Wildermyth

Wildermyth

XXXII abilities/skills
67 Comments
Anonymous  [author] 23 May, 2024 @ 4:44am 
Can you elaborate more? Like what mods do you use? I guess u said your character has hidden strike and buffing them with warcry?
What do you mean by free turn? Do you mean free actions?
Do you have any screenshots so I can take a look? My discord is Russet3768

Thanks!
xKennyz 22 May, 2024 @ 8:58pm 
Not sure if it's a bug due to this mod conflicting with another, but I sometimes lose my free strike on my archers. In my current run, they both have Hiddenstrike, and my warrior was buffing them with Warcry. Also, they have the free turn on their first turn, then lose it for the rest of the battle. When this happens, it will happen for the rest of the run.
Anonymous  [author] 11 Feb, 2024 @ 7:21am 
It doesn't replace or change any vanilla abilities, merely adds new ones to go along side vanilla

As a result, I believe it can be paired with any other ability mods since it merely adds new abilities to go along side of it

As for synergies, some of the new abilities checks for the conditions of whether certain vanilla abilities exist, allowing the possibility of vanilla abilities improving new abilities without touching the vanilla files
sbentham 11 Feb, 2024 @ 4:13am 
hi , does this mod replace vanilla abilities or just add new ones to go along side vanilla (:
Anonymous  [author] 6 Feb, 2024 @ 4:02pm 
今天我搞了一下终于搞到了,现在Galvanizing Aura每回合可以帮附近队友除一点蹒跚,定身,眩晕和五点衰弱。Rewind也加了一个升级,升级后可以给附近的队友除负面。您试一下觉得如何。
迟一点我打算也给战士加多个可以多回合加临时生命的技能
Cleansing effect of galvanizing aura now extends to removing 1 stack of pinned, stunned, and hobbled. Rewind now has an upgrade that cleanses debuff and wither for allies.
Anonymous  [author] 4 Feb, 2024 @ 1:53pm 
Due to recent feedback, a warrior aoe buff skill Galvanizing Aura skill is added... It functions similar to Vanguard aura but will passively remove all wither stacks from allies each turn... Try it out and lmk how it feels.

战士我现在新加了一个叫Galvanizing Aura的被动技能。每个回合自动帮附近的法师队友清除衰弱。您试试觉得如何。。至于hobble的事我可能会在战士上另外加技能去除。。

本来是想说这个技能也每个回合除掉1-2点蹒跚,但是发现做不到。。。一除就会把所有的蹒跚删掉。。加上之前有网友反馈说Ninpo的技能比较强,如果每个回合会自动除蹒跚的话感觉可能会太强了。。。

