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Weapon damage scales with weapon attributes, and is plugged straight into the damage calculation. That's just how it be.
Use a staff or another mod to get intelligence-scaling weapon damage. There is also the Catalyst's Hammer.
The code for the Glyph changes was a bit janky to start, and it would appear that it's just not doing things in the order that was previously expected.
For now, these three glyphs are affected:
Glyph of Storms
Glyph of Power
Glyph of Harmony
The immediate workaround is to keep them all memorized or have memory slots for them to occupy. Use mods or console to remove them if this is unacceptable due to memory constraints, but until this is actually working, this is the only real way to have a stable memorized list of skills.
What is essentially happening is that the function that handles Glyph Changes is called half a dozen times per attunement change, and overlapping one another. So when a glyph is removed to be swapped, the other instances of the function are filling in the space right away with their swap. I need to redesign the functions so this change is only called once, and not resulting in a nearly-recursive loop.
I am sorry for the late reply. I'll see about getting to the issues.
The skill lists I have complete are on a single sheet linked on my shared resources. I did forget to link it here, and is now in the Description. Thank you for reminding me!
I use Magic damage because it combines you're weapons damage types into a single number so you don't have to guess or add to get the real damage of the skill.
Anyway the mod is great and I really want to play with it, but I will wait for the fixs.
the skill does dmg, yes, but pls fix the description, thank you!
The skill should function fine, it's likely just an issue with the description not have the correct pointer to the lightning bolts used by the skill. When I get a chance I'll fix it.
Please do more classes! I really love your work so far.
Not so much. I've had ideas to do a couple, but waning interest in both games right now is hurting the chances, and I have half-a-dozen class ideas otherwise on top of it.
Any two handed Mace will work
I do not use % modifiers for movement buffs because they cancel out -% modifiers - following the convention of the vanilla game.
I don't think I actually looked at what the speed buff was and there's a chance it was just a placeholder value that I meant to check later. I'll look at it when I have a moment, thank you.
From the looks of the mod description it should be, but I would have no idea where to start in making that judgement.
Thaumaturge already uses LeaderLib.
I am playing with the idea for my other mods that don't use it already, though.
Thaumaturge already uses LeaderLib.
I am playing with the idea for my other mods, though.
Unmemorize all attunements and ensure you have NO active statuses (or at least none from the Elementalist Mod).
If possible, use a save editor or the extender console to remove Elementalist skills.
Save a specific backup just in case - something titled backup - and then add a quicksave over it that you will load with the new mod.
Act 1 and beginning of 2 can be rough to switch over because you will need to re-buy skills, even ones that are seemingly the same. Activate the new mod and ensure Shared Resources is up to date.
It should be good, but I have a tendency to mess things up, and I did a lot of copying before editing from the old mod to this one.
I'd rather not have to skip to Act 2 and miss out on all the Bonus Uniques or .etc
Would that be safe, or should they be left un-updated?
The old version will be public for a little while longer, but will be hidden afterwards and only visible by going through the link in the description. It will likely not see many updates.