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@Haychy101 The const5 Cornucopia gives 2 temp N gems and only takes N3 to make
Added truesight to eyes of gaia.
Changed fairy in a bottle from n/a to n/g lowered cost 20%.
Storm in a bottle - added airshield 80%
Added hp to armors chassis of mountain (6), cloak of astral storms (2)
Lowered paths required for cloak of astral storms from A4S1 to A3S1, Cost 20A5S
Crucible of stone now also gives +4 Str
Reduced heartweaver scarab cost 20% 25b->20b
Removed blood crosspath from frozen heart.
Cthulhu's Staff - removed shattered soul insanity. Added raise on kill frog 33% Changed gem cost from 15 to 20 and path from 3->4.
So if battles are too easy, they wont use them. The other option might be not having enough paths / gems for the spell you want to cast.... that aside it would be a bug in the game most likely so share on discord and we will report it.
Share a screenshot in my discord. Should work fine.
I had commanders scripted to cast spells (including ones that do not need to borrow from other commanders that they can cast without help, such as sabbath slave) that did not do any of that.
Since this mod uses the `newitem` command, other mods that explicitly use low item numbers can overwrite Lucid's items if it loads first.
But i like that it does! Blood magic is a sword with no hilt!
You can also throw on regen items if you dont take the enchanted blood bless or cast the mass regen spell.
Basically when the game was made, the item was item number 51, then when the patch hit there was a new number 51.
In the next patch (think its in beta right now) they will make it so this doesnt happen again in the future (changed the range that modded items are assigned).
New games will have items work fine though.
So TLDR is some games may have had games messed up but should be fine going forward.
#tmpbloodslaves <slaves>
The monster can use his own blood equal to this number of
blood slaves for combat spell casting. Using a temporary blood
slave this way will result in the profuse bleeding affliction on
the caster
One question, have you posted this mod as a .dm file anywhere? Cannot for the life of me figure out where workshop files are located, and I enjoyed slightly tweaking some of this stuff in Dom5. Only for personal use ofcourse :)
Thanks again!
The key [tmpglamourgems] is not present in the inspector but all the other new keys do show. So the temporary gems from the glamour items are not shown.
Not sure if this is a issue with this mod or with the Mod Inspector. Just wanted to make you aware.
Good luck!