Thanks for the report. I'll do a double-check to see that the right version is uploaded and then see what's causing it. (Probably I just forgot to remove the unnecessary dependency from the project settings.)
Thanks for making this. Got a couple thing to note: Rushed incantation is an action in this mod, not a bonus action as it is in Valda's. You cannot attack and bulwark on the same turn, for example, which is part of the class design. There's no Consecrated Armor spell in the 5e Spells mod. Perhaps you could substitute in Mage Armor instead?
Hm. Rushed Incantation should be changing any eligible spells to Bonus Actions. One thing to be aware of is that, as currently implemented, Rushed Incantation only takes effect in combat. (This was a later change and I could probably make this clearer; it's mainly so a player doesn't have to constantly toggle it on and off as combat starts.)
If Transient Bulwark, etc. are remaining as Actions mid-combat and Rushed Incantation is toggled on, then I'll have a look to see what's causing it.
Consecrated Armour: putting in Mage Armour seems reasonable, assuming I or anyone else never get around to making a version of Consecrated. I'll probably slip it into the spell list in the next update.
I'm sorry to ask, but would you consider making a version for mystra's spells? Its kinda the same as 5E spells, but it has larian durations and is in mod.io.
It's definitely on the table. I haven't made it a priority just because Mystra's doesn't, in comparison, add in as many rituals. (You'd get Ceremony and Water Walk, and I think Gift of Alacrity was implemented as a ritual. Not awful bonuses to have, but it'd still a bit of an effort just to add in three extra spells.)
I do have my eye on the mod, though, and I'm probably going to try to keep anything going forward at least compatible with it. If it gets a couple more rituals I probably will just bite the bullet and make a little Mystra's Spells add-on.
Does anyone have any build guides? My investigator (occultist) is currently only really useful as a utility character, having issues getting him to do anything in combat.
Never a bad idea to throw some Rogue levels in there, personally I'm thinking of adding some fighter levels in for the maneuvers. At the end of the day, just throw a couple of options around and see what sticks and, if the build doesn't work well, Withers can just respec you
I doubt this is going to be a high priority for you (understandable as the mod is in beta), but I thought I'd mention that the class doesn't seem to work with mods that increase the amount of feats you can get as you level up.
Right now I don't want to juggle two versions, since I'm still tinkering with things, but down the line I can add an alternate file that has a feat every level.
In the long run, yes. For now, levels 13-20 have sort of the minimum support: you still learn a new ritual every level, you have a few features that were trivial to implement, but you don't have anything more complicated or any subclass features. So what's the hold-up? In the tabletop version, the Investigator learns a dab of high-level magic, almost all of which don't have versions in 5e Spells.
Once I've gotten a full level 1-12 version out, I'll let it rest for a bit, then put some thought into what can go in a few now-empty places.
I like the new "spells only as rituals" feature. It helps the class to feel different from other casters :) Looking forward to further development on this!
One thing I noticed right away was that the hat makes selecting hair a guessing game. Even in game, the character icon shows me wearing the hat, with no hair, despite having unequipped it.
Yeah, this is something I've had earmarked. On the one hand, I think having the hat and cape helps set the tone a little starting out, rather than just plopping you in the same armour as a Rogue. On the other, it absolutely does get in the way of character creation (and I think dooms your portrait to a forever-hatted existence).
What I might try is putting in a SelectEquipment option in the first level (similar to how Bard instruments work), to let you either start with the hat or not. If nothing else, I think that should give you a way to actually see what hair you have without switching classes back and forth. But that might be fiddly in its own right. We'll see; if not, I can always just remove it. Thanks for the feedback.
EDIT: The hat is no longer automatically equipped. Heads up that this update might play a little weirdly if you switch from the last version mid-playthrough, for various reasons; you might want to continue on as-is.
I have to say, this class fits perfectly into BG3. So many 'hurdles' a monster hunter would face, such as the Astarion predicament. So many creatures seem evil though and what counts as supernatural? I suppose 'supernatural' in this sense would count out magic and focus on monsters only.
32 comments
Got a couple thing to note:
Rushed incantation is an action in this mod, not a bonus action as it is in Valda's. You cannot attack and bulwark on the same turn, for example, which is part of the class design.
There's no Consecrated Armor spell in the 5e Spells mod. Perhaps you could substitute in Mage Armor instead?
If Transient Bulwark, etc. are remaining as Actions mid-combat and Rushed Incantation is toggled on, then I'll have a look to see what's causing it.
Consecrated Armour: putting in Mage Armour seems reasonable, assuming I or anyone else never get around to making a version of Consecrated. I'll probably slip it into the spell list in the next update.
I'm sorry to ask, but would you consider making a version for mystra's spells? Its kinda the same as 5E spells, but it has larian durations and is in mod.io.
m(_ _)m
I do have my eye on the mod, though, and I'm probably going to try to keep anything going forward at least compatible with it. If it gets a couple more rituals I probably will just bite the bullet and make a little Mystra's Spells add-on.
(still adore this mod tho)
But could you provide a version that gives a feat every other level as opposed to every level?
Once I've gotten a full level 1-12 version out, I'll let it rest for a bit, then put some thought into what can go in a few now-empty places.
Looking forward to further development on this!
What I might try is putting in a SelectEquipment option in the first level (similar to how Bard instruments work), to let you either start with the hat or not. If nothing else, I think that should give you a way to actually see what hair you have without switching classes back and forth. But that might be fiddly in its own right. We'll see; if not, I can always just remove it. Thanks for the feedback.
EDIT: The hat is no longer automatically equipped. Heads up that this update might play a little weirdly if you switch from the last version mid-playthrough, for various reasons; you might want to continue on as-is.
The selectequipment option would be really cool. Though, understandably, that may be a pain... quite possibly an unnecessary one considering there is Choose Your Equipment (CYE) at Baldur's Gate 3 Nexus - Mods and community (nexusmods.com)
So far I'm really enjoying the spells and such that go with this kind of playthrough. Thanks for making this!