This page was last updated on 17 February 2025, 3:21AM
Changelogs
Version 1.5
The spell can now be selected from multiple options. AI states can be set to BASE, Melee, or Ranged.
A new area-based spell has been added. Within 30m, party members can be assigned the BASE AI state, and any unit that already has an assigned AI state will be ignored when casting this spell.
**With this method, you can assign specific characters to Melee or Ranged while setting the rest, such as summons, to the BASE state.
**This is especially useful when managing many characters at once.
A new area-based disabling spell has also been added.
BASE – The default base archetype, slightly tuned for more balanced behavior, neither staying too close nor too far from enemies.
Melee – An archetype that closes the distance to enemies and ends the turn nearby.
Ranged – An archetype that keeps distance from enemies and ends the turn further away.
Minor fix: The uncontrollable state now only applies during combat. Outside of combat, the character can still be controlled even when a spell is cast.
Version 1.3
The AI status now changes per turn (border highlight turns green at the start and blue at the end) -Thanks to phatruss for the valuable feedback.
**AI ignores the status of green-highlighted party members, so this allows them to assist each other a bit more than before
**However, the AI still does not heal itself (this behavior is not performed in the vanilla game’s AI state)
Localization for Korean has been added (almost no English, adjusted to feel more natural in Korean)
Version 1.2
Fixed : once a target is selected for a spell cast, it cannot be re-selected (like the Bless spell)
Removed spell status effect. Removed combat log (less disruptive)
Does not use the default AI archetype from the vanilla game (instead, specifying the archetype works more reasonably)
**Where are you going, Gale? Astarion? They have ranged archetypes, so the issue of moving to unexpected places could be fixed (keeping distances closer)
Version 1.1
You can apply the spell to allies, ignoring vision blocks (even if they are outside your line of sight).