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To explain: The first stance I got was pretty cool to me, "Dash" increased my movement speed. But it takes 1ap and lasts only three turns, and I almost always feel like I should just use the default rogue gap closer of Backlash instead as it does damage and gives me the little movement burst I need. More importantly than this, the stance is almost immediately outclassed by another assassin move, "Deadly Haste", which gives movement speed and an extra AP point, which is huge.
I feel like the solution would be to make stances either last permanently, until you activate another one, or to make them cost 0 AP and put all stance moves on cooldown at the same time. I don't have any idea how to mod, so I'm hoping you like my suggestion and are still willing to do more updates to the mod.
Unfortunately red text is not granular: if you are missing one requirement, all requirements show in red text. If you did not perform an offhand attack and have the offhand attack status, then you get both requirement red texts. If you perform an offhand attack and have the status, and that skill is STILL disabled, then it's an issue. Otherwise it's intentional.
https://i.imgur.com/e4wYTWc.jpeg
If you have Lead, Offhand, and Dual Attack (the skills that are automatically memorized for 0 memory) then you have the tag.
If there are TWO lines of red text in the skill its not that you're missing them both, it's that you're missing one and both red lines show up. So if you have not done a Lead Attack and don't have the Lead Attack status, then both "Requires tag HasDualDaggers" and "Requires tag LeadAttack" show up even if you have one of them.
Check the skills, check your inherent skills. If you're looking at an offhand attack that requires Lead Attack, look at a skill without requirements other than dual daggers like Jagged Strike.
The tag would be applied anytime you equip a dagger in both hands. It doesn't always fire upon game load or when switching areas, but unequipping and re-equipping should solve it.
Those skills will remain finesse-based spells. The intent was to make a couple.
@Jay
There isn't a preset class with this mod, you'll have to edit a preset of your choice and choose the skills you want to start with. If I have time, I will try to put some together.
thanks for the mod
Some quick things you need to check:
1.) All players have the same EXACT mod list - this includes load order, mod versions, etc.
2.) To confirm it is my mods, ensure the modlist only contains my mods, and the script extender is either present on all machines or none.
3.) Ensure everyone has the Shared Resources mod, and that it loads first.
You can use LeaderLib's mod manager to check version numbers, because DOS2 notoriously does not move updates into your mod folder. LL's Mod Manager should help you with that, if not, it will at least allow everyone to make sure they have the same version.
I won't really be online anymore for an extended vacation, but if you poke the Larian discord, some people may be able to help you figure out where the issue is.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2836619883
The update will include some QoL and standardization of some skill effects to use boons and statuses offered by Shared Resources. This will happen within a week.
As of right now, it does not, and it does not require the Script Extender. Fully Standalone.
If you would like to pay for the generation of new art assets for a project that doesn't make anyone any money, I am more than willing to accept your assistance.
Its a tag that is applied to the character when they wield two daggers and is generally required for attack skills.
I'd say it's in the works, but all I have is the project file created and I am still putting together what is actually going into such a shared resources mod. So yes, good chance; but it's going to be a minute at most since I am also 90% of the way through another project that will be added to the ongoing list.
Assassin skillbooks can be located at base game Scoundrel Vendors.