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There would be no interest in having classes for the mod if you could just change em a significant number of time.
The point is to be limited in those respecializations, so that you can't change team configuration and selecting it to have the best combo to clear the fight to come.
The mod has been tested for a long time now.
It's kinda bulletproof in terms of hard blocking bug, has long as you follow the setup requirements.
Of course, some small stuff may still be there and feel free to come to the discord to report anything anoying or suspicious you may find.
thumb first i know it's hard work
ty for the answer
Sorry no, the mod is not conceived as independant modules.
It's kind of a all-in-one feature.
That said, a lot of the other changes can be deactivated in game with the book of Meta.
So, you still kinda able to test the classes with an experience really close to Vanilla.
It really warms my heart.
This mod took a lot of hard work every single day for two years, and it represents a lot to me.
It's truly a joy to know that others enjoy it too.
Thank you for taking the time to write your comment—it's the kind of gesture that gives me the strength to keep creating.
You can ask for help in this discord :
https://discord.com/channels/98922182746329088/358337334619406336
Thank you all for your recent positive votes!
If my calculations are correct, we're just 25 votes away from reaching the 5th star — approximately at 211 total votes.
Once we hit that goal, I’ll launch a free competition: a race to complete the game using Farandole sets on maximum difficulty (Tactician mode with all difficulty settings enabled).
Anyone who finishes the game under these conditions will have their name featured on a Hall of Fame wall in the mod.
And as a bonus, the first people to succeed will get a Steam game key of their choice from my large pool of extra keys, as a giveaway, until everything is gone !
See you soon !
We are only missing a few thumbs up for the mod to get its 5th star.
So if like this mod and havn't voted yet, please consider doing it.
This would fill my heart with joy =)
Please join the Discord if you want quicker answers to your questions, or leave further feedback on your experience with the mod. =)
For help, please come to the Discord.
Steam comments are not convenient for helping.
The big update is live.
Please join the discord for more details.
Current games will be playable with the new system. However, if you'd like to finish it with the existing setup, please let me know on Discord, and I will explain how to do that.
Thank you for your attention and for playing Divinity Farandole.
I am currently working on the Action Point (AP) balance.
I will set the AP system like in Divinity 1, where base cost for one action was 4 AP.
This allows for more finesse in AP management than in a 2 AP/action system, where it was not possible to set x,5 costs.
It may not seem important, but in terms of balance, you can really feel the difference.
AP costs for most skills will double to reflect a 4 AP/action system, but many will be adjusted.
For both players and enemies, max AP will be set to 12, with a 6 AP/turn recovery.
While it could be set to 16/8, I want turns to finish faster so that battles last more turns but take the same amount of real time.
This should encourage a more tactical approach where the duration of buffs becomes more important than in the current system.
Please come to the discord, it will be easier to help you.
<3
Can you come to the Discord and send a save file please ?
I didn't experience that on my sessions.
U made a paladin class, all i needed. Gonna get the true farandole experience ^^
Skills are not really considered Coregame. What is consider as this is more fondamental stats, such as what Attributes or Abilities do, Talents also.
So, any other overhaul such as Conflux or Unleash, will not work with Farandole.
Whatever class mod you add, make sure Farandole is at the bottom of the list, so it's loaded last.
Then is there if a common skill between Odin and Farandole, you get the Farandole version.
Just to be sure. I want to play farandole with maybe just feenex battlepack
For all new games, Divinity Farandole does not require any Container/AutoBag mods anymore.
I set up Farandole's own autobag functionnality.
I will need some time to optimize it and tag the items i want in other bags than the current set up ones, but it's working well, has a lot less bags, and requires less ressources.
I totally forgot about quest item causing bug with the new feature i just applied.
Don't hesitate to come to the discord.
You will have some even faster reply, and some advice on how to set Epip easyly.
Farandole is much greater with Epip.
After updating the mod of course.
i'm updating in a few minut to correct that bug
Sorry, my bad.
As a compensation, i activated instant vendor refresh store, so that you can stuff your chars from current savefiles.
This will stay up for a few days, until i finish this work.
I'm now getting into Weapons and Shield. So in the next days, this will also happen for those items.
With my apologies. Sorry for the inconvenient.
I'm currently working on random item generation.
Since now, every custom equipment that where not on vanilla game, like Scale armor, Scythe, Sickle etc.. got their random boost lines from a parent item. Like Rapiers were getting theirs from Daggers, or Fists from Maces.
As i decided to script those generation, to actually make them unique in the way they generate, i ran into engine limitations, and also a better understanding on how engine generate boost lines for vanilla items.
To make all that working together, i had to rethink the architecture of my line generation, and therefore, had to rename most of my boostlines in the engine, so everything gets cleaner.
When I started this mod it was a custom overhaul for me and my friend, so those memes are mostly inside jokes that make us laugh.
At some point it became a real strong mod, so we decided to release.
But out of context, i get that those sounds can be intrusive if you don't have the ref, especialy if you are not french.
For now, not all of the custom sounds are impacted, cause some are directly included to the skill files and are not catchable via script.
Mostly, it's music sound on some skills, Hold the line and Rock the casbah impact, that are ponctual.
If you tell me that those remaning sounds are really too much for your sake, i'll do another session to include those.
You'll get that in the next few hours.