Wildermyth

Wildermyth

Expanded Items: Off-hands
51 Comments
Smoker  [author] 25 May, 2022 @ 2:17am 
I think reduce accuracies by 20 for 1 turn. Blinded lose next attack. I will check if I can make it show.
Moonshrooms 23 May, 2022 @ 9:06pm 
Hi there! I'm really enjoying your mod (the spellbooks especially). I was wondering what the lantern actually does? I know it "dazzles" an enemy but hovering over dazzle doesn't actually say what that does. Is it a stun? Or like blinding?
Smoker  [author] 3 Apr, 2022 @ 9:39am 
Thx for letting me know, I will make the mods compatible.
Robur Velvetclaw 3 Apr, 2022 @ 8:29am 
Found an incompatible mod: Yondering Abilities. anything which tinkers with shields.json or shieldfield.json can somehow damage this mod.
I would write a patch for my own mod to harmonise both mods, but eh - Wildermyth already has plenty of abilities to begin with.
Smoker  [author] 5 Mar, 2022 @ 4:17pm 
jeje thx and glad you enjoy it. Yee it's really fun create things for a game the only problem as you mention is balance, but it's a minor issue if the mod is simple plus people can always tweek it little if they feel something is OP.
Robur Velvetclaw 5 Mar, 2022 @ 3:54pm 
TO BE HONEST THOUGH....It is not difficult to see why you'd remove those shields. The rodela can be thrown out, it has no real character. But that tower shield can be a trifle OPed (didn't stop me from making a clan of heroes who were all "phalangites" - equipped with Tower Shield AND Spear). Maybe just turn the Tower Shield into a "collectible" that can be picked up as loot. But you did a yeoman's service, making shields a little more interesting - that can't be denied one bit :lunar2019coolpig:
Robur Velvetclaw 5 Mar, 2022 @ 3:35pm 
I think I'm just going to write my own mod and maybe make my own shields. This mod is too....European in flavour...and I am an ethnic Asian, you know.
Smoker  [author] 5 Mar, 2022 @ 11:55am 
Ops..

@ Robur: sorry about that, i simplified a little most mods and i though that the ones who wanted more shields could use Expanded Items: Spirits. Images weren't terrific.. I think they are still in the mod just not lootable craftable so you can put them back in just changing "crafteable: false" in the items. Large shield is still in.

@Omega13: You mean the miraculous drink that adds 0ne action, it should work alright i did a recent update and everything was working right, i will recheck, thx.

@Rrkluc: You should have both attacks for use, the ranged and the melee.

@Vythica: Yee offhands didn't pass throug legacy until a recent vanilla pach.
Robur Velvetclaw 5 Mar, 2022 @ 9:23am 
Damn, I really missed those Tower Shields -_-
Omega13 24 Jan, 2022 @ 5:53am 
Tbe kick ability added by the randomly nerf/buffed version of Blade Dance added by this mod is either buggy or wildly inconsistent. Sometimes I cannot use it at all. Sometimes it works just fine. Sometimes it ends my turn outright.
Leeks 7 Nov, 2021 @ 6:32pm 
So... if you have a dagger main hand and a hand crossbow in the offhand, how do you actually use the crossbow? Ranged attacks dont seem to be an option for the character using the crossbow
Vythica Novern 27 Aug, 2021 @ 11:19am 
Got a question, I had a character that finished a game with the Avenger (artifact sword) and an Artifact shield (Dragonpaw i think?) and was added to my legacy. But when I started a new campaign with that character, they only started with the Avenger, NOT the Artifact shield.