我未来也考虑给战士一个立旗的技能,或许可以把战士所有的被动范围效果可以复制那样之类的
Anonymous  [author] 4 Feb, 2024 @ 11:43am 
至于法师水魔法的可能会涉及到游戏本来的文件,这我是尽量不想碰的,因为不知会不会跟其他mod有什么冲突之类的。。 但是或许法师可以有个像storm的那样的除负面的技能,或者是召唤一个石头人可以解除负面之类的
Anonymous  [author] 4 Feb, 2024 @ 11:43am 
关于【利用周围的环境中的物品或者利用英雄们的日常行为去除负面的技能】这多点
- 比如,在火中结束回合,去除掉了蹒跚(hobble)。
- 比如,在某人相邻的方格种颗灌木(仅仅一颗,而且是灌木,不然跟“拔地而起”、“自然巫师+“重复了,而且可以直接念合),可以解除衰弱(wither)。
- 比如:某角色从另一个角色相邻方格或直接从身上跨越移动,可以解除定身(pinned)。
- 比如:某角色撞击另一个盟友角色,使他位移到另一个方格,如果此方格有敌人的话会对其造成伤害,同时被撞击的盟友解除眩晕(senseless)。
实施上可能会比较复杂,我可以看看
但是起码加个譬如说战士跳过一个队友之类的然后除负面效果的技能是可以的
Anonymous  [author] 28 Jan, 2024 @ 2:18am 
或许战士这方面问题似乎最大的是扣血和眩晕的问题,或许可以加个加临时生命,护甲,魔抗的技能,或直接把眩晕拿走改成其他的状态
Anonymous  [author] 28 Jan, 2024 @ 2:11am 
明白明白嗯嗯,我试试看
状态转移可能会复杂点但是我可以看看怎么搞
飞洒 28 Jan, 2024 @ 1:51am 
还有一种负面状态转移给敌人的方式:
比如:选中一个附近的盟友,使其身上的负面状态:定身(pinned)、蹒跚(hobble)、中毒(poison)转移到其距离2.6的敌人身上。技能升级效果为:现在可以转移衰弱(wither)、眩晕(senseless)了!
飞洒 28 Jan, 2024 @ 1:43am 
比如:随机在整张战斗地图中显示一个雕像的位置(如果地图上没有,即刻生成一个),移动到此雕像相邻的方格,即可+4护甲(Armor)+4魔抗(Shield)+8临时生命,同时解除衰弱(wither)。
飞洒 28 Jan, 2024 @ 1:43am 
更有趣的想法是:开发 利用周围的环境中的物品 或者 利用英雄们的日常行为去除负面的技能!
比如,在火中结束回合,去除掉了蹒跚(hobble)。
比如,在某人相邻的方格种颗灌木(仅仅一颗,而且是灌木,不然跟“拔地而起”、“自然巫师+“重复了,而且可以直接念合),可以解除衰弱(wither)。
比如:某角色从另一个角色相邻方格或直接从身上跨越移动,可以解除定身(pinned)。
比如:某角色撞击另一个盟友角色,使他位移到另一个方格,如果此方格有敌人的话会对其造成伤害,同时被撞击的盟友解除眩晕(senseless)。
比如:魔法师与水念合,施展一个区域水魔法,可以解除大多负面效果并增加临时生命。
飞洒 28 Jan, 2024 @ 1:00am 
是的,如果负面解除的技能太少的话,非常局限性。很难在每次战役中,要匹配一名专门用于去除负面效果的英雄去充当跟班角色。最好能够融合一些技能,顺便中和掉这些负面影响。
是的,我这里用到了“中和”这个词。比如“酸性”和“碱性”。一款试剂可以在不经意间去除掉另一款试剂的负面影响,但研发它不是专门为了去克制酸性或碱性,而是它本身自带的属性。不知道我这样描述,您能否理解?
Anonymous  [author] 28 Jan, 2024 @ 12:21am 
没升级的或许我可以每个都加个升级可能好一点
我会想想下两个技能就让warrior和hunter都加个除负面,有医疗效果的技能吧
毕竟现在回血除负面的就主要只有mystic的rejuvanate
Anonymous  [author] 28 Jan, 2024 @ 12:07am 
明白明白,那我看看如何改改,或许可以吧rejuvanate加上除wither的效果看看如何
关于忍术-森迈攻击的问题, 应该另外有一个rewind的技能,可以除去hobble,用rejuvanate也可以。 其实关于每个技能的细节,可以去discussion里面List of ability 这一页去看他们的效果和升级之类的东西。昏暗我大概昨天buff了,头槌这方面或许我可以再buff一下。
飞洒 27 Jan, 2024 @ 3:59pm 
关于这个mod里的所有内容,我已经做了中文翻译(包括刚更新的几个技能)。还来不及在实战中去尝试所有的技能,但是感觉很多技能对施法者都附带负面影响,希望作者能多出几个解除负面影响的技能。
在没有找到解除负面影响技能之前,很多技能别说三回合一次,就是整场战斗都不敢施法一次。比如“风暴”、“昏暗”、“头槌”、“忍术-森迈攻击”,没有配套技能根本不敢用。
关于“狂暴”、“鲁莽”应该是针对战士的“嗜血”研发的。牺牲血量一时爽,但是战后复原很吃力了。尤其这类角色,我一般可能会培养生命值到20以上。所以治疗产品也应相应配套的推出一些。
另外一个小细节请注意:有些技能只有一个等级,它并不能升级,它应该在学习界面直接表示出来,以方便玩家规划总共7个技能的排列。
Dandy_Lime 26 Jan, 2024 @ 9:45pm 
Thanks for keeping this mod updated! Exited to try out the new abilities. 😄
Anonymous  [author] 26 Jan, 2024 @ 9:18am 
Lmk if any of u find any skills underpowered or underused and ill look into buffing them or renovating them into smthing more interesting
Anonymous  [author] 26 Jan, 2024 @ 8:04am 
plz Lmk if u all found any bugs
Anonymous  [author] 26 Jan, 2024 @ 12:43am 
added two new skills that converts hp into armor/ward, planning to add a future skill that does big burst by collapsing enemy armor and ward
Anonymous  [author] 21 Jan, 2024 @ 10:45pm 
我今天修正了 ‘’头槌“ 攻击输出的问题。描述和shred这方面其实之前也有些问题,我也把它修正了。您去试一下,“头槌” 这个技能现在应该没问题了。
如果还有其他bug或建议的话随时跟我讲。
谢谢
飞洒 20 Jan, 2024 @ 8:28pm 
“头槌”这个技能有bug,状态栏中伤害的显示,在实际对怪物的攻击中不符合。
看技能描述,“头槌+”的伤害计算是10%格挡+额外伤害。但是在实际攻击中,只实现了10%格挡,并未计算额外伤害的值。
Anonymous  [author] 17 Jan, 2024 @ 3:26am 
walling is a mechanic in the game and it means when your character is directly next to another
I updated the description to make it more clear
飞洒 16 Jan, 2024 @ 9:38pm 
I cannot understand the “formationlink”. Please provide more details as it does not seem to be effective
Anonymous  [author] 3 Jan, 2024 @ 2:19am 
Senmai should be fixed now
lmk if theres any other bugs!

