Horizon's Gate

Horizon's Gate

Many Dependencies
17 Comments
Wave 18 Feb @ 9:29am 
Thank you very much! I will absolutely credit you guys for your work. There's so much fantastic stuff in here.
PauI  [author] 18 Feb @ 12:56am 
Yep, you can use stuff from this mod for your own mods even separately/independently as long as you credit (me and FileXX44 for most of the stuff, Aethers if you're using the heavy airship sprite, and Thy if you steal his definitely a palm tree painting). If you grab sound effects from this mod just make sure to credit those sites as well. We love free use assets!

Also for the magic damage bug I am pretty sure I fixed it last year by disabling the magicDmg formula. If it still is occurring then lmk but otherwise from what I tested it's gone with this mod.
Wave 17 Feb @ 10:38pm 
By the way - someone previously mentioned issues with magic damage going down the drain with this mod in place. I found another mod that had a similar issue, which was Runeblade. The problem there was that the redefined formulas were redefined without including an (x) after the original formula name (magicDmg0(x) for instance instead of just magicDmg0). Apparently, you need to kick the (x) down the chain for it to function properly after adjusting the formula.

Assuming this is the issue, anyway. It had a few of us scratching our heads for sure.
Wave 17 Feb @ 10:37pm 
Is it OK to use assets from this mod to develop another mod? I would prefer not to have a hard dependency, but I understand if you'd prefer it that way and will gratefully oblige you if that's the case.

The QRD is I'm making a heavily Eastern-themed mod and would very much like to use some of your work as a kicking-off point. All the kits, weapons etc. will have their own IDs and such - no conflicts. I would also like to go through all of the code and sprites and give it all a thorough look-over.

Thank you for the plethora of interesting content! There's a lot of cool stuff here.
DeNarr 29 Jan @ 8:52am 
Huh, I guess that also makes sense as to why their abilities seemed so expensive to set up, if you build it with the expectation that it would be two characters helping each other. I just pretty much never run the same class twice, since there's so many to choose from.
PauI  [author] 28 Jan @ 4:00pm 
Yep! You'll need two to get the most out of the class. That's why it's called Dual Templar :)
DeNarr 28 Jan @ 7:45am 
Wait, do you mean that you'd need two Dual Templars, and for one to Entrust the other?
PauI  [author] 27 Jan @ 10:02pm 
That skill has halved mana cost when the caster, not target, has Entrust. I've tested it and it seems to work properly this way. I'll clarify that in the wording the next time I update this mod.
DeNarr 27 Jan @ 11:08am 
Sorry to be difficult, but noticed the same skill (Dance of Tempest) doesn't actually cost half mana if using it after Entrusting someone. I tried using it on the specific ally I Entrusted even, so whether it was about the user having Entrusted or the target being Entrusted, either one should have been true. (But you also might want to make clear which you meant)
PauI  [author] 25 Jan @ 2:10pm 
Fixed. If the fix is not applied for you, try resubscribing to the mod.
DeNarr 25 Jan @ 1:50pm 
Dance of Tempest of the Dual Templar says it does not take an action, but it actually does
PauI  [author] 20 Aug, 2024 @ 4:56am 
Traced this to some wacky set of override global formulas. Magic damage looks fixed now after commenting it out. :)
Chaim Shekelstein 11 Mar, 2024 @ 5:33pm 
Same with the static skill. Just gonna disable this for now
Chaim Shekelstein 11 Mar, 2024 @ 5:13pm 
Hey, Paul. I've been having problems with the Krakenslayers "Volt Blast" skill doing next to no damage and I've been able to narrow down to this mod. Enabled, it does 2 or nothing at all at min range. Disabled, it does 14.
Welk 18 Jul, 2023 @ 4:54pm 
Ok Thanks.
PauI  [author] 18 Jul, 2023 @ 4:44am 
Perchance.
Welk 18 Jul, 2023 @ 3:20am 
Is this mod almost finished or Still in Alpha State?