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The Blood curse warding charm has no price.
The Ancestors vintage does not have a trinket limit 1
It encourages build variety by using different accuracy trinkets so its not 4 focus rings always, but also having that as an option for very rares would be nice.
Definitely will play with this!
That said, I’d like to give some feedback about the “one-of-a-kind” restriction placed on most trinkets. Due to the game’s limited inventory and party management system, switching between teams often becomes very tedious. I have to remove trinkets from the previous party and manually reassign them to the new one, repeating this process for four characters every time.
If it were possible to add an option to disable the "unique trinket" limitation, that would help a lot. It would allow me to leave key trinkets equipped on my favorite heroes, so I wouldn’t need to constantly shuffle them around — effectively reducing the number of repetitive steps required when managing teams.
buff_stat_tooltip_upgrade_discount_Loc_hag_ladle_tooltip2
buff_stat_tooltip_upgrade_discount_Loc_master_essence_Tooltip1
buff_stat_tooltip_upgrade_discount_Loc_master_essence_Tooltip2
buff_stat_tooltip_upgrade_discount_Loc_master_essence_Tooltip3
buff_stat_tooltip_upgrade_discount_Loc_two_three_Tooltip1
buff_stat_tooltip_upgrade_discount_Loc_two_three_Tooltip2
buff_stat_tooltip_upgrade_discount_Loc_two_three_Tooltip3
All these issues can be found in "missing_files" file
They should be there, I remember adding them for all translations (except chinese which I need a translator for) if you have any specific issues you can point to please let me know.
Thanks for the reply,
That incompatibility cannot be fixed in a mod like this. T+ gives rare trinkets for rare bosses, but better boss rewards gives 3 trinkets for killing a boss. These are fundamentally in conflict with one another, so the only way to make them "compatible" would be to make T+ also function like better boss rewards, and that isn't why I made T+.
They all use this file quest.plot_quests.json
Thank you for the reply, as I fully understand the trivial work behind all these, since the whole code architecture of DD1 is somewhat fragile. Nonetheless good luck with your excellent work in the future!
It could have 3 different effects depending on the skill type: On a friendly skill it would buff the target or the whole party, on a melee it would debuff the target or all enemies in one way, and on a ranged it would do it in another. I also saw somewhere a rework of this bell where it's been made into a trinket that immobilizes party members. This sounds busted for heroes, but you could make it immobilize an enemy on attack and give your party member +500% movement resistance on a friendly skill as long as they stay in one position.
Fuseman's Stick
I can't suggest anything interesting for this one, my problem with this trinket is that it's almost identical to Ansertor's Bullet. One of these two trinkets needs to be reworked.
I want to end this on a good note so I will say that you did a stunning job on Thing's trinkets. It's the best thing in the entire overhaul.
Wilbur's flag
I want it to do something with mark or dodge debuff so it acts more like an active utility trinket that helps other teammates hit more. Or you can do like they did in Sunward Refresh and make it a mark-debuff on ranged attack with huge ranged damage nerf.
Prophet's Eye
I want something associated with future telling, like a 100 accuracy multiplier on a friendly skill on yourself for 1 turn at the cost of 10 stress (or long stress debuff) and maybe permanently riposte ignore because you can see the future with this eye.
I like the direction you took with them. You wanted them to reflect the bosses they drop from. However, some of them stayed the same, and some were changed unnecessarily.
Vvulf's Trophy
It wasn't changed drastically, but at the same time, you somehow managed to make it busted. Nothing in the game should give you flat damage so freely, especially in such amounts. In my opinion, the original is fine as is and doesn't need any changes. Although the mark immunity was a nice addition.
Siren's Trophy
I just don't like the last line, while it's correct, that doesn't mean it looks good visually or isn't confusing. I suggest changing it to "(Once per turn)" or something less distracting.
(Keep in mind while reading all this: I think your mod is one of the best trinket overhauls in the workshop. I just have a few small issues with the stats of some of the trinkets)
Party targeted healing/destressing on kill trinkets.
While the idea is good, I think it's too much for a low-level trinket, it basically giving you a pocket arbalest/vestal/houndmaster that doesn't need to spend a turn. Not being able to heal yourself on kill and reducing the healing you receive doesn't seem like a balanced tradeoff. I have these issues mostly because it's a low-level trinket. I suggest making them heal with a chance or reducing the amount of healing they do. But since this can upset some users, I don't insist on this nerf.
Unfortunately not, since limiting a trinket to 1 is a setting that you have to go in and change manually for every single trinket individually; it's not a global setting you can simply turn on or off. This is challenging from a compatibility standpoint as there are hundreds of class mods on the workshop, and making a mod that limits them all to 1 would be a colossal undertaking. Making a "T+ compatibility mod" which does this was something I tried to do in the beginning, but the amount of work made it just not feasible, sadly.
If you are sick of seeing the gold trinkets, simply collect three of them and don't sell them. This will remove them from all future drops and quest rewards. Be aware, though - if you have collected all trinkets for a rarity, quests that normally drop a trinket reward for that rarity will instead drop nothing at all. And that was the whole idea behind these trinkets. They give you an extra reward late in the game when you have all trinkets.
This mod is completely incompatible with other trinket reworks, EXCEPT for those that are compatible with Void's Trinket Separator. Otherwise, it tweaks pretty much every trinket. I don't have an exhaustive list of all trinkets because the mod is still being actively updated. The best way to look at what the mod does is to start up a dummy save with the "-alltrinkets" launch command and then looking at all of them in your inventory.
Unfortunately no, since the boss trinkets dropped by Courtyard+ bosses are technically “new” trinkets, they have different IDs compared to the vanilla ones. So deleting that file would just make you not get rewards from any of the courtyard+ bosses
If you are using Courtyard+, that mod does a special override on the boss trinkets which has priority even if T+ is at the top. (Basically courtyard+ defines new IDs for the boss trinkets but keeps the same trinket art and name). If you want to see the T+ versions, you will have to fiddle with the code for Courtyard+.
Thanks for the report! I just fixed the fixes to the cure effects on the Crusader's Crimson Court trinkets. As for the virtue thing, I am 100% sure all of the never virtue stuff is removed. There has to be something else messing with your odds.
Please add me on discord at __vintage_ and we can talk about it
I translated some text that wasn't translated inside, and I didn't have a problem in the game
How will the documents be sent to you?
Unfortunately, the chinese translation is now outdated due to all of the new tooltips introduced in the new patch. If you want, you could translate those new lines.
Your Hellion cosmetic item is not fully translated in Chinese Simplified:
On Attack Hit: Steal Target {colour_start|bleed}Bleed
On Monster Kill: Self: {colour_start|healhp}Heal{colour_end} 5 HP
That is correct. Beware though for other mods that simply copypasting buffs may not work, since the mod may create its own buffs which T+ does not have. In that case you will need to copy the buffs from the other mods alongside copying the trinket.
That aside, feel free to use this mod as a template for your own custom changes and play around with it. Happy modding!
DON'T delete those empty files. They're there for a reason. Same thing with deleting trinket entries—due to the way the file structure is orientated, deleting an entry will NOT cause the game to revert the trinket to its vanilla behaviour. You will have to look at whatever trinkets you want reverted to vanilla and add/remove the appropriate buffs. Deleting trinkets will not work here unfortunately.
No it should just be the trinket and buff folders. The trinkets shouldn’t disappear—that seems strange to me. Are you editing their IDs?