Thanks!
Anonymous  [author] 3 Jan, 2024 @ 2:14am 
The melee issue seems fine for me... I tried clicking on the grid with a hunter with senmai and it just attacked normally
link: https://imgur.com/a/JzXHaB0
Ill mess with senmai a bit to see how I can fix the issue with it relacing standard range atk
Anonymous  [author] 3 Jan, 2024 @ 1:57am 
hmm weird ill look into it
also conjure object bug should be gone now (i raised the cost to 1 action)
。○͘ 2 Jan, 2024 @ 10:54pm 
also senmai seems to affect melee weapons too? I can attack if I select strike manually, but clicking on the grid usually automatically does so, instead it says "out of range"
。○͘ 2 Jan, 2024 @ 10:17pm 
that's all good! Take your time and good luck with your finals c:

For gizmo I'd say cap should be at most 16* if not lower as vanilla sources of non-conditional stunt chance likely don't go all the way to 100. Keep in mind that quelling moss is not turn ending so using it twice means 30x3 defense ignoring damage in an aoe.


*1/6 of 100. Though gizmo+ caps at 66 stunt if it doesn't increase the cap to 25 but more potency with less investment is already very strong of an upgrade alone imo. +9 endgame potency is already overkill as I've found gizmo to be character-defining despite being incredibly simple - a hunter with it immediately becomes a bomber/alchemist/herbalist/trapper archetype or leans fully into any potency scaling they obtain otherwise.

