Wildermyth

Wildermyth

Hold Your Ground
7 Comments
Wildust 13 Jan, 2023 @ 10:15am 
Thanks a lot for your answer. I'm gonna look at these files if i can change at least the multiplier hp temp for meditation.
I think you're right for the partial decay of the mystics buff. The fact that they must constantly infuse / withdraw makes the buff more viable. Still, i'm just gonna reduce the multiplier in order to avoid +6hp on the 1st chapter for my legacy heroes :p
It's anyway a great addition to the game, and a fine work alltogether.:steamthumbsup:
Hero of Wind  [author] 13 Jan, 2023 @ 8:23am 
Meditation may have that problem, as I never really had a solid grasp of how much Potency Mystics tend to pickup over the course of the game. The partial decay way made that way to provide a bit more protection over multiple turns since Mystics tend to be the most action-hungry heroes in dangerous situations.

However, all of that was obviously built upon my own playstyle, and is definitely a bit outdated/old. If you want, you can either edit it using the in-game editor (refer to the Wildermyth Wiki on how to enable it/get there) or go into your Steam directory to edit the .json files directly. This mod is stored under .../Steam/steamapps/workshop/content/763890/2570772378. The files you'll be most interested in are under assets/data/effects, which should contain all of the math, but you might need to edit the files under assets/texts and assets/data/aspects depending on what all you decide to change.
Hero of Wind  [author] 13 Jan, 2023 @ 8:23am 
Hey Jack! Thank you for the kind words, it's been a while since I've messed with this mod to be honest, and in terms of understanding game balance I definitely messed up the math here and there, I've come a long way since then. However, between being busy with life and having new mod projects in the works, I am probably not coming back for an update, at least for a while. To answer your questions though:

Brace is temporary, and costs an action, while shields provide their protection all the time, and have an actual damage negation aspect to them. They also take up a hand slot, meaning the hero has to use lower-damage weapons if they want to hold a shield. Warriors without Blue-skin also don't gain a ton of potency, so while Brace does end up being pretty powerful, I find it generally falls to the wayside once Battledance or movement abilities get picked up by the warrior.
Wildust 13 Jan, 2023 @ 5:05am 
Hello, thank you for you work, i think it's a very neat addition and each ability pins the need for more survivability especially for newcomers heroes.

But (yes, there's a but) if On Alert is well balanced, i think :
_ the Brace ability, well i'm still wondering about that. It gives the same bonus as holding a shield and even more with potency scale. I'm afraid it makes the shield a bit useless for the warrior class, but maybe i lack insight about this.

_ the meditation skill is veeeery powerful. Too much, to be honest. It's a very good idea providing temp HP but it should be a lot less (1 base + 1/2 for 1 potency). Especially considering it might not wears off completely the next turn, leaving partly temp HP for the next.

Considering it been a while since the last update of this mod, would it be difficult to change the values myself ? Anybody knows in which file i could tinkle that ?
cheers dear Wilderpals.
glospey 7 Mar, 2022 @ 4:50pm 
Since all of these scale off of potency, does someone know what the theoretical max potency is?
Safi 14 Nov, 2021 @ 3:23pm 
Great mod, played a few campaigns with it. I think Brace is a bit underpowered and not too useful compared to the general utility of Guardian, On Alert is well balanced and Meditate is very good.
coltennichols 15 Aug, 2021 @ 1:42pm 
haven't tried it, but the mystics new ability seems a bit overpowered. Should be something like +1 potency or spell damage until end of next turn or until attacks.