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Magiclysm: Spell encumbrance and minor spellcasting ui tweaks #31902
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This is probably not the right place for it, but just wanted to confirm: As it stands now, wearing only scavenger gear with 20 arm encumbrance, Nature's Bow cannot be cast as it's too difficult and spells like magic missile and wooden shaft take a 40% reduction in DPS. |
i'm probably going to let the balance shake out a little before i adjust it again. this is mostly a rough estimation of what i want with implementation, for now. as far as nature's bow not being able to be cast, try leveling it up to decrease its spell failure % or increasing your spellcraft skill or intelligence. |
Sounds good! I'm currently at 16 intelligence (dump stat at character creation + mutations) but my Nature's Bow is admittedly only level 1. Also, can you only increase your spellcraft skill via character creation or is there another method you need to find in the game? It's only level 3 from character creation. Otherwise is it planned for dexterity/perception to reduce the encumbrance penalty for casting in the future? |
spellcraft increases by studying spells in spellbooks. capped at the spell's difficulty. |
Awesome, and thanks for making this mod! |
Love it, reminds me of DnD wherein wizards can't wear heavy armor because they need unristricted movement. |
Summary
SUMMARY: Mods "Add penalties to spellcasting while encumbered based on the spell"
Purpose of change
It was a little too powerful to be able to wear whatever you wannted and be able to cast all of your spells at full power.
Describe the solution
See these flags:
As you can see, I added the spell class at the top, and enumerated some information about the spell: the flags shown above, plus whether the spell goes through walls (only if the spell can make use of it, i.e. range > 1)
I also fixed the bug that showed a healing message if you do 0 damage to yourself with a spell.