Also, finally got senmai on a character and they can no longer shoot normally, only use the ability lol

https://imgur.com/a/keeBWRt
Anonymous  [author] 2 Jan, 2024 @ 9:51am 
30 should mean max poison from gizmo will be capped at 15 or so lol
Anonymous  [author] 2 Jan, 2024 @ 9:50am 
Added a maximum on gizmo now, it caps at 30 so lmk if that cap is too high, ill just lower it XD
Ill look into conjure object when i have time
remind me if I forgot like a wk from now (cus finals are coming up and im getting busy X_X)
。○͘ 1 Jan, 2024 @ 8:53pm 
Oh I think Conjure Object might be bugged, I picked it first on a mystic and after moving twice, it does not end the turn presumably to allow use of conjure object after moving, but I also can use interfusion and other swift actions.

https://imgur.com/a/WzCDrh7

Additional note, it says my swift action is used but that's just the game clearing all three actions after using one that's considered "turn ending" (attack, second movement). Not sure if it's fixable but doesn't really matter since the swift actions allowed are highlighted anyway.
。○͘ 1 Jan, 2024 @ 7:03pm 
I haven't been able to get sensoo much and senmai not at all but they seem balanced, maybe even slightly weak alone but really strong with synergies (which I love)

However I've found a more broken combo - Hunter Gizmo + Roadswayth/Layswayth (vanilla DLC armour for hunters, passive swashbuckling: +20/35 stunt chance until next stunt on kill) + one of the many potency scaling damage effects - majority of which cannot stunt.

I've reached 100+ poison/true aoe damage with Quelling moss and Flashcone, obviously overkilling but I didn't aim for it, I just spammed until everything was dead.

This is not a problem with your mod and moreso one with the base game letting stunt chance uselessly increase past 100. But I'd still recommend patching Gizmo stunt chance with a cap (or add a cap to the armor passive or the stat itself to future-proof stunt scaling for when you add more abilities, as it seems to not be intended to be used outside of its base effect)
Anonymous  [author] 23 Dec, 2023 @ 7:20am 
I found the issue after comparing senmai's code with another base game range ability
The icon should show up and the range attack should work like other range atks now!
Let me know if there are any other bugs and stuff
Thanks for digging up the bug
Feel free to add me in discord to chat any time
Anonymous  [author] 23 Dec, 2023 @ 7:11am 
The icon doesnt show up for me in combat lab neither, despite showing up for other range ability... Ill look into it to see how I can fix it
But other wise I think it should still stunt normally as seen in the pic https://imgur.com/a/MapePo1
。○͘ 23 Dec, 2023 @ 12:26am 
https://imgur.com/a/QLIjeCo the icon for stunt effect at the bottom left isn't showing for me, but i need to get a few stunts to be sure cus i wasnt paying attention to the hunter's attacks lol

might be a mod thing tho too.

slight QoL thing that I'm not sure is possible to add but would be nice is an indicator for when a refund isn't available because I keep misreading the move range/numbers and sometimes I forget that 1 square movement doesn't refund
Anonymous  [author] 22 Dec, 2023 @ 11:56am 
Carrying a T1 bow for ur ninpo char is now less punishing XD
Anonymous  [author] 22 Dec, 2023 @ 11:55am 
I nerfed the dmg from Sensoo by half (round down) & senmai shred to 1 (but added hobble for senmai instead since its originally was meant to prob be a debuffer anyways). Senmai seems to have decent synergy with crippling strike with or without the hobble change... Which I think is a nice thing since it gives purpose to useless skills

I increased both of their cost to 2 hobbles, which will prob enough for 2 sensoo when spd <=5, 3 when spd <=9, and 4 strikes if 9+

Logically that sounds like a reasonable number especially considering that you would do a normal attack as a final strike for full dmg instead of another sensoo/senmai unless u need that senmai+ pin

But ultimately plz lmk how it plays out
Anonymous  [author] 22 Dec, 2023 @ 11:55am 
I tried the on stunt problem you mentioned with a fire bow in combat lab... It worked fine with Senmai... Hit like 3 more target and spread fire and stuff (as it is noted on the bow stunt effect)... I also double checked Senmai and sensoo's atk code and they both seem the same for parts non related to dmg... Lmk how that goes I guess

Worse case if I cant fix it, it will just become a "feature" I guess... and ill add that into the description...
。○͘ 22 Dec, 2023 @ 10:28am 
that is very fair, I'll give the changes a try and get back to you

Also I've since noticed that there's an inconsistency between senmai and sensoo, as senmai does not proc on-stunt effects while sensoo does, which is fine for (pre changes) senmai but sensoo with fire enchant is pretty insane, I'll test if fire enchant scales with the damage dealt or is a flat number which will affect whether the new synergy is broken or just strong but balanced
Anonymous  [author] 22 Dec, 2023 @ 10:15am 
Unfortunately I don't intend to drastically change what the dmg scale from or make it only 2 action thing...

