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The only way I can think of is basically creating a special workbench or item for the mod, needed to craft everything the mod needs, not making it craftable, and spawn it in each act.
On other news, I'm still working on the mod, I changed my todo discussion to add my current progress : https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1157714598/1488861734100900253/
That'd really open things up for modders as a baseline mod to fix the issue.
Else it'd be nice if there was a patch to the game to enable communal vendors, where modders could all add their stuff to a vendor rather than conflicting in what seems like a Replace function rather than an Add function.
The problem with recipes is that you need to find a balance between them making sense, not being too tedious to craft and not conflicting with other mods' recipes as well, which is complicated with the crafting system we have now.
To solve compat issues I could make the skillbooks craftable only by using a workbench or a mod item, but it will make the recipes either double time-gated (having to find/craft the proper grenade AND finding a workbench, plus it would only delay the problem until a modder makes the same kind of recipes) or going through multiple steps (crafting the special tool, then crafting/finding the grenade, then crafting the skillbook, and I'll also have to shaft my already existing 5 component recipes as well).
I just wish getting mods to work together in this game wasn't so wonky...
Regardless though, I'm enjoying your mod.
If you prefer one grenade over the other, I think it's determined by load order, so if you load Chaos Huntsman after my mod you should get his recipe in priority, and vice-versa. If it doesn't, well.. tough luck.
As for damage, I'm waiting on more feedback before doing anything, because so far in both my LW and non-LW playthroughs they were fine.
As for the damage, that's intended, they have a 6-turn CD. They wouldn't be worth it otherwise. Unless it's going way too far. Where are you story-wise, and are you using Lone Wolf ?
Don't forget that you don't really have many ways of dealing magic damage beside these grenades without going hybrid when you play a ranger/rogue, when with a proper mage all your damage is magical (unless necromancer). Let's say you memorize 2 magical grenades and keep the rest of your kit physical, sure you're going to put down their magic armor fast, but for everything else you'll have to take down their armor, since you have to wait 6 turns to use them again, and it's highly unlikely you're going to kill someone with only these two.
Are they implemented?
Heh, I'm glad you gave me the idea though !
I don't personally have a problem with skills scaling with weapons, it's more about not liking chaos damage very much, not wanting non-vanilla skills I won't use in my game, and liking the consistency of level & stats based scaling when "unfortunate events", leading to the disappearance of my gear, don't prevent me from defending myself.
I'm kinda afraid this mod will be underwhelming mid to late game though, because how vitality & gear stats skyrocket over the course of the game. That's why I'm still testing it.
I'll have to find a way to make damage scale on overall vitality somehow if it's a problem, but we're not here yet.
EDIT : I wish I had an "edit" button.
Make no mistake, your criticism is valid. But the mod wasn't made to allow a pure Artificer class, it clearly doesn't have enough skills for that. It was made to allow ranger-artificer or rogue-artificer hybrids, having their auto-attacks and other skills acting as filler while grenade skills were on cooldown. That's why I named the mod "Grenade Skills", not "Artificer Subclass".
Eventually, there will be enough skills to build a character solely around explosives, but I want to focus on unique skills with longer cooldowns first, then I'll look into "filler grenades".
For example, the Infused Fire Grenade. Marksman Skillbook because it's a ranged offensive ability (and pulling empty canisters/bottles out of thin air is probably as easy as regular arrows), Fire Skillbook because you infuse them with fire magic to avoid looking for components, and a regular Firestorm Grenade that you supposedly disassemble to learn how it's made.
Some components might indeed be harder to find than others (Firestorm Grenades and Poison Flasks are easy to come by early Act 1, Frost Grenades not so much) but I honestly think it's manageable.
Long cooldowns are actually something that I won't change, because a baseline 5-turn CD on an ability that is supposed to be finite (because components don't respawn) in the vanilla game seems fair.
I'm currently trying to figure out how well they scale first, with a default damage multiplier of 100%, and after that, I'll see if they need to be tweaked in power to compensate for their cooldowns and crafting costs.
Good luck with balancing the skills, I've found it difficult myself to make the skills do decent damage early on while not being overpowered later on. That might just be an issue with the game balance itself and not the mod though.
If i pick up the ambidextrous talent does the AP cost of these go down by 1?
My advise would be to have some lower cooldown grenades, with less damage of course, that can act as filler grenades between the cooldowns of higher tier grenades. For example a set of simple grenade in the main 5 elements with 70% damage on a 2 turn cooldown that can be used as "basic attacks". I hope you get what i mean by this.