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Could you tell me if these classes are well integrated?
(As a mod author and long time player, this may be within your knowledge...)
The Powder Keg
The Hedgeknight
I realize the answer is likely "no" given you were just talking about being done with modding DD1 for the future, but I figured I might as well ask anyway:
Would it ever be on the table to add a patch that fixes the "heal 0" popup that occurs on non-fatal attacks? I think it *is* possible, but would require a bit of coding jank and likely require you to limit 1 wanderer per party. (Maybe as a compatibility patch rather than in the main mod?)
1. Adding additional parameters to skills clutters the tooltip and makes it visually unappealing if too many are on a single skill.
2. Powerful combos are an aspect of player skill expression and have good game feel. If you feel a particular combo utilizing other modded classes is too powerful, then you can refrain from using it.
3. The damage bonuses to flowing water cut are applied after the initial -50% cut, which means in reality any dmg bonus would be half as effective as it would seem. The forbidden technique is powerful, but its gated by a variety of different factors, single use, bringing him to deaths door, debuffing himself, stressing his party, etc. Again there are powerful combos that make use of it, but picking it is an opportunity cost vs his other options. I'm fairly content with the power level of the class when put against the vanilla classes and content, as there are plenty of equally powerful combos there as well.
Also, is the class balanced with trinkets in mind? Forbidden Technique while using the Martyr's Seal + Book of Rage trinket means you have +285% DMG if you flowing water cut a <50% HP enemy - and you get armor piercing too. That's all vanilla as far as I know.
Since you're probably not the only mod anyone has installed, just to juxtapose this to the ninja mods and give this OP ass tactic a hard counter, I would suggest having a de-stealth condition for all attacks.
This class and looking into what "Yokai" was referring to beyond being weeb-anese for 'demon' put me on Sunward Isles, so thank you. Second playthrough is gonna be LIT.
A possible workaround I've considered could be adding an additional conditional 10% heal on deaths door to the skills directly instead of applying the buffs to the death's door effects. Then both instances of healing would heal 10% each, 20% total, doubled to 40% with the camping skill active.
If that solution doesn't suit your vision, I hope you find something that does. I've been enjoying the mod so far.
The way the character is structured makes it feel like this isn't intentional, and that he is intended to heal the full amount. I'm unsure if there are work-arounds for this issue, but I hope it is resolved, as it makes his 7th skill significantly riskier to use when you can heal to at most 20%.
Also, don't forget his self-healing and riposte. This alcoholic swordsman is strong.
Assert Failed:
(!outValue.HasParseError())
Json::ParseAndValidateJsonFromFile in json_helper.cpp line 42
JSON parse errors were found in A:/SteamLibrary/steamapps/workshop/content/262060/2195826550/shared/buffs/wanderer_nightr
Errors: Expect a value here.
ESC to skip.
Getting errors such as:
Assert failed:
(pReturnMonsterBrainClass != nullptr)
AI::MonsterBrainClassLibrary::GetMonsterBrainClass in monster_brain_class_.cpp line 681
no monster brain class with id:father_A
Assert failed
(!outValue.HasParseError())
Json::ParseAndValidateJsonFromFile in json_helper.cpp line 42
JSON parse errors were found in c:/Program files(x86)/Stea/steamapps/workshop/content/262060/2195826550/shared/buffs/
Errors: expect a value here.
and a few more regarding spinedata and melee sprites. Is there a fix for this or is the save file basically broke for good?