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[WIP] Spell Conversion, Part 2 #78
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* Starting from the mutation end this time, and will work towards spell-writing. Have overhauled Paragon of The Veil so that they slowly develop specific progressions of mutations, building upon their reprotoire of spells. * Each PoTV mutation is put in one of five categories, and you won't get very far down any of them without breaking the threshold. Main idea is that this ensures that a fully post-thresh Paragon of The Veil only has 5 mutations cluttering their mutation list, not 30. * Speaking of, added a mutation implying one new spell I'll need to write, to take the spell list from 29 to an even 30. Also gonna have to write up some variations to make certain spells more interesting. * Flavor quotes in each mutation's description, implying the general theme of each progression chain, and how it's stated to fit with your benefactor's plans.
* Implemented Divine Storm and Holy Flare. * Added a couple missing flags. * Adjusted point costs of certain PoTV spells. * Added spellcast messages for PoTV spells.
* Pulse mockup is a bit of a dirty hack, but it should do a reliable job of catching most terrain that might plausibly be vulnerable to the blast.
Still might replace it with a Passwall spell instead
Oof, that's a lot of random terrain that you have to look out for...
* Change Light from a halo-creating spell to a field-creating one, with a hidden field that exists only to emit light. PoTV version becomes able to place location of the effect, chargen version is fixed at caster's location. * Change PoTV versions of Acid Armor, Flame Armor, Lightning Ward, and Ward Against Evil to make use of immunity flag stuff. That last one, PoTV's version being Holy Ward, is presently in a less than ideal state as the up-and-coming PR only adds damagetype immunities for the moment, and cut/bash/stab immunity is one hell of an effect to dole out. * Changed Invisibility from using a halo item to the invisibility effect flag, also from an upcoming PR. The effect that grants it also adds a few other immunties and flavor effects. The resulting lack of footstep-alteration is an acceptable balancing factor. * Removed some item-hack stuff that's now obsolete.
* Fixed some things causing load errors. * Tweaked shroud of darkness to correctly have multiple intensities, also gets progressively more opaquae with each level. * Removed legacy ID from field of light. Dunno how I left that in there.
* Set it so the nutations actually grant spells correctly. * Added trait flags to streamline the hermit's third mission. * Couple other things I forgot.
* Couple spellflag fixes for some spells I overlooked. * Set it so that the mutation point costs of Paragon of The Veil spells no longer match spell difficulty, as this method of giving an internal reference for how powerful the spell is considered is now used by difficulty (for PoTV spells at least), and it was messing with whether mutation upgrades used positive or negative message color.
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Time to finish up converting spells, this time the focus is on the remaining Paragon of The Veil spells, Arcane Blessings.