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That being said, the patch notes released the past couple of patches fix a lot of issues I have with the editor. Very encouraging. Now if I can just get the damn free time.
Do you have any plans on making hybrid builds (warfare/poly/scoundrel+elemental on same characters) viable? The way the base game works you're heavily punished for spliting your stats between Int and Strength/Finesse. Maybe a talent that makes spells scale with your weapon's required stat?
Could you also elaborate on how the physical/earth split on geo spells works? Does it to full damage to both types of armor or does it do half to one and half to another?
The API that is given to us has been updated recently though, so I'm going to eventually go back through and clean up some things. I'll see if I can make them work better then.
I appreciate everyone's patience and I'm sorry its been so long since an update.
@TastefulSardine I was worried something like that would happen that I missed. I have it noted for when I get back around to this. Thanks for the report.
@Scarlet It does not stack with faster cooldown, however I have already lowered some cooldowns. Keep in mind that I am balancing around far more spells being available, I'm just not at that point yet and as noted above, unfortunately won't be for awhile.
The problem is cursed ice surfaces just instantly freeze you, which kills you pretty quickly, as there's a lot of cursed ice later on. I think there's some feedback loop problem because it just spams the chilled icon until you're frozen
Anyway! Thanks for releasing this and the work on it. It's super cool c:
Also: one of the big issues me and one of my friends often find is that the cooldowns for many abilities are just way to long - especially for the 4 elements and scoundrel (especially scoundrel). Im asuming this mod does not stack with the faster mage cooldown mod? ; - ; Id love to use both.
The next release has moved all functionality to gamescripts which will make it compatible with any mod.
Otherwise, do you have some other mods installed? Maybe they conflict...?
And to counter it, making some spells which are able to 'purge' status, or even rebirth a character.
Something like 'remove all positive effects from target / all enemies or all negative effects from target / all allies' (with the second being a source skill), or a 'rebirth a character in a burst of holy flames', killing it and reviving it with full HP and armor (if possible), surrounded by holy flames (to combat the current curse prevalence :P)
IMO it would make fights a bit more interesting. I would also help promoting support skills, and making bless possible more important (since it should combat most of the effects), etc.
Passives will be role-defining. For example, a Warfare/Pyro might get a passive that will increase the chance to trigger fire-based weapon effects by 8% * Pyromancer.
A Huntsman/Aero would be able to deal 80% of their weapon damage as Air, but have their physical component reduced by 60% (Causing them to deal 80% air, 40% phys).
A Summoner/Hydro might be able to instantly teleport a target who was brought under 25% health to their location, and restore 2% * (Summoner + Hydro) physical/magical armor to them for 1 SP. (Spoiler for my plans for Source).
Like I said. I have a lot of plans, but I need to revamp the skill editor first.
I assume that you will implement both Str and Dex scaling physical damage on spells - do you plan to divide them? For example, giving Fire and Earth str based spells (crushing) and Hydro/Aero dex sclaing spells (slashing), or will they not be divided (for example, having Pyro/Warfare skill that scales with str while having a Pyro/Scoundrel scaling with dex).
You say that you will implement new ways to heal for undead, will it be based on const as well? How will it be balanced against enemies, will it only affect friendly characters?
Or maybe going a completely different way, forsaking better heal for other possibilities: For example Necro Skills that makes you immune to mind-control spells, while turning you 'undead' (if you aren't undead to begin with), or giving similar buffs. Then again, it would force Undead into Necromancy, making my first point moot.
How will the CC changes play out? For example, do you intend to reduce the chance of CC effects from certain skills and items, or will you rather go the way of CC resistance, and if so, do you plan to make it global? I personally really hate CC effects, both because they make fights too easy, while making them too hard as well. One of the reasons I abhorr the 'Mistake' fight - too much damn CC in that.
There will be other options in the future to help undead heal, but it will be awhile until I get to that point. I have to basically make my own skill editor to do what I want to do so it's going to be awhile.
Currently, you get less instant heal anyway, though the total heal will outstrip the hydro heal in early game, that won't be true for later parts in the game (making Undead needlessly necromancy reliable ...)
I ran into this as well and have addressed it, just havn't released it yet. Thanks for letting me know!
I made the generator capable of being clean even when multiple mods use it, but I could still use more feedback incase I'm too focused on it's use with Ascension. It requires no coding knowledge, only an understanding of how to work with JSON and following a couple of examples.
I will probably end up making a UI for it at some point, but not anytime soon.
At the risk of sounding like I'm promoting myself, I just wanna say that I've a made a few mods that also tried to increase skill and weapon diversity. Most of my stuff are poorly made coz the Stat Editor is the only thing I know, but I hope that you will find some of my ideas interesting, such as the "mark" system for Scoundrel and "Stance" for polymorph. If you do like them, you can put these ideas into your mod. Or you can just ignore this post if you've already got other ideas.
Anyway, keep up the good work!
Great news, I have figured out a way to get around requiring base.charscript edits for now, which should make this mod compatible with any other mod in the sense that other mods won't cause my custom skill logic to completely break.
Additionally, I am going to be changing how I handle skills. I will no longer to extending a base skill. I will be creating my own, which means mods that make skill edits won't conflict with this mod more, they will just be completely ignored.
The top will be implemented in v0.3. The bottom might not happen until v0.4, depending.
This used to be a bug, don't get me wrong. It was caused by 2 sources of poison fighting for dominance because I had the order of operations wrong. I would recommend re-installing the mod or changing your mod order so the game re-builds the story code.
Nothing I can do about that unfortunately, Larian has not given us a way to inject scripts into base files. If 3rd party modding supports springs up we can solve this, but ideally this would be built into the tooling.
It was on everything, physical aspect simply disappeared.
@PeteyD Did this happen to occur on fire slugs or another enemy?
@Mont By Poison do you mean the new DoTs? Also do you have the newest version? I'm fairly sure I fixed that issue already.
I am also working on converting a number of O(n) lookups into O(1) lookups after finding out the scripting engine supports dynamic function invocation, saving me a giant if/else chain when looking up skills.
v0.4 is going to take awhile to come out but it will pave the way to more design choices. I appreciate your patience.