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It only affects any "Apply Bleed" Trinket from another Mod being equipped to the Navigator.
The Amount & Chance for the Bleed from that Trinket will be affected by the same scaling as Navigator's Sunward Isles Trinket.
Will other modded bleed trinkets not work on any hero or only this hero if this class mod is present in the mod list?
It is definitely possible, but I have no immediate plans to do so.
I’ve had a few ideas for what Navigator’s Vermintide trinket could be in the past but in the end I wasn’t happy with them.
Yeah, unfortunately this is a limitation of the game, it ends combat before the check that restores Volatile is resolved.
Lack of reach and utility - she can hit 1-2 positions (main attack with 80 acc, ouch), apply mediocre debuffs and pull. Lacking reach is pretty big issue. With self debuffs (which apply on missess too), she feels like leper (weak) little sister.
Volatile - 50% of the time it hit targets what she cant reach. With huge debuff to health (antiquarian lvl of hp). On top of this transition from debuffed hp to normal one screwed - with 100% hp if you use volatile and kill target - you will end with less than 100% hp, due to game mechanics.
Without reach her gamplay can be summirise in "Try to use volatile, and be screwed by RNG and 1 hitted by enemy or (badly) cosplay leper". Ofc you can make babysitting team so she can reach volatile target all the time, but its have same issue as babysitting said leper - "just pick hero with better reach and hit target twice".
C:\Program Files (x86)\Steam\steamapps\workshop\content\262060\3232729723\heroes\Navigator
Step 2: Open the Navigator.info file using notepad & scroll to the bottom
Step 3: You should see this:
mode: .id nav_tooltip
mode: .id nav_tooltip2
mode: .id volatile .is_raid_default true
mode: .id stable .battle_complete_combat_skill_id move
If the .is_raid_default true is anywhere other than next to volatile, change it to be there.
if .is_raid_default true is already where it should be, delete the 2 lines with nav_tooltip & nav_tooltip2
This should fix the problem but cause a few of Navigator's skill descriptions to look a bit weird.
I am not an expert but I can fiddle with info or effect files.
Let me know how to do it plz.
Thank you very much for your help & patience with this bug.
I’ve now tested Navigator on a new estate with the mods you’ve listed, and while I wasn’t able to replicate the bug you’ve reported I have been able to identify what would have gone wrong, even if I don’t know HOW it happened.
To put it simply, Navigator has 4 modes, 2 that are used in combat (like Abomination) and 2 that are used for making her Tooltips look nice. Somehow when you’re playing Navigator has managed to enter one of these Tooltip modes (which should be impossible) which is what’s causing the bugs, you might notice that the Skills Broadside & Nullify disappear from her skill bar while this is happening.
While I’m unable to fix this from my side, I can give you instructions on how to implement a fix on your side which will screw up Navigator’s tooltips a little bit, but the class should function perfectly normally from then onwards.
Beastmaster
Dragon Mistress
Dredge
Dreamer
Human Duchess
Eternal
Falconer (legacy)
Female Crusader
Goblin Huntress
Gunwitch
Grove Tender
Hexer
Judicator
Keeper
Keg hunter
Lamia
Magician
Miscreant
Monk
Omen Seeker
Ringmaster
Rudiment
Runaway
Saw Hunter
Seraph (legacy)
Shinobi
Sisters
Snake charmer
stargazer
Tempest
Thorn
Thrall (legacy)
Wanderer
Warload
Musketeer Vanilla rework
Other Mods:
Reduced Crimson Curse
Faster Scouting
Stacking Gems icon
More subtle Crimson curse visual effects
Crimson Court Events Delay
The Banshee by Marvin Seo and Clair de Lune
Quirk Expansion Pack by Marvin Seo
Marvin Seo Mods: Shared Assets
Famstead+
Here Be Monsters: Full Release
levantine invasion
wildlander invasion
Vermintide Mod
Mimic Miniboss
The Ringmaster Bossfight
Hallowed Harvester
and a few background mods
Well, this class seemed too attractive to simply delete and move on. I tried new game with only Navigator on but the same thing happens.
There are also minor issue like sound and fx not showing up. Volatile does not work as I haven the sword glowing.
I clean deleted the mod and re installed it again but nothing changed.
As this is happening only to me, there must be something wrong with one of my mods or something else.
- Could you clarify what you mean by “does not change her pose at the start of battle”? does she still use her idle animation?
- There is a small degree of Lag on some Navigator attacks that I believe is an unavoidable by-product of the class’ mechanics, however it should not be persisting until their next turn.
- Navigator’s Volatile status can be determined by the colour of her sword, if it’s glowing purple then she is Volatile, if the sword is a flat blue then she is not Volatile.
- Navigator does not change his pose as starting a battle.
- As soon as his attack animation finishes its animation freezes and get stuck only himself until his next turn.
Is volatile effect visible? its effect doesn't seem to work when a battle starts.
there are about 50 class mods and other 20 mods enabled.
I use them front line taking Behead, Whirlwind, Broadside, Disrupt.
Sure I can pull, but that's 2 turns to get an enemy into position and would be better just keeping Volatile on Navigator and using Whirlwind, making the entire mechanic pointless.
Cool idea and art, just not sure how to use the effectively without relying on other hero synergy.
Is this happening in all fights? The way you can tell if the Navigator is Volatile is if her sword is glowing purple.
I don’t think there is room, as the Guild Description was already cut in half in order to give the player access to the details of regaining Volatile.
As for tips on how to play, I like to build the Navigator as either focusing on keeping Volatile (Whirlwind/Singularity/Broadside/Nullify) & pulling the backline into her cleave, or committing to transfer Volatile as much as possible (Behead/Broadside/Disrