In the current version of Tomebound you can find Carry Capacity spells. They work by being cast once for a buff in carrying capacity, not taking into consideration whether the player is actually over-encumbered or not; this means you get the same XP in either case every cast. Well, that's no longer the case!
In the upcoming rework of Tomebound they will now be aware of the player's carry weight state and give the proper amount of XP depending on it. If the player casts a Carry Capacity spell while not being over-encumbered, then they will be granted very little XP while gaining the buff. If they cast the same spell while actually being over-encumbered, then they will get the normal amount of XP that is intended. This will help prevent XP-gain exploits while encouraging players to use this spell as intended, unlike Courage where you can simply cast it on any NPC and gain many Illusion skill levels.
I post more updates over on my Patreon, so if you're interested in knowing more about this then that's where you'll find what you're looking for! :)
Follow the development process of my mods at my new Patreon page—its cleaner and more modern! Nothing has changed, as in everything remains public and free. If you would like to offer support, then the option is there; it's undeniably not mandatory. I would just like my own platform instead of this comment section where I can share and talk about my projects with people who are interested and passionate about them.
Note: Right now I've been vigorously working on the next version of Veydosebrom, which is why I've paused Tomebound's update.
I've nearly finished reworking the unlock spells; they work by being cast on actual locked objects now with no pop-up message-selection box! This small detail makes them way more immersive than ever before.
Here's a screenshot of the magic light, hand art and the shader played on the object when unlocked. The shader lasts for about a second with smooth fade-in and fade-out transitions. Like a flash. It's bright to make it feel magical.
Spell descriptions aren't included in the spell list for one reason: immersion! I want you all to feel as if this was part of the main game since the start; play with it and discover the new additions as you go about your playthrough!
Read the Docs & Logs tab for additional info first, then post your question :)
All I can say is that progress on it has slowed since my semester resumed on January 18th. It was already slow to begin with because I'm taking my time with every aspect of the spells--specially the scripting.
BUT!
I have completed the Open Lock, Feather, and Fire, Frost, and Shock Shield spells. They all have scripting to some degree, but it's nothing to worry about. They are called and ended on every instance and don't hold up the queue with wait functions; if some conditions aren't even met at the start then they won't even run. They help with providing the right amount of XP for what they're intended to do. I.e. the Open Lock spells can unlock any lock lower than their difficulty level, but will grant the XP based on that lock. So, Open Adept Lock can open a Novice level lock, but won't grant Adept XP … it'll grant the XP as if the Novice Open Lock spell was used.
I have stripped a lot of the features and will be reimplemented in other ways to have the most compatibility possible. This will purely be a spell package that extends vanilla with magic from the previous games.
I was looking to implement the spell of this mod on my game-run, but the problem is that it hasn't been updated from a long time (5 years from now) and the bug section shows various serious issues on the spells it offer.
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Carry Capacity Spells
In the current version of Tomebound you can find Carry Capacity spells. They work by being cast once for a buff in carrying capacity, not taking into consideration whether the player is actually over-encumbered or not; this means you get the same XP in either case every cast. Well, that's no longer the case!
In the upcoming rework of Tomebound they will now be aware of the player's carry weight state and give the proper amount of XP depending on it. If the player casts a Carry Capacity spell while not being over-encumbered, then they will be granted very little XP while gaining the buff. If they cast the same spell while actually being over-encumbered, then they will get the normal amount of XP that is intended. This will help prevent XP-gain exploits while encouraging players to use this spell as intended, unlike Courage where you can simply cast it on any NPC and gain many Illusion skill levels.
I post more updates over on my Patreon, so if you're interested in knowing more about this then that's where you'll find what you're looking for! :)
I've resumed work on this! I'll be uploading progress reviews on my Patreon so that I don't clutter this comment section
Have a great day!
Follow the development process of my mods at my new Patreon page—its cleaner and more modern! Nothing has changed, as in everything remains public and free. If you would like to offer support, then the option is there; it's undeniably not mandatory. I would just like my own platform instead of this comment section where I can share and talk about my projects with people who are interested and passionate about them.
Note: Right now I've been vigorously working on the next version of Veydosebrom, which is why I've paused Tomebound's update.
Enjoy the rest of your day:)
I've nearly finished reworking the unlock spells; they work by being cast on actual locked objects now with no pop-up message-selection box! This small detail makes them way more immersive than ever before.
Here's a screenshot of the magic light, hand art and the shader played on the object when unlocked. The shader lasts for about a second with smooth fade-in and fade-out transitions. Like a flash. It's bright to make it feel magical.
I didn't want to clutter the description with it.
Spell descriptions aren't included in the spell list for one reason: immersion!
I want you all to feel as if this was part of the main game since the start; play with it and discover
the new additions as you go about your playthrough!
Read the Docs & Logs tab for additional info first, then post your question :)
BUT!
I have completed the Open Lock, Feather, and Fire, Frost, and Shock Shield spells. They all have scripting to some degree, but it's nothing to worry about. They are called and ended on every instance and don't hold up the queue with wait functions; if some conditions aren't even met at the start then they won't even run. They help with providing the right amount of XP for what they're intended to do. I.e. the Open Lock spells can unlock any lock lower than their difficulty level, but will grant the XP based on that lock. So, Open Adept Lock can open a Novice level lock, but won't grant Adept XP … it'll grant the XP as if the Novice Open Lock spell was used.
I have stripped a lot of the features and will be reimplemented in other ways to have the most compatibility possible. This will purely be a spell package that extends vanilla with magic from the previous games.
Other than that, that's it
Is there a chance you could release an update at least with the unlock spells? This is the feature I most look forward to.