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I would write a patch for my own mod to harmonise both mods, but eh - Wildermyth already has plenty of abilities to begin with.
@ 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.
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.
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).
https://wildermyth.com/wiki/index.php?title=Testing
https://wildermyth.com/wiki/index.php?title=Modding_add_equipmen
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.
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 ^^.
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.