondering if you could as a bit of an addon for the mod make her levels something you control as a player: just a bit of a thing for those of us who wish to play an Isekai Azata,

Isekai Elf heritages are missing

The Isekai elf heritages are missing for me I tried disabling my other mods and creating a new character and it's still missing is anyone else having this issue?

Checklist for 1.7.0

Implementations

  • Implement otaku, demon lord, gamer backgrounds (#4)
  • Implement aqua, ristarte, admin D Deities (#14)

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Checklist for 3.2.0

Implementations

  • Add Reflect Special Power (#2)
  • Add option to disable Isekai Protagonist class for companions and mercenaries.
  • Change Grasp Heart to Instakill. Buffed version that bypasses death immunity.
  • Change Extreme Speed to apply to allies within 40 feet
  • Change OP abilities to be allowed for all classes
  • Fix Nascent Apotheosis to DR per level instead of per 2 levels
  • Fix Second Reincarnation missing buff
  • Fix game breaking bug when DLC3 is missing

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Security Check around spelladding

Hi,

when adding spells you directly call:
spellList.SpellsByLevel[2].m_Spells.Add(FuryOftheSunAbility.ToReference<BlueprintAbilityReference>());
with no security check, this method makes no check if the spell is already in the list and will actually create duplicates.
This is a problem for spontaneous casters because while the spell is still added, it breaks the ability to select it on levelup if it is in the list multiple times.

If you check the following condition first and only add the spell if it is not fullfilled:

private static Boolean listContainsSpell(BlueprintSpellList list, BlueprintAbility spell) {
            foreach (var level in list.SpellsByLevel) {
                foreach (var comparespell in level.Spells) {
                    if (spell.AssetGuid.m_Guid.ToString("N").Equals(comparespell.AssetGuid.m_Guid.ToString("N"))) {
                        return true;
                    }
                }
            }
            return false;
        }

You will prevent such duplicates.

I noticed this because I wrote my own little addon to also add the TomeOfTheFirebird spells to the class and decided to be clever and just merge every major spellbook as a rebuild after all the other mods are loaded in(since this class has them all anyway) only to have the ExpandedContent spells dissapear on me.

PS. if someone else did the work for you, would you be open to switching the project over to using TabletopTweaks-Core for its utility classes rather than your own and automatically publishing to the wrath folder?

Checklist for 4.0.0

Implementations

  • Fix Omega Strike to apply to touch attacks.
  • Add Class variant features. (#69)
  • Add Mod support for modded spells (#72)
  • Fix "stuck on loading screen" bug
  • Review all changes

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json

Post-Release Tasks

  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Worldcrawl problems

I seem to be having some issues with Worldcrawl installed with this mod since the last two official patches for the game, I'm not sure if it is a mod conflict between the two mods OR if Owlcat did something that borked Worldcrawl with the latest patch I'm just reporting this, could you check and see if there is some sort of incompatibility and if there is try and see if you can patch it. If there isn't then its either one of my other mods messing with Worldcrawl OR Owlcat broke things and if that is the case then Swizzle the author of Worldcrawl would have to release an update for Worldcrawl proper

Checklist for 1.3.0

Implementations

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json
  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

Some Overpowered Ability suggestions.

Dominate:
Dominate any target (Makes it fight for you)

Super Regeneration:
Heal 50hp every turn

Overgeared:
Gives you endgame equipment at 1st level

Endless Magic:
Use your action to refill your spell slots (up to 1/4 of character level (min 1)).

Infinity Magic:
Removes max dmg die restrictions from magic and casts magic as if you were a caster 5 levels higher, so for example fireball deals 1d6 per caster level to a maximum of 10d6. With this there is no maximum.

PS: I think you should change "Grasp Heart" name to "Instant Death" since Overlord's Grasp Heart is just renamed Death Clutch spell.

Class variant features

Still waiting on Johns feedback on the Seeker and Chimera variant pushed to the repository and if they become part of the next release.
Meanwhile since I had been playing with them in my installation I thought I'd make a new topic for the thoughts that came to me as well as to ask for feedback from anyone that might have downloaded that branch and compiled it themself to also play with it.

So first the idea for another archetype based on shaman:
Their spirits, mostly give benefits through their hexes, much like the witch, except shamans don't have access to major or grand hexes, so wouldn't basing it on the witch be better for a hex based Isekai variant?

Second general realization:
Also, after playing for myself for a while I am wondering if it would not make more sense to turn these class choices into Progression Features where you are given a choice at level 1 between the inheritance of the rogue(granting access to all the rogue talents and skills currently part of the tree per default), the oracle(as seeker variant at the moment), chimera(sorcerer), paladin(replacing rogue talents with smite the way the hero does), legacy of the hunter (gaining teamwork feats and automatically sharing them with your animal companion), bard (you know you want to be an isekai buffbot).
That way less Archetypes in total would be required, while actually allowing for more customization, perhaps your edge lord uses holy smite or berserker rages rather than sneak attacks?
That would also open up the possibility of an overwhelming talent "Dual Class Legacy" where you can pick a second such option to add to your progression.
Thoughts?

Deity Idea

Add Aqua from konosuba. (will need to find an icon)

  • Alignments: Lawful good, neutral good, chaotic good, neutral
  • Domains: good, water, healing, protection
  • Favoured weapon: quarterstaff

Some Suggestions I think could Improve some aspects

I think you could change the default version of Isekai Protagonist (Except God Emperor, Hero & Maou(If you ever want to include this archetype)) to stick to Arcane Caster, but give them Arcane Failure - 50% as a Training Arc Feat or just give it to them at the beginning. (It's meant to be more of a cosmetic change for RP purposes.)

Remove Proficiency in everything (Weapons and Armors and shields), and change it only to Light Armor and Single Weapon Proficiency. (Most Protagonist don't immidiatelly know how to use every weapon) Instead move, everything proficiency to Training Arc/Op ability (you could also bundle it with weapon focus and specialization in everything as well so it won't feel as wasted feat)

Now thinking about it, Villain's number of spellslots can get too high to manage efficiently, changing his spellcasting to be Arcanist-like instead of wizard-like and giving him reservoir & access to Exploits would make him fare better while also making use of Charisma based Heritages from your mod since Exploits use Charisma instead of Int for their DCs.

Remove the Cannot be reduced below 1HP and change it to Can fight on a brink of death for 1 minute(healing resets timer) (Since Some of the Protagonist actually die at the end of their mission/book)

Maybe some sort of Unarmored Defense(Dex+Int/Cha) to Edgelord and Villain, since except of Hellknight armor, armors are not edgy enough and Villains should present themselves properly.

Oh and if possible, change the outfit of Edge lord to be that of a rouge instead of slayer. (more edgy imo)

These are only my suggestions so just ignore them if you think current version is better.

Isekai Protagonist should have requirement of level 1, so you can only choose to progress in this class when you're creating your character.

Checklist for 1.6.0

Implementations

  • Add a feature that increases character encumbrance (#1)
  • Add a second background selection (#1) (Cannot implement this due to background limitations)
  • Remove crit immunity bypass in description for alpha strike and godhood.

Release Tasks

  • Copy localization
  • Update CHANGELOG.md
  • Update README.md
  • Update Info.json
  • Update Repository.json
  • Update mod description
  • Update mod version
  • New screenshots
  • Release description

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