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[Magiclysm] Some spell tweaks #78586

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merged 24 commits into from
Dec 16, 2024
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@Standing-Storm Standing-Storm commented Dec 15, 2024

Summary

Mods "[Magiclysm] Some spell tweaks"

Purpose of change

Going through some older spells and, using the new tools we have available, making them more interesting and fit the fantasy of what they're supposed to do better.

Describe the solution

Edit the following spells:

ACIDIC SPRAY (BIOMANCER)

  • Leaves behind pools of acid

CAUSTIC AURA (BIOMANCER)

  • Now carried in an effect and not an item.
  • Has a chance of leaving a pool of acid when it deals damage.

DARK SIGHT (CLASSLESS)

  • Now provides a small amount of overmap vision at level 6 and above, so you can scout around at night.

ELECTRIC ARTS (STORMSHAPER)

  • effects now scale based on spell level (they were a flat -35 electric damage before for a Difficulty 1 spell!). Now it's -1.5 per spell level.

ELECTRIC EYE (STORMSHAPER)

  • effects now scale based on spell level. This is mostly a nerf, but it is a buff at max level.
  • Bonus Block removed and replace with bonus dodge chance of (spell level) / 7. You still gain +1 bonus dodge.

ETHEREAL GRASP (CLASSLESS)

  • remove damage
  • speed penalty now scales with spell level and evocation proficiencies
  • Reduce AoE
  • speed penalty now affected by target size. It's possible to totally immobilize a Tiny target without too much power, but even slowing a hulk will require a powerful mage. This is also true for when monsters cast it on you, so watch out goblins! This currently does not work due to a bug

LIGHTNING BLAST (STORMSHAPER)

  • Reduce Difficulty to 6 (from 10). Increase mana cost to 110 (from 55).

LIGHTNING STORM (STORMSHAPER)

  • Reduce Difficulty to 9 from 20(!). It does massive damage but it has an extremely short range and it also has a 3 second cast time. There's no reason for you to need to level it to 26 before you can cast it without a chance of failure.

MAGE ARMOR (TECHNOMANCER)

  • The bonus is capped at 45 armor against each damage type.
  • Is now OUTER instead of PERSONAL (it's described as actually summoning a suit of armor. If you want to wear conjured armor, don't wear regular armor)
  • Has a small amount of encumbrance (still way less than an actual suit of armor would)

MAGE BLADE (TECHNOMANCER)

  • The bonus damage is now light damage instead of cut damage (it's described as a "blade of light")
  • Bonus damage capped at +40--with intelligence bonuses and leveling the spells it was possible to hit +80 or +90 cut damage before.

PETRIFYING TOUCH (EARTHSHAPER)

  • Rather than deleting moves from the target, it applies an effect where the target cannot move and cannot attack but has a ton of armor (because they're made of stone).
  • Remove damage
  • Does not work on robots
  • Now has the SOMATIC flag (it's petrifying touch) and requires free hands (it's petrifying touch)

PILLAR OF STONE (EARTHSHAPER)

  • Now has no AoE side effect at maximum level, so you can use it to build perimeter walls at that level.

POWER SUPPLY (TECHNOMANCER)

  • Updated to use inventory search EoCs to look for rechargable items--as long as you have it in your inventory, any electronic items you have will be recharged. It's no longer limited to UPS-compatible devices.

ROOT STRIKE (DRUID)

  • Root slow only applies on diggable ground. Damage is dealt regardless. currently does not work due to a bug

SACRIFICIAL HEALING (DRUID)

  • Improved scaling--it now heals more on your allies than the damage it causes you at higher levels. It still doesn't affect you.

VEGETATIVE GRASP (DRUID

  • Re-add DoT now that sub-1 DoT is possible. DoT starts at 10% chance and goes up to 30% chance.
  • speed penalty now scales with spell level and evocation proficiencies
  • Reduce AoE (at mid levels it took up most of the screen)
  • speed penalty now affected by target size. Vegetative Grasp cannot slow targets that are too large at all. This does not work due to a bug
  • Vegetative Grasp has no effect if the target is not on diggable ground (where are the roots coming from?) If they step onto a sidewalk the effect stops slowing them, but it starts again when they step back on the earth, for as long as the spell lasts. This also applies when monsters cast it on you, so move off the natural earth to avoid the speed penalty This currently does not work due to a bug

That's definitely enough for now.

Describe alternatives you've considered

Testing

Tested every spell and made sure they worked.

The slow spells currently just scale on level, the fancy stuff will have to wait.

Additional context

I have plans to nerf spell damage pretty much across the board (Evocation proficiencies means you can get +30% damage with mastery and current damages don't account for that) and make all damage random rolls, but that'll need a bunch of future PRs to cover everything.

@Standing-Storm Standing-Storm marked this pull request as draft December 15, 2024 05:21
@github-actions github-actions bot added Mods Issues related to mods or modding <Documentation> Design documents, internal info, guides and help. [JSON] Changes (can be) made in JSON Monsters Monsters both friendly and unfriendly. [Markdown] Markdown issues and PRs Mods: Magiclysm Anything to do with the Magiclysm mod Mechanics: Enchantments / Spells Enchantments and spells json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Dec 15, 2024
@Standing-Storm Standing-Storm marked this pull request as ready for review December 16, 2024 03:39
@github-actions github-actions bot requested a review from KorGgenT December 16, 2024 03:39
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Dec 16, 2024
@Maleclypse Maleclypse merged commit 30506e1 into CleverRaven:master Dec 16, 2024
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@Standing-Storm Standing-Storm deleted the spell-tweaks branch December 16, 2024 21:35
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions <Documentation> Design documents, internal info, guides and help. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions [Markdown] Markdown issues and PRs Mechanics: Enchantments / Spells Enchantments and spells Mods: Magiclysm Anything to do with the Magiclysm mod Mods Issues related to mods or modding Monsters Monsters both friendly and unfriendly.
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