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Some stealth skills for vampire sound good. i'll have to think about what to make though.
Oh and i do realise most skills are set in necro 1 and 2. I will shift these around eventually to make the spread a bit better. Dont have the time for that right now sadly.
I do also want to explore a wolf thematic tied to vapirism. In ye olden days vampires were actually often depicted as or alongside wolves. There is definitely still thematic to explore but i dont know how/if i will be able to translate those into meaningful skills.
I'm also on an internship for school atm so im very busy during weekdays. I pretty much only have the weekends for making new skills if im not busy with other things. Updates will be a bit slow in the future as a result. minor balance tweaks i can easily do whenever though.
Maybe in the late future when ive looked deeper into blood magic, necromancy and witchcraft i will split this up into multiple mods.
Unfortunately i cannot do this for gnaw right now. Whenever i make gnaw scale with weapons it stops dealing damage. I dont know why this happens so for now im keeping it on int scaling. If i ever figure out why it stops dealing damage i will change it.
However I agree w/ the fact that the results are kinda weird at first glance (especially since warfare also buffs theese dmg being physical in nature, giving strength necromancy/warfare character more skills to use)
-some kind decay/decomposing effect while casting to hurt you when you damage others depending on the dmg dealt (only parts of the damage would be transferred ideally so glasscannons don't get 1-shot (dunno if possible - still a bad idea I guess))
-a non stackable effect like bleeding that cause "low" damage piercing during a few turns (like 7 or 10% during 5 turns) forcing you to be super agressive w/ your spells in order to stay at high health (w/ dmage bonus (or malus?) at high health?)
-maybe the risk of a backlash (ie 30% of character falling in a coma for 1/2 turns after casting a very powerfull spell) - however having a direct damage spell doing that kind of effect might be underwhelming (too high dmg:1shot no fun ; too low dmg : completly useless due to the risks) so it may be best to keep it for some kind of powerfull summon (like summon tanky voidwokens type creature out of a blood puddle)
dunno if it's actually a good idea but might be worth trying^^
i toyed around with making the skills cost health to cast but the inherent lifesteal you gain from leveling necromancy kinda made that obsolete. i would have to make the health costs so high that it would be nearly impossible to use in the early game.
right now one of the ideas i have is a low cooldown skill 0-1 ap skil that lets you drain blood from bleeding enemies to empower yourself. This would leave enemies with a drain status that makes them immune to further bleeding for a while. this might be the concept that i base the rest of the skills on
- Stage up attribute scaling has been increased. It still doesnt give big increases at lower levels but at around lvl 10 it already starts paying off. Unfortunately as far as i know there isnt much more i can do to make this scale better early, without making it way too strong late. It scales in the same way skills like encourage do.
- Leaping Gnaw now properly damages enemies. For some reason it was interacting strangely with weapons. The only fix i could do for now was to make it now use weapon damage. This means the damage is tied to level mostly, which isnt a big deal since this skill is for movement/stage up anyway.
The leaping gnaw issue didnt show up when i was making the skill but did show up today. I guess a lesson learned for me is to reset the engine and try the skills again before updating the mod.
Very good mod but vampire form nerf seems too high for me
-I'm looking into the paralyze bug, but will probably change how the skill works a bit.
-The blessing of the moon spell takes up 1 memory slot when you learn this. That was an oversight on my part. I'm removing the memory cost in an update later today so this doesn't happen anymore.
-Not sure why circle doesnt protect you. It probably is due to glass cannon. In my test world my characters are properly protected.
-Paralyzing gaze, enemy's still move even they are suposed to be paralyzed
-The set moons spells, after using the bless spell wich u get for completing a full moon, it removes 2 spells from my memory list and i cant use them no more for the rest of the fight (cuz its not memorized, and i always forget to put them back after the fight is done so, next 2-3 battles i have 4 spells to choose from instead of 6 :)
-Circle of protection my characters still get debuffed and harmfull effects, atleast on glasscannon, not sure on other char
hope for a fix cuz those are some nice spells
Did I miss somthing?
@helaene for the moon cycle idea i was actually inspired by the bite skill in your vampire mod. It made me think of how to implement incremental status effects, whicht i then combined with a common concept in witchcraft.
@Serene Sergal (away) i tried as best as i could to research real necromancy and came up with this skillset. Theres more to come but i need to get better at modding to implement my other ideas. There will be some spammable minions eventually though since i feel the modern concept of necromancy deserves its spot as well.
@SILENCER once i learn more about the engine one of the things you can expect are summoning skills. right now i have no idea how those work but i have some nice ideas for them. i basically have a notepad file with some 20+ skill ideas i still want to implement. And thats just for necromany alone.