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Transforming into a spider is an idea that I entertained, but I wasn't sure how it would be different from the main spider summon, so I instead have ignored that and just kept the caster as the summoner. Obviously this loses that element of Elise, but then elise doesn't summon a large powerful spider. Ofc people are still able to use other mods which have the Spider shape skill, and given that it already exists anyway, no need to reinvent the wheel.
it's just an idea why then you could become a different spider not the same and each species would have a specific spider ability and thus command an exotic army of various spider races and become lolth queen of spiders which would be more fun than summoning than turning into a different spider at each level tell me if it's better than zombie
since you've looked at helaene a little, see mass types forms and see if you don't like the idea
A solution ?
Thanks in advance
As far as some ideas for character abilities maybe a cc ability like web cocoon? It could potentially drain a small amount of health for 2 rounds? Also a decaying poison or acid attack that is a cone ability (Like poison web spray or something of the sort.)?
I have a million ideas lol. If you'd like we could chat on discord and go over some ideas. So im not blowing up the comment section lmao.
This mod is one of my favorite summon mods it has a great feel to it! Keep up the great work!
I'll also be adding in new players skills as I think of ideas (or if they are suggested and I think I could do a good job of implementing it).
I also have probably gone overboard on the damage. I wanted the Arachnid Vault skill to be very impactful, and also for the AI to basically always prefer using it over other abilities, and in the process probably racked the damage up too high. I thought that the "enwebbed" condition being a prerequisite would be a strict enough condition to justify, but it's actually very easy for the spiders to use this. (Also helps that I have made the web skill free to encourage the use of it by the AI).
I am looking to include more character abilities, but my main focus was things that directly impacted or interacted with the spiders in some way, so if you had any specific ideas that seem interesting, please share and I'll see about implementing it.
I have updated the mod with several changes, most notably the class preset now has an assigned equipment loadout; however, there are several balance changes suggested by the community also. Full details can be found in the 'Change Notes' tab.
Enjoy!
You're welcome and I am enjoying it so far. I like the idea of having spider sense return at 10 summoning for the lesser spiders. Along with having some 2AP skills put in to help out the early game. I didn't realize you had a anti web spell already in the shop with your npc. I may of simply missed it hence the suggestion c:.
Spider Legs is available at lvl 9 and my Spider's Kiss (My permanent buff spell) is available at lvl 4 but requires 1 source point. I don't see a problem with including the Spider Legs skill in my trader's shop, but I did give access to an anti-web spell fairly early.
I will look to try and get this updated tomorrow, but don't want to push any more updates without testing them first, as I broke the mod entirely the first time :D
Thanks again for the feedback all!
Thanks for the playtest and feedback, I hope you're largely enjoying so far.
I totally agree that the spiderlings are too OP. I think they have too much to do on their turn, which can be particularly bad if playing with multiple people. I was thinking about removing both venom and spider sense, and then returning spider sense at 10 summoning. I think I will instead have some rogue 2AP attack skills to make up for the early loss, which won't affect turn times as they would be attacking anyway. Removing the armour from the smaller spiders is also a great idea, as they should be very squishy.
I think I can resolve the desummon issue by implementing a 0AP 0CD skill which kills spiders. I understand there are some other summoning mods which implement a similar idea. There's one mod (or perhaps the overhaul "Divinity Unleashed" which makes it so that you can despawn your summons by attacking them.
@Mr San'
I agree that the skills are a little OP. I think this is mostly because of the spiderlings, who have a lot to do on their turn, and do a fair amount of damage. looking to rebalance this.
@richeyblade
If this is because you are playing an undead character, this will be happening because my preset is currently broken. I recommend - if starting a new character - to use the rogue preset and then swap out the abilities for Scoundrel and Summoning and then selecting the Lolthsworn skills. :)
The greater spider: Over all this feels fine to me. It can take a beating to a degree with out feeling to weak or strong. My biggest issue here is I cant seem to desummon it which makes the time I want to sneak hard as I have to take control of it, send it far away and swap back to my character quickly and do what I need to, hoping it doesn't just run back and screw up my pickpocket attempts.
Abilities for both player and spiders: It would be nice to have the spider legs book in the custom merchants inventory as having a battlefield covered in webs is annoying early game when you try to move.
Lesser spiders: Early game they feel to strong. I was able to do to reapers coast and then some with out lifting a finger as they and the greater spider were able to kill most things. I'd suggest removing their armor / magic armor until you have 10 points in summoner or more and then give them that bonus as later game they'd be worthless. They also do take a long time with their turns and when you have 6 out I've alt tabbed and watched youtube until I saw the D2 icon on my windows bar flashing telling me it was my turn. I suggest removing venom coating as poison is not always a good thing to use.
1/2 (Steam wont let me post a commend with more than 1000 characters :c)
the magister person is instently hostel and kills you
I was searching for a queen of spider build, and goddamn you came right the same day on the workshop ! Thank you very much good sir !
Thanks for the feedback guys, I wouldn't have noticed this issue otherwise because it was working on my PC (I suspect because I have some local files from the project itself that were functional). I am looking to update this mod (including fix the preset) and bring more to the workshop, but I'm unavailable for like a week, so will have to get to when I'm back. Hopefully, the mod should be fine for now.
Enjoy!
The mod should be fine now, and while the preset is present, it lacks a default equipment loadout (which I am still trying to fix). For now, if starting a new game, best if you select another preset (such as rogue) and then manually select the summoning and scoundrel abilities, and then the Lolthsworn skills.
We could quickly try and take hashes of the mod files we are using to see if they are the same. On windows this can be done in PowerShell with (you may need to update your path):
PS C:\> get-filehash "C:\Users\<Username>\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods\RX_DnD_Spells_6eadd433-95c5-4d79-84c7-87f332bb3419.pak"
My hash is: D3645E2C0662A8BC3AEC6D3599BE785EC7A1E9CB744447D964B5C5C488331748
If you are seeing a different result, then it's not the same file for whatever reason.