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cool mod though
Most DOS2 merchants have that icon to interact with in the top left of their dialogue boxes. That's how you can purchase more books.
The mod would be perfect with spider expansion and shape change for various types of spiders in the game
If so, is it a drop from the rogue swarm member?
- Four new spells:
Broodlord: Sourceheart
Summon Sourcespire
Shimmer Augment
Shifting Augment
- Bugfixes and Changes:
Chromatic Orb now floats over the ground
Festering Hulk now properly can use its claw attacks
POTENTIAL FIX FOR LADY VENGEANCE BUG AT END OF ACT 1:
If you are stuck, a small egg should now be near the stairs on the ghost ship. Use the egg (right click-> use). This should now bring you below deck.
BUG TESTING IN PROGRESS! BALANCE PENDING! HAPPY NEW YEAR!
1. zombies now move faster!
2. rat nest cost and duration adjusted. Now requires 2 source and lasts for a shorter time
3. tooltip adjusted on zombies, clarifying their ally-throwing capabilities.
Conversely;
4. Festerhulk is now controllable!
5. Minor nerfs ranged swarm spells damaged. Balance always ongoing.
6. All transformations now cost 2 ap to use, up from 1.
Thanks for your feedback, everyone. Balance pending, as always.
As for the ghost ship stairs, I would suggest to move the nonfunctional staircase/the proper staircase around a bit, so that it's more apparent that you can interact with the right one. It took a bit for us to find that out by chance and my friend noticing that it highlighted a thin part of the actual staircase.
The stairs is an odd occurrence, dating back to earlier versions of the mod. For whatever reason, the stairs went missing for me in the base game at some point, and I added another stair to allow progression. The bug was eventually fixed, but I left the stairs in due to both stairs disappearing when i removed the new one. As such, the second one should be tilted to allow progression. The gods only know why that is, but not much I can do to remove it at this point. Since it no longer prevents progression, I've put it to the side.
Balance is always a bit on an issue when it comes to summoning mods, and when you summon multiple minions, it becomes an even bigger issue. I play on tactician 4man most of the time, and find a good balance using a select group of minions to supplement damage dealers or the front line. It does tend to bloat the battlefield when using nothing but Swarm summoning spells, especially when those summons can also summon. Balance changes to individual summons do occur, but I currently do not play this game much anymore, hence the slow updates. I may at some point create a submod with highly nerfed stats to compensate for easier difficulty and Summoning Level bonus, but this mod will prob not be changed so drastically.
Making the bug's turns go by faster via faster animations or such would also help this mod fit better for a multiplayer session, coupled with of course making them less overpowered.
I played solo on classic with lone wolf, and it didn't take me long to notice how boring and overpowered it can be. You basically go into battle, you summon your various bugs and insects, around 6 units in total or more even in early game already, then you sit back and watch the game play itself, the enemies focusing mainly on your bugs, the bugs doing their lengthy animations to attack and overall wiping the floor with the enemies.
I have not tested out the actual damaging magic skills, so on those I can't say much. If I were to suggest on how to balance and make the bugs more fun, I'd probably try and make their animations and movement faster to make their turns go by faster and either make the various bugs more squishy or alternatively have some of the multi-summon skills summon less bugs, from 3 bugs per skill to maybe 2 at max.
I'd try to give some ideas of what I think might be happening, but unfortunately I have almost no experience with authoring DOS2 mods, so... I got nothin'. Especially since it's one of those levels that the game apparently reuses, so why it works in one instance but not another is beyond me.
Don't think I don't notice you referencing Bravely Default with Airy Lies.
Was just curious if that was intended, as I believe it also happens with the fire-hounds as well.
keep up the great work!
I don't know specifically for what summons this happens, might just be these two, but while playing through a LW run with a friend, and hitting these inadvertently causes you to 'Start War' with the summoner, even if you're in the same party.
https://cdn.discordapp.com/attachments/340700796448407563/682091381107458060/unknown.png
Half-Eaten Zombie/Zombie gives experience if they die in combat.
Noticed it when I summoned the Half-eaten against the crocs that give the teleport gloves and it gave everyone in the party 200 EXP.
Tested it with a friend:
Made war
Summoned the Half-Eaten Zombie/Zombie
Had her kill them
It only gave Ifan the 200/300 EXP.