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I just would be happy to see a trinket set for this class and maybe some rework based on the new updates
:)
- move any allied hero to any location
- time out a hero make him sit out for a turn or so and steal an enemy in it's place
- be able to take 2 actions every turn maybe with a 50% chance of a second action
- place corpses or map objects
- swap debuffs between heroes
etc
Yet it still does not work. Maybe I did something wrong with creating the bank(Never did something like that before). So yeah, it could be something stupid, but I cannoit find it for the life of me.
All you need to do is add the name of the mode after the ability name in the GUID overwrite.
for example this is how my file looks:
{
"event_guid_overrides":
[
{"event_id": "event:/char/ally/tactician_retreat!_miss_tactics", "guid_override":"{48d9273c-10ad-4297-8787-91894423b328}"},
{"event_id": "event:/char/ally/tactician_alter_stratagem_tactics", "guid_override":"{d296695b-510d-42a7-8e00-04f3c7ed986f}"},
{"event_id": "event:/char/ally/tactician_alter_stratagem_miss_tactics", "guid_override":"{7483bd87-a912-4a24-84be-2da4045f0c2f}"},
{"event_id": "event:/char/ally/tactician_alter_stratagem_combat", "guid_override":"{d296695b-510d-42a7-8e00-04f3c7ed986f}"},
{"event_id": "event:/char/ally/tactician_alter_stratagem_miss_combat", "guid_override":"{7483bd87-a912-4a24-84be-2da4045f0c2f}"}
]
}
I am currently trying to get a mod of mine to work and I am struggling with the sound.
As this mod has a character with working sound and two modes, I wondered if you can help me?
As to my mod, it is a Flagellant rework that uses 2 modes(healthy and damaged). However, I have no sound on any of his abilities. I tried creating my own bank with fmod, but I must do something wrong... but I cannot find out what.
(Edgeworth from Ace Atorney and Robin from Fire Emblem btw)
Command is a Skill with endless uses!
You can use it with a Leper to dish out a lot of damage in one round, or with a Occultist to Heal a lot.
Pierce armor is another of my favorite attacks, Ridding of all those pesky cove enemies,
Flurry is alright, and As for the strategies,
I find them to be useful in a few occasions, but not too much so.
I love this class so much, I named my Tactitian after myself.
feel free to tell me your reqeust though, I'm not promising anything but I might find it intresting.
Thanks for the feedback btw, This class is gonna see a lot of rebalancing since I didn't have a lot of information to base the powerlevel of the abilities on. Regroup is an ability I'm not super happy with, I tried to do a lot of diferent things with it based around moving the entire party but I didn't really found much worthwhile. The healing is mainly there to give you a reason to use the ability.
Thinking about it I could remove all the buffing from the ability and only make the ability shuffle the party but have it not end your turn, that way you could use another movement based ability after regroup.
Overralll its ok nice.
Command seems pretty awesome, giving another character an action seems like a unique mechanic that hasn't been done yet.
I don't really see why he has to have two attacks, considering they're both lackluster.
Outlfank them - marking the entire enemy party is actually kind of redundant, as there aren't many (or any?) attacks that target multiple enemies, yet also benefit from Mark. The speed debuff is nice.
Regroup - Not sure why anyone would ever really use shuffle, as you don't have control over the positioning.
Advance - this one is alright, but I don't see why it would have a debuff if it's a single use.
Retreat - Ditto. Not sure why this one moves the Tactician forward.
I'll post my own ideas in the suggestion thread. I really love the art and the concept of the class and all of this is just my opinion. I've looked at your class mods in the past and you're constantly improving!