I don't feel like I've added enough to warrant forking it, but hopefully this will be useful to folks still wanting to use it on current WotR versions.
If anyone is still interested in this mod (like me), on the github page for this mod, someone called txangel seems to have forked it and updated it for 1.2 (https://github.com/txangel/AugmentedMagics/tree/upgrade_to_1_2). However, I don't really know how to compile/download/operate what he did and make it into a usable mod, so maybe someone with more experience with github can take a look?
This is a very nice mod and one of those ideas I wouldn't really trade for random gimmicks(like that Axiomite Prison dlc). Is it OP? Yes. But! You REALLY need to build for it. And as I already said, even 2 Augments are a lot to ask from most classes.
Hey, what's the status of this mod, does it still work properly? It is a nice idea and if anyone's worried about balance, just flick it over to the Mythic side. edit: seems to be working.
Suggestion: Maybe limit Augmented Magic to one school / character? I mean, I know that having more than two Augments is exceedingly unlikely, but...just feels fitting for a "Grand Mage" feat.
It's only partially working I think with some of the functions working and some not. There's an option for you to select particular metamagic spell feats that can automatically come with a certain school of magic (i.e. abjuration spells are all extended) but some of the metamagic feats don't work and won't apply.
Overall the mod is good but I think it's basically been abandoned at this point. I don't even know if any of this mod will work once the DLC/Expansion comes out but I guess we'll find out in March when it comes out.
By pen-and-paper RAW they shouldn't, either. Hexes are (Su)pernatural powers / class features, not spells. You need Ability Focus instead - but that's not really well-supported in this game. The fact is, your hexes will only have about a 15% success rate by midgame and it only gets worse from there. They're decent early game but that's it.
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I've created a github release here: https://github.com/lynnpye/AugmentedMagics/releases/tag/1.1.4
I don't feel like I've added enough to warrant forking it, but hopefully this will be useful to folks still wanting to use it on current WotR versions.
Just click on code > Download Zip, and then import that via Unity Mod Manager
This mod and all of its forks are dead - to future readers, do not try to download or use any of the versions of this mod. None of them work.
I found this mod amazing and it would be cool to not die
edit: Worst comes to pass...how do you update a mod?
Suggestion: Maybe limit Augmented Magic to one school / character? I mean, I know that having more than two Augments is exceedingly unlikely, but...just feels fitting for a "Grand Mage" feat.
There's an option for you to select particular metamagic spell feats that can automatically come with a certain school of magic (i.e. abjuration spells are all extended) but some of the metamagic feats don't work and won't apply.
Overall the mod is good but I think it's basically been abandoned at this point.
I don't even know if any of this mod will work once the DLC/Expansion comes out but I guess we'll find out in March when it comes out.
By pen-and-paper RAW they shouldn't, either. Hexes are (Su)pernatural powers / class features, not spells. You need Ability Focus instead - but that's not really well-supported in this game. The fact is, your hexes will only have about a 15% success rate by midgame and it only gets worse from there. They're decent early game but that's it.