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Laporkan kesalahan penerjemahan
this should now fix every issue I've either forgot about or held off until later
unless something is severely broken, this is considered the last update to this mod.
final update may be slightly delayed while I scramble to fix claw of the fallen and its standard "procs on everything ever" problem that I didn't notice when releasing it
rail driver got a revamp, plus a new embermage-themed weapon is out
it's a VERY long read, but it's an important update as well
the only thing I wanted to be balanced were the set of armours.
anything beyond that was added purely "because why not?", but I did try to keep it somewhat reasonable, albeit intended for higher difficulties.
adrenaline itself might be a bit OP but it spawns among other potions due its unittype, plus based on 4+ hours of playtesting it's relatively rare, has a marginally higher chance to drop from strong-ish casters, bosses and champs.
it's all RNG in the end so you might see it drop from from weak mobs 10 times in a row, or you might not see a single one for several hours.
also, it doesn't spawn in secret rooms [those only contain rejuvenation potions], and it can't be bought/crafted.
they might be a little bit OP but they're aimed at veteran/elite and/or synergies.
won't make your pet a killing machine just yet but will help ensure they're actually useful rather than being a 2-second bullet sponge, only to scramble away afterwards
features:
- new rare socketables for armour crafting and dmg boost/reduction to replace broken unique ones
- fallback recipe to obtain "transmutation gem" [the new crafting socketable]; transmute conversion ember with any rare item
- tornado pistol; piercing and ricocheting bullets
- wrench of the fallen; engie-themed 2-handed mace
- adrenaline pill; instant charge
- charge booster; improves charge gain rate and lowers its decay rate
among the stuff I mentioned, I'm going to include a "fallback" recipe to get the new crafting gem used for upgrading armour pieces, so I take it back, there won't be a need to use/sell conversion embers
however, the existing crafting socketable will be useless, since I will change all armour upgrade recipes to include the new replacement.
the patch will also include 2 new OP items, tornado pistol, which you may recall me talking about, and a second of 4 class-themed weapons.
also, if I find enough time, I'll fix the rail driver by reverse engineering RNF's TL1 rifles and simply forcing it to bypass physical shields and missile reflection.
I will also.....stop it from stunlocking everything indiscriminately.
this is an advanced WARNING to anyone still using this trainwreck of a mod:
in the next 4-5 days, I'm releasing a patch that will make ALL unique socketables introduced with this mod [dmg boost/reduction and crafting ember] obsolete and replaced with rare socketables.
why? because the game is trolling me and the unique socketables never would have spawned in the first place despite everything being seemingly correct from the technical side of things.
why never? because of some obscure reasons that are still beyond me; miiiight be something to do with internal naming rules, which rare socketables don't seem to be bound by whatsoever, making them an ideal replacement
!!! IMPORTANT !!!: conversion ember is included in the list of items getting deprecated AND it's required to craft stage 1/2/3 armour, which is the main point of this mod.
if you have ANY conversion embers, either use them or sell them, because as soon as the patch hits, all armour crafting recipies will be changed to use a new rare socketable called Transmutation Gem and the existing Conversion Ember will become expensive paperweight.
thank you all in advance, hope you enjoy.
added some new pistols as per steffire3's ideas; full info in change notes
fixed the rail driver being borked courtesy of the game not liking even the slightest elevation changes or enemy hitboxes not being perfectly aligned.
read change notes for exact technobabble.
that was the main principle behind the mod, and "why the hell not?" is my philosophy behind the other 2 updates
since everyone is doing it, I also decided to deal with damage reduction being unavailable late-game.
change notes section has full info on this update
next update will probably be a small weapon pack, which may or may not be intended to break some of the game balance in player's favour.
none of the "one shot one kill" shenanigans because that's no fun, but I'll try to keep it amusing and challenging at the same time.
hope you're ready for a whole lot of no updates at all, because 9 times out of 10, I'm gonna be stuck with something!
@Xercules: it should be okay as far as compatibility goes. I haven't edited any vanilla files in any way, simply used them as templates without creating dependencies. quests, merchants, existing drops etc are untouched, same for gameplay data like skills, graphs, dungeons, layouts and whatnot.
you should be perfectly fine using this, be it as standalone or with other mods.
obviously, as with all mods that add extra items, the current world you're in will re-roll, so just be aware of that.