This is because I wish for weapons dmg to still be relevant to chars build for the ninpo series so it wont be like a class that has 0 reliance on good weapons

I do agree that it seems quiet overpowered, hence Im most likely going to nerf skills by doubling speed cost and halfing the dmg and greatly nerfing the shred instead...

Please do let me know if its still too strong!
Anonymous  [author] 21 Dec, 2023 @ 9:49pm 
kk ill look into nerfing it XDDD
。○͘ 21 Dec, 2023 @ 12:13pm 
senmai and sensoo are crazy OP. Shred in vanilla is around 2-3 per turn max and extra attacks are 1-2 per turn max. Additionally, any stunt activated effect, speed or per-attack bonus like +dmg is multiplied several times over.

A hunter with sensoo deals twice or three times the damage of the average ally, all frontloaded and even more if given some form of debuff cleansing. With senmai, one turn is guaranteed to destroy all armour without any further investment. (for reference the only 5 armor enemies are deepking, ulstryx, wardrobe, mayleen and orchardist while weapon damage is 3/4/5/6 by tier, so each point of speed is almost always one enemy with all armour gone) It's like giving the entire team permanent grayplane/hidden piercing.

A more balanced version would be like: bonus action while not pinned, self pin for one extra action and pierce=1/2speed on attacks made that turn, upgrade gives additional 1/2speed on damage. And even that is quite strong
Anonymous  [author] 2 Oct, 2023 @ 2:56am 
I nerfed the wither's speed debuff by half and removed the potency debuff completely, but doubled the penalty for warding and armor. Hopefully that will enable mages to still do their job but becoming more vulnerable during battle. Let me know if that changes are okay, and whether the defense penalty is too much. I'm happy to nerf the debuff more if needed.
Anonymous  [author] 2 Oct, 2023 @ 2:29am 
Now that you mentioned it... I realized that wither cannot be cleansed by skills like aid... hence having ur mage be useless for several turn is definitely pretty aids... Considering that they already have to pay hp to cast to begin with...
I think Ill reduce the mobility and remove the potency penalty, but retain the defense debuffs... that way the mage can still cast, but just becomes a bit movement locked and squishy when casting too many times
Naravolian 1 Oct, 2023 @ 11:18am 
Love the mod, kudos to both you and the original creator! However, there's one thing I want to point out:

Maybe this is just me, but I think the "Withered" status effect on "Storm" and "Rejuvenate" needs a rework - more specifically the way that Withered lasts for 5 turns for these abilities. For such a powerful handicap, having it last for 5 turns makes these abilities (and any other that impose a 5-turn Wither effect) practically useless, as it basically puts the user out of commission for the length of that duration. Personally, I think these abilities could benefit from either having less severe negative effects, or having their Wither-duration shortened to 1 or 2 turns.

Again, I might be the only one who thinks that Storm and Rejuvenate needs a rework - in any case, love the mod! Keep up the good work :)
Anonymous  [author] 13 Aug, 2023 @ 8:54pm 
Sorry for the late response and thanks for pinpointing the issue @paragon, Looks like I accidentally forgot to delete a file during modding proccess when I made vanish.. The bug should be fixed now
Anonymous  [author] 8 Aug, 2023 @ 9:13am 
I will look into it
Thanks!
Paragon 7 Aug, 2023 @ 6:56pm 
Not a breaking bug but it seems like skill blink hunter has a conflict with zealousleap. When using this mod, warrior skill zealousleap has no description. You can try check blink.json inside data/effects/hunter.