Version 5.1.7 has released! (Crash Fixes and More - Changelog Here)

Version 5.1.7 Changelog

MODULES EDITED:

  • Classes
  • Creatures
  • Gear
  • Illithid Powers
  • Spells

MULTIPLE MODULES / GENERAL

  • Almost all aura based passives have been reworked. These were the cause of crashes some users were experiencing, and it occured due to NPCs being able to randomly roll for passives as they level. Too many auras in one place, all sitting on top of each other, it caused the games memory usage to spike too high, causing it to become unstable. Almost all aura passive reworks are very similar affects, though are now simply applied in different ways. For anyone experiencing crashes - this was almost certainly the cause and it should now be fixed. Several of you sent me your save files, and I was able to identify the crashes in each instance, then create fixes. After I noticed the same cause repeatedly, I decided to futureproof it by eliminating most auras. Thanks to all who helped me get this taken care of! Do note that some abilities still use auras, such as Bard performances. These remaining auras are quite specific as to when they are active, so impact on performance is not something to worry about - made sure to test them out just in case and it all seemed fine.
  • Expanded compatibility with Sit This One Out 2. Now if you're sitting out, aura based Spell effects will be disabled as well. For example, if you cast Cloud of Daggers, then Sit Out, it will deal no damage until you are no longer Sitting Out.
  • Fixed a bug with file compression which (may have) affected previous versions, preventing custom resource icons from loading properly.
  • Melee based Opportunity Attacks can now be made while Blind, albeit with Disadvantage.
  • Randomized NPC passives now remain visible after they have died.

CLASSES

BARD

  • Unprecedented Encour (Passives) now applies a positive surge of Wild Magic.

CLERIC

  • Refined visual effects on Preserve Life, Blessed Resolve, Consecrative Sacrifice, and Divine Restoration.
  • Blessed Resolve (Passives) is no longer an aura based effect. Instead, upon landing a killing blow or Critical Hit, you bless all allies within 9m/30ft of you.
  • Consecrative Sacrifice (Passives) no longer uses an aura based effect. No change to passive otherwise.
  • Divine Restoration (Passives) no longer uses an aura based effect. No change to passive otherwise.
  • Ethereal Intuition (Passives) no longer uses an aura based effect. Instead, you now permanently gain the effects of Guidance and Resistance.
  • Sanctified Presence (Passives) no longer uses an aura based status effect. Instead, you now regenerate Hit Points each turn equal to your Proficiency Bonus.

DRUID

  • All aura based passives affecting your Dryad (Circle of the Land) no longer utilize auras. Due to this, the 18m/60ft range requirement has been removed.
  • Wild Stride (Passives) now affects your Dryad as well.

FIGHTER

  • Leaders Momentum (Passives) is no longer an aura based effect. Now, it grants you +4 Initiative, and also grants +4 Initiative to any ally you Rally while they have their Temporary HP.

PALADIN

  • Atonement (Passives) no longer uses an aura based effect. Instead, applying a Fear based status effect inflicts Madness for one turn.
  • Visage of Sanctity (Passives) no longer uses an aura based effect. Instead, it now grants you a bonus to Skill Checks based on your Charisma, rather than your allies.

RANGER

  • All aura based passives affecting your Rangers Companion no longer utilize auras. Due to this, the 18m/60ft range requirement has been removed. This was a particularly lengthy process, as out of the 65 auras, Ranger had roughly up to 20 going on in the background at any given time.

SORCERER

  • Fixed a bug causing Cold damage to not properly trigger Elemental Afterglow (Passives).
  • Fixed a typo causing Sorcerers to not gain 2 Spells upon reaching level 8.

WARLOCK

  • Master of Chaos (Passives) now applies a negative surge of Wild Magic when you cast Eldritch Blast on an enemy.

WIZARD

  • War Magic (Passives) can now be toggled while active.

CREATURES

  • Fixed an oversight causing the Tiefling version of Scorching Ray to not apply Heat.
  • Skeletal Involucre should no longer spawn if the eggs are killed while Incubating.
  • Steel Watchers will now use their Greatswords again, rather than choosing to throw hands.
  • Balthazaar is now considered a "Dangerous Encounter", increasing his health to miniboss/boss levels. He now has a Wizard based Progression attached to him as well.
  • Z'rell is now considered a "Dangerous Encounter", increasing her health to miniboss/boss levels.

GEAR

  • All class passives which were edited have had relevant gear pieces edited as well if they granted the same passive.
  • Fixed a bug causing Arcane Bond to remove itself when applied with the "Soulbound Chain" trinket.
  • Fixed a bug causing the Ruby of the War Mage to remove it's weapon buff from your off-hand weapon for the same reason.
  • Slightly adjusted inventory merchant values. Should be in a good sweet spot now.
  • Adamantine Splint Armour now properly heals you to full HP on a Short Rest.
  • Dark Justiciar Gauntlets now provide additional Necrotic damage equal to your Proficiency Bonus while attacking in complete darkness.
  • Fixed an issue with the Soulbound Chain trinket, causing Arcane Bond to be removed after one turn.
  • Ketherics Armour (Reapers Embrace) has had it's AC increased by 1, placing it in the same category as the other highest AC heavy armour options.

ILLITHID POWERS

  • The "Awakened" passive now prevents you from lowering your maximum HP when taking Illithid Powers.

SPELLS

  • Goodberry is now cast as a Bonus Action.
  • Confused creatures will now attempt to shake their confusion at the beginning of each of their turns, as well as when damaged.
  • Blindness and Colour Spray now apply their affects for three turns. At the beginning of a Blinded creatures turn, they attempt to shake the effect with a CON based Saving Throw.

Along with all this were many, many other fixes, edits, etc. Kind of lost count, been at it for like two days straight, obsessively looking for and fixing any little tiny issue I could find lol. As per usual, let me know what you guys think, if you run into any bugs, have suggestions,etc! Have fun and happy modding. :D