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May I ask: is the Ranger stuff still working? Would love to use this too.
Some person in the comment section wrote something that sounds as if there might be issues with the Ranger Pack due to some accuracy changes that came with the latest game patch?
Thank you and have a great day!
Just checked, you're right - in the middle of something rn, I'll fix it in about an hour :)
For the time being, it's only the moniker, the armor stats are as they should be.
People being naked in the legacy room would be due to the mod being turned off. The game no longer knows about the armors and so shows them as naked.
Hey there! By all means, do your thing & best of luck :)
@stevenchippss
Heyo! I'm sorry, to the best of my knowledge, this cannot be done. It's been a while since I checked the modding room in the discord, but there was quite a few of us who were trying to figure out just where is the code that determines items being carried over, and as far as I know, nobody's figured it out. Again, sorry.
@Yeto
Hello! This is the first time I'm hearing about such a thing, and I reinstalled the game just to check it for myself, and I'm not having this issue, either. Could be some mods are conflicted, could be botched download - best I can offer is, try reinstall and maybe re-subscribe to the mod? :') break a leg
(1) I would personally suggest doubling the cost of both the T2 and T3 mod armours. I'd also suggest renaming one or the other of the Duelist armours, and making sure their crafting recipes remain different from each other.
OR
(2) Alternatively, I'd make these armours non-craftable, so they have to be discovered like any other artifact. And I'd still double the crafting costs as per (1) above.
Just my own personal thoughts, which I hope are welcome - apologies if not. I'm happy to uninstall the mod if you'd like to take it in a different direction, cos I recognise that you may be looking for something different to me, which is totally cool!
I think the cost issue runs throughout all three tiers, where the mod armours are substantially less expensive across the board than the equivalent tier of vanilla armours (look at T2, where the mod armours cost 8/7/8 versus the vanilla T2 armours which cost 14 and 16 resources total - the mod armours are literally half the cost for a comparable benefit).
I think the problems arise in T3, where the mod armours take a big jump up. They all have very high armour (which is literally always useful), and the Knight and the +speed Duelist armours are just MUCH better than their "counterpart" vanilla types. +3 speed is huge, and the T3 Knight (mod) gives both extra armour AND extra block compared to the T2 Knightmail (vanilla).
- T1 Brawlguard (vanilla) gives 2 armour, 10 stunt, 5 dodge
- T1 Linkmail (vanilla) gives 4 armour, -0.5 speed, -5 dodge
- T1 Duelist (mod) gives 1 armour, 4 block
- T1 Knight (mod) gives 3 armour, 4 block, -1 speed
- T1 Duelist (mod) gives 1 armour, 1 speed, 3 dodge
- T2 Wilderguard (vanilla) gives 3 armour, 15 stunt, 10 dodge
- T2 Knightmail (vanilla) gives 6 armour, -0.5 speed
- T2 Duelist (mod) gives 3 armour, 5 block
- T2 Knight (mod) gives 5 armour, 7 block, -1 speed
- T2 Duelist (mod) gives 2 armour, 2 speed, 6 dodge
- T3 Duelist (mod) gives 5 armour, 7 block
- T3 Knight (mod) gives 7 armour, 10 block, -1 speed
- T3 Duelist (mod) gives 4 armour, 3 speed, 8 dodge
(comments and conclusions in next post)
- T1 Brawlguard (vanilla) costs 2 hide, 2 fabric (4 resources in total)
- T1 Linkmail (vanilla) costs 4 ingot, 2 fabric (6 total)
- T1 Duelist (mod) costs 3 fabric (3 total)
- T1 Knight (mod) costs 5 ingot (5 total)
- T1 Duelist (mod) costs 3 fabric (3 total)
- T2 Wilderguard (vanilla) costs 8 hide, 4 fabric, 2 spellthread (14 total)
- T2 Knightmail (vanilla) costs 10 ingot, 1 hide, 5 fabric (16 total)
- T2 Duelist (mod) costs 3 ingot, 5 fabric (8 total)
- T2 Knight (mod) costs 6 ingot, 1 fabric (7 total)
- T2 Duelist (mod) costs 3 hide, 5 fabric (8 total)
- T3 Duelist (mod) costs 5 ingot, 5 hide, 6 fabric (16 total)
- T3 Knight (mod) costs 12 ingot, 4 hide (16 total)
- T3 Duelist (mod) costs 5 ingot, 5 hide, 6 fabric (16 total)
>>>I just noticed that both light armours have the same name, which is presumably unintentional? They also have the same T1 and T3 crafting recipes but different ones for T2 which, again, seems like it might not be on purpose.
I'm starting a new campaign soon so I'll check out the tweaked crafting requirements for the armours (thanks for being so responsive!) - I wonder if maybe there was something weird going on with converting my existing armours up to yours, but in my previous campaign I was still seeing the tier 3 mod armours being available to craft before some of the tier 2 normal armours. I'll check it out and leave another comment afterwards.
I don't necessarily think the Claymore outperforming craftable weapons is a problem - so do most artifacts in the base game
I'll keep the mod installed until I've discovered the cloaks (haven't come across any yet) because I think they're the best-looking items included, but I do think the crafting costs need a decent increase. Either that or the stats of the items need downscaling a bit. Otherwise there's no reason to use the vanilla armours and weapons.