Is this a bug? Or is the game coded to only treat normal weapons as artifacts? Im assuming you would not have made offhand weapon Artifacts if they didnt act as artifacts, so may be a bug.
Smoker  [author] 25 Jul, 2021 @ 5:09am 
Update:
Strong Dring buff is now 1 physical damage and 1 potency (instead of 2 physical).
Accuracy Laud buff increased to +20 accuracy (instead of +15).
Smoker  [author] 28 Jun, 2021 @ 10:21am 
Thx for the suggestion. In fact you gave me an idea of skill for Expanded Races.
SpringLeaf 26 Jun, 2021 @ 6:33pm 
could be cool to have a taunt skill on a shield. think they all look very creative and i love how they look. i think the rope one is the coolest
Smoker  [author] 23 Jun, 2021 @ 1:11pm 
The only items the game reads the tier for looting are armor weapons and artifacts :(
Smoker  [author] 23 Jun, 2021 @ 1:10pm 
Yee X) medicinal drink is also equal to Aid skill but you can not upgrade it. It only one use per battle (two if its an off-hand). They are suposed to be tier 3 off-hands/augments, but the game doesnt care, loot tables are very simple and i can not modify them, are harcoded. I can only work in weights.
Deso 23 Jun, 2021 @ 1:03pm 
Miraculous Drink is really OP. Free Heroism.
Smoker  [author] 23 Jun, 2021 @ 11:23am 
Fixed a bug also involving augment/off-hands and/or swaping weapons that blocked some skills and attacks for the turn. This is the same bug that someone reported about in late game when you have multiple augments things going weird and the same bug involving blocked actions after a free action. Basically its fixes all report bugs received.
Elorae 22 Jun, 2021 @ 2:31pm 
That's okay! Thanks for the response!
Smoker  [author] 22 Jun, 2021 @ 2:12pm 
Sorry i didnt see your comment before, Elorae.
Smoker  [author] 22 Jun, 2021 @ 2:10pm 
Yes, per example Rodela Shield with Expanded Combat Realistic Defenses will give Melee Defense, but Tower Shield will give Ranged defense instead of Block. Heavy and big shields are very useful against ranged, while light shields are very useful in close combat, i wanted to represent that.
Elorae 19 Jun, 2021 @ 1:00pm 
So I figure the interaction with your realistic combat defenses mod is that your mod shields confer ranged defense as well, yes? Really cool! I did want more shields, so thank you!
Smoker  [author] 18 Jun, 2021 @ 8:34am 
Ei Gogatsy. A put back old version from Expanded Classes back, is updated for 1.0 but no upgrades and old vanilla skills. About the old heroes using exp Classes they will be perfectly fine when i update the mod with upgrades. What i'm afraid is that heroes leveled with Expanded Classes will have issues if you remove the mod and want to play with them vanilla 1.0. I don't know how the game will respond to it.
GOGATSY 16 Jun, 2021 @ 4:33pm 
I am still using the old one, so its fine. Im just worried if there will be any bugs with characters from your old mod version in new one. Especially because it will most likely be necessary to remove the old version when new one will come out)
Smoker  [author] 16 Jun, 2021 @ 3:27pm 
Yee Gogatsy, due to the new skill upgrade system i removed the mod to avoid confusions. It has been updated to 1.0 but without Upgrades. I though everyone would like to try the new Upgrade system. The mod it's just hidden, if you want i can keep it public.
GOGATSY 16 Jun, 2021 @ 3:23pm 
I noticed that class mod is missing from workshop. Are you making a comletely new version?
Smoker  [author] 10 Nov, 2020 @ 10:59pm 
Glad yu like it! :)
SWEEPER KEEPER 10 Nov, 2020 @ 7:46pm 
very nice! i like it
Smoker  [author] 19 Jan, 2020 @ 5:06am 
Thx Helios2216, fixed, I see that debilitating poison damage don't stack properly, gonna fix this and update. Thx again.
Helios2216 18 Jan, 2020 @ 11:50am 
There is a trailing comma line 18 or 29 if prettified: id: "offHand_EOposion" after the effects array. Thanks for the mod btw.
Smoker  [author] 4 Dec, 2019 @ 11:41pm 
noprob :) good to hear it!
Nonnegotiable 4 Dec, 2019 @ 5:14pm 
sorry for getting back to ya late, but all i had to do to fix it was reinstall it. idk why.
Smoker  [author] 2 Dec, 2019 @ 1:18am 
Your install folder is in Steam/Steamapps/common/wildermyth
Smoker  [author] 2 Dec, 2019 @ 1:13am 
Then you start a campaig you enable cheats and activate my mod. In the first combat, you open the character sheet and in gear offhands you can see all the new items and create them
Smoker  [author] 2 Dec, 2019 @ 1:12am 
Smoker  [author] 2 Dec, 2019 @ 1:10am 
yo have to activate developer mode here is explained

