Blade & Sorcery
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ficus

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lfkenshimods

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About this mod

Allows configuring the type of enemies, the enemy number, player spells & inventory, and generator seed before embarking.

Permissions and credits
Donations
You can find the menu with the trap icon in the book.

Creature editor:

Reference:
Creature - one specific creature will spawn.
Table - a table of creatures will be used with different probabilities for spawning.
Container
None - will use the default equipment defined by the Creature or Table
Override - override the equipment
Brain
None - will use the default AI defined by the Creature or Table
Override - override the AI

v1.3 added randomized enemies, you can find them in the Table section and the Container section. There is both a vanilla version and a 'Full' version that will also contain all the modded items. Do note that custom spell don't always support AI. If you want to use the fully randomized mages as well, then you will need to add the IDs of non-AI supported spells to 'random_excluded_items' in 'Level_DungeonConfigurator.json', or temporarily move your non-AI supported spells outside the Mods folder. I have noticed the same happening with the bows from MMP, where the enemies can't shoot the bow, even though the bow has an AI module.
Faction editor can be accessed with the button next to the 'Edit creatures' button. You will probably want to download Force Physics to make it so that the enemies can hit each-other.


Inventory editor:

You can use the inventory editor to change clothes, select up to 5 spells; and to place items in normally non-compatible slots (e.g. quiver in hip slot).
It does not matter which wardrobe slot you equip which armor type, the slot position is just for show.


NPC count editor:

You can change the number of creatures that spawn per room. Setting this higher than 2/3 will cause rooms to be cramped and the performance will take a hit of course. There will be a slowdown at the beginning of the level for a few seconds, see the Known issues.
You can also change the length of the waves and how many NPCs will be alive at the same time. Note that if you also change the number of creatures per room, then the per room value will take precedence over the wave alive count.

Level selector:

You can select the level in this menu. Choosing a non-dungeon level will result in the DungeonConfigurator wave being filled with the configured enemies, if you make any changes to the creatures, you will need to click Load again.

Misc:

You can use this with my other mod Undying Wave to spawn Undying enemies.

Source code: https://github.com/fkszkksz/BAS_DungeonConfigurator
Check out my website for info and test versions: http://ficus.cafe

In case you want support my work ($1): https://www.patreon.com/ficusmods
All donation money will be used on my mods (buying models, effects, etc...) or other freely available works (code, music, models, etc...).



Known issues
:
* The seed number changes sometimes for whatever reason (this is taken from the Dungen generator), but the room layout should be the same.
* Slowdown at the level start when setting the NPC per room. Caused by spawning the enemies, just wait for a few seconds. I will try to optimize this.
* Enemies spawning on top of each-other. I did add an unstuck mechanism, but it does not work sometimes. I will try to improve this.
* Selecting from the original Dungeon tables results in nothing spawning.
* Spawning chickens is currently broken with the Non-Snapping limbs mod. I will upload an update to that mod soon. Update Non-Snapping limbs if you have this issue.
* UndyingBrain is broken in dungeons and will cause the enemies to be in constant Flee state. This is not caused by UndyingBrain, but by selecting Mage as a container. I will look into why this is.