Comments (24)
Could the cannon be a shrunken down version of the constructs found in the underdark tower in act 1?
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Maybe a mobile version of the arcane turret also found in the tower in the underdark would also work. Shrunken down of course. At least the top part of the turret would work as it is already floating and has a activation/deactivation animation.
from bg3_artificer.
this is the root template of the arcane turret. Might be used for the pet base:
<?xml version="1.0" encoding="utf-8"?>
<save>
<version major="4" minor="0" revision="9" build="317" />
<region id="Templates">
<node id="Templates">
<children>
<node id="GameObjects">
<attribute id="MapKey" type="FixedString" value="4cf4f391-c2d6-4cb9-ba63-3318ba829bab" />
<attribute id="Name" type="LSString" value="BLD_GEN_Arcane_Turret_A" />
<attribute id="LevelName" type="FixedString" value="" />
<attribute id="Type" type="FixedString" value="item" />
<attribute id="ParentTemplateId" type="FixedString" value="75fe4539-2120-4773-b187-98b0f4f9fe59" />
<attribute id="ReadinessFlags" type="uint32" value="128" />
<attribute id="VisualTemplate" type="FixedString" value="0ab8eea6-7f96-0ed4-cb1b-b09206857e14" />
<attribute id="PhysicsTemplate" type="FixedString" value="5a41badb-2cb5-c94d-f709-f624bb43baa5" />
<attribute id="Scale" type="float" value="2" />
<attribute id="DisplayName" type="TranslatedString" handle="h8b5388bbg5787g4525ga62agadb83cde6476" version="1" />
<attribute id="Icon" type="FixedString" value="Item_BLD_GEN_Arcane_Turret_A" />
<attribute id="CanBeMoved" type="bool" value="False" />
<attribute id="InventoryType" type="uint8" value="41" />
<attribute id="CanFight" type="bool" value="True" />
<children>
<node id="Bounds">
<children>
<node id="Bound">
<attribute id="Type" type="uint8" value="1" />
<attribute id="Shape" type="uint8" value="1" />
<attribute id="Min" type="fvec3" value="-0.5336826 -0.002276182 -0.4693141" />
<attribute id="Max" type="fvec3" value="0.5277739 1.640973 0.6097672" />
<attribute id="Radius" type="float" value="0.433013" />
<attribute id="Height" type="float" value="1" />
</node>
<node id="Bound">
<attribute id="Type" type="uint8" value="2" />
<attribute id="Shape" type="uint8" value="1" />
<attribute id="Min" type="fvec3" value="-0.5336826 -0.002276182 -0.4693141" />
<attribute id="Max" type="fvec3" value="0.5277739 1.640973 0.6097672" />
<attribute id="Radius" type="float" value="0.433013" />
<attribute id="Height" type="float" value="1" />
</node>
<node id="Bound">
<attribute id="Type" type="uint8" value="0" />
<attribute id="Shape" type="uint8" value="1" />
<attribute id="Min" type="fvec3" value="-0.5336826 -0.002276182 -0.4693141" />
<attribute id="Max" type="fvec3" value="0.5277739 1.640973 0.6097672" />
<attribute id="Radius" type="float" value="0.2165065" />
<attribute id="Height" type="float" value="1" />
</node>
</children>
</node>
</children>
</node>
</children>
</node>
</region>
</save>
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nvm I made it. Gonna push it soon
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ROCK ON!
from bg3_artificer.
Turret is done. Spell container misses the "hand cannon item spawn" option. It's already made as a spell container, for now only containing the summon.
from bg3_artificer.
Noice!
from bg3_artificer.
Now all that is left on the turret is to shrink it down somehow, give it it's own movement (misty step?), and deal with the fact that it can only fire on the artificers bonus action (as per DnD). If that cannot be done then we will need to tone down the damage
from bg3_artificer.
misty step is too op, I'd just give it movement, which is not hard, but it's a gameplay decision.
shrink down might be easier said than done.
act on bonus action has been scrapped by larian on all summons, so we'll just make it act independently.
from bg3_artificer.
Then I'd think dropping the dice for the d8 to a d4. Still useful but won't be overpowering and the extra d4 can still be added at 9th level.
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Explosive Cannon will also need to be toned down. For balancing.
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not sure, balancing can be done at the end. Larian has powered up a lot of summons
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Mechanically, what this is doing is basically giving the artificer an extra bonus action as with the thief class. But, it has none of the drawbacks of the 'offhand' strike.
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I agree, but we'll have to see, because both pets with 5e stats now are very underpowered. They have like 5% chance of hitting a lv10 enemy.
Definitely needs rebalancing but it's premature. Let's make a first version and see. I'm more worried about infusions to be honest :D
Also I don't think the engine allows them to use the caster's resources such as the bonus action.
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My though on that was give the artificer a spell that 'loads' the cannon, and the cannon can only fire if it has that buff. Is it a work around? Yes. Can it be done? No idea.
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But yes, later is good.
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that's a very smart idea.
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We will need to make sure, if we use the 'load cannon' feature that the cannon itself always goes right after the artificer in turn order. it would be silly for the cannon to have a move before the artificer does.
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As long as the cannon spawns loaded, that wouldn't be a problem and would in my opinion make more sense than spawning an empty cannon
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that would fix the potential problem
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found a trick to make it follow you (made as a raven, polymrphed as a turret) and even gave it the fly spell for now. We'll playtest it.
At the moment it's learned by BattleSmith at level 3, needs to be moved to Artillerist
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is anybody working on the Tiny Cannon?
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made the tiny cannon.
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Something to talk about after the first release is to think about maybe adding more abilities to the cannon at later levels. depending on how balance goes of course.
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