https://wildermyth.com/wiki/index.php?title=Modding_add_equipmen
Nonnegotiable 2 Dec, 2019 @ 1:06am 
how do i check quickly without having to finish a first chapter
Smoker  [author] 2 Dec, 2019 @ 12:35am 
I just check it should work, i can start a campaign with offhandsexpanded and create the items in the first combat, it's everything fine.
Nonnegotiable 2 Dec, 2019 @ 12:33am 
yeah i figured that out with help from the discord, but the offhand mod still doesnt work
℘คʉƖ ❖ 2 Dec, 2019 @ 12:30am 
@Dragonthigh, when you start a campaign make sure to press the mods button before starting character selection. There you can check the mods enabled for that run.
Smoker  [author] 2 Dec, 2019 @ 12:27am 
I did and update yesterday, let me check if everything is alright
Nonnegotiable 1 Dec, 2019 @ 10:59pm 
uh for me it seems no mods work, not this one nor the deepist to drow one, anyone got a clue what the problem is? have i done a dumb somehow?
Smoker  [author] 29 Nov, 2019 @ 3:16am 
Ok solved, I will recheck the code and test all day. Sorry for any inconvenience. Mental note: night are for sleep.
Smoker  [author] 29 Nov, 2019 @ 2:43am 
O my god I mixed the files somehow, :(, solving and updating in a few minutes, sorry for the inconvenience and thx again help me testing.
Smoker  [author] 29 Nov, 2019 @ 2:10am 
I will check that inmediately thanks a lot!
℘คʉƖ ❖ 28 Nov, 2019 @ 7:28pm 
Found the issue. In the Items Text in Aspects, I saw a bunch of default game aspects had been modified by your mod. I'm unsure of what the changes involved were, as I don't see anything written in your post. I erased those changes and kept your items in the Items.txt, and my game loaded immediately and he still has the rope in hand.
℘คʉƖ ❖ 28 Nov, 2019 @ 7:09pm 
Hey smoker, I don't know if you've tried this yet, but with your mod, it seems like it can corrupt games when recruiting legacy followers.

I recruited my Tier3 Legacy Ranger, and he started with the rope. When I save the game and try to reload it with him in my party, with the rope the game fails to load and says it is corrupted.

Only mod I have active currently is yours, on the Enduring Wars.
Smoker  [author] 28 Nov, 2019 @ 6:52pm 
Thx a lot for your thoughts, yeah i originaly had the values at 10 for dodge and stunt and change it last moment. 98 dodge seems definetly too much especially at normal difficulty, that one will go down. Strong Drink dodge penalty will also be added.

Others i don't know, i will wait for more feedback. About the rope I could use a potion or scroll for the speed buff but a i do like the rope image and wanted to use it X).

Great idea the throwing hammers, i will seriously thing about put this one in. Anyway i would like to finish armor expanded mod i'm working now before adding new things on this one like actually drink the drinks ^^.
℘คʉƖ ❖ 28 Nov, 2019 @ 6:20pm 
1/2
Awesome stuff Smoker! Somethings definitely should be balanced down a bit. I'll toss out some opinions.

Meteorite Shard Should probably give 10 to stunt chance, as it's already pretty easy to boost that stat to pretty high levels. 15 feels too generous.

Miraculous Drink, I think this one is weird. As it needs to be an offhand item but feels like it should be an aspect gained from an encounter. I'd personally remove it.

Strong Drink, I'd make it lower dodge as well, Dodge Rangers currently would see no downsides without that penalty.

Parrying Dagger, I'd lower this down to 10. With certain aspects on starting characters you usually have 58 dodge. With Ranger armor or Barbarian armor you're at 83. This would bring that up to 98 on my level 1 ranger in my current game. So I'd definitely lower this to 10.