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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!
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
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.
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
- 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
状态转移可能会复杂点但是我可以看看怎么搞
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!
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。
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?
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
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。
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。
如果还有其他bug或建议的话随时跟我讲。
谢谢
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。
I updated the description to make it more clear
lmk if theres any other bugs!
Thanks!
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
also conjure object bug should be gone now (i raised the cost to 1 action)
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
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)
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.
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)
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
But other wise I think it should still stunt normally as seen in the pic https://imgur.com/a/MapePo1
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
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
Worse case if I cant fix it, it will just become a "feature" I guess... and ill add that into the description...
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
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!
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
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
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 :)
Thanks!