The class looks great! Straightforward and super flavourful!
I do have a question about Compromise Immune System. All but one of your class spells (confusion) that inflict conditions use CON saves, which seems like an oversight? Or is it just that it would synergise too well with your other class features that force enemies to make CON saves?
Applying poison of any kind also rolls CON, so as it stands you’d have to bestow a curse on one enemy at a time to get the best use of your poison magic (which needs all the help it can get, imo. It’s commonly resisted and enemies have generally high con modifiers)
The poison spray cantrip seems like a good fit for the subclass, if only thematically.
Lastly, I know very little about coding so this is probably a crazy reach, but some way to spread conditions among enemies would be really flavourful (and probably OP). It’s just always irked me that the spell Contagion isn’t actually, you know… contagious 😅
That said, I’m really looking forward to running this class in my evil playthrough. I’ve been agonizing over which four builds to run when there are so many options, but necromancer was a shoe-in, and now poison plague cleric, thanks so much!
I do hope your playthrough is gonna be on Patch 7, bc this mod isn't and won't be updated for P8 for a while bc I am busy and also need to remake the mod from scratch.
the purpose of CIS moreso to debuff for your other party members than yourself. although you do still have access to non-Domain cleric spells, of which there are many mental saves. as for the spreading conditions, that wouldn't really work due to needing to make an explosion effect for every single condition which no, but I am planning on adding the lvl 17 feature when I remake the mod. Pandemic makes it so that when a creature has Spell Plague equal to or higher than their level, they apply their level in Spell Plague to other nearby enemies that both have at least 1 Spell Plague and fail a CON save.
i had thought the controller icons were working, guess i messed up. i should have it fixed tomorrow at the latest assuming it isn't more messed up then i think it will be
should be fixed, but I can't test it so it might not be. also noticed some other issues with icons while I was fixing, fixed those too. new version is up now
Hey, thanks for the mod and sharing your work. Im currently messing around with this cleric subclass and I also found that i am missing icons for soell plague and the level 2 ability. I can't figure out why.
Hm, on my end unfortunately I still see the question mark icon on my hotbar. However, hovering spells for the tooltips shows the icon. So I guess it's working at 50% for me
Hi, love the concept of this mod so far, however I've noticed that the viral infection spell works in the way that if there's a foe with the debuff within the range, then the effect triggers for 5m radius from the caster. Is this intended? Thank you for the mod.
I can't really tell, it seems like 5m only from the caster but within that range multiple enemies with the debuff seem to trigger the explosion (but only on the enemies near the caster). For example, sunbeam hits 5, 4 near that caster and clumped together, 1 further away. All got 6 layers of debuff. After casting viral infection, all the enemies with debuff triggers the visual effect but nothing happens to the enemy further away. The 4 enemies close to the caster seem to have all triggered the explosion, though.
Dear mod creator i am here to thank you in stead of Grandfather for he is very proud of your dedication! May the grandfather shower you in his eternal joy!
Thank you! This is such a fun subclass to play as. Will you also put this on the Mod.io? Ignore this I just learned you can use the in-game modmanager to with mods from nexus.
My load order is improved ui, this mod, and then compatibility framework and the icons do not work. The subclass icon works fine but the channel divinity and spell plague status both use the default custom icon.
I've had several people test this for me and the icons work fine, I'm not seeing a correlation between any of the people with missing icons. Do you use a controller or M+KB? I've had this tested in both barebones and heavily modded LO's and the icons have worked fine. I genuinely do not know the issue here, but I'll try to find and fix it if I can.
thx for the quick reply, this is stumping me also. i am using mouse and keyboard to answer your question. i am only using 3 mods so i cant see this being a load order issue, could having script extender be an issue?
For some reason, the icons for this subclass are not showing up for me. I have ImpUi for patch 7. I have ImpUi at the top of my load order and I have re-installed it from both nexus and the in game manager. I have also moved this mod to the bottom of my load order so nothing should be overriding it. Spellplague and the channel divinity icons are both just question marks. Any suggestions?
yeah I've got nothing. by all accounts it should be working based on what you've told me. the icons worked with several playtesters and seemingly no one else has had this issue, so I'm not sure what the problem could be. Do tell me if you figure it out, I could put a notice on the mod page for it.
no, but it does use Larian’s built in compatibility system added in Patch 7. From my understanding, it should work perfectly fine. As you can see in the 3rd image I threw it into my heavily modded load order and it worked perfectly fine.
You run it in single or Multiplayer, I'm running into a similar issue of not being able to connect in multi with my friend over Community Library conflicts
I have CF, but it's starting to look like there's an issue somewhere else in my load order, we're still working to see where and what that issue might be.
actually this mod is fine without it. the multiclass thing is an issue with Larian's compatibility, but it only happens with classes that get their subclasses after level 1. It doesn't affect Cleric's at all.
36 comments
I do have a question about Compromise Immune System. All but one of your class spells (confusion) that inflict conditions use CON saves, which seems like an oversight? Or is it just that it would synergise too well with your other class features that force enemies to make CON saves?
Applying poison of any kind also rolls CON, so as it stands you’d have to bestow a curse on one enemy at a time to get the best use of your poison magic (which needs all the help it can get, imo. It’s commonly resisted and enemies have generally high con modifiers)
The poison spray cantrip seems like a good fit for the subclass, if only thematically.
Lastly, I know very little about coding so this is probably a crazy reach, but some way to spread conditions among enemies would be really flavourful (and probably OP). It’s just always irked me that the spell Contagion isn’t actually, you know… contagious 😅
That said, I’m really looking forward to running this class in my evil playthrough. I’ve been agonizing over which four builds to run when there are so many options, but necromancer was a shoe-in, and now poison plague cleric, thanks so much!
the purpose of CIS moreso to debuff for your other party members than yourself. although you do still have access to non-Domain cleric spells, of which there are many mental saves. as for the spreading conditions, that wouldn't really work due to needing to make an explosion effect for every single condition which no, but I am planning on adding the lvl 17 feature when I remake the mod. Pandemic makes it so that when a creature has Spell Plague equal to or higher than their level, they apply their level in Spell Plague to other nearby enemies that both have at least 1 Spell Plague and fail a CON save.
However, hovering spells for the tooltips shows the icon. So I guess it's working at 50% for me
Nothing game breaking it seems, the mod functions as advertised for gameplay!
Thank you! This is such a fun subclass to play as. Will you also put this on the Mod.io?Ignore this I just learned you can use the in-game modmanager to with mods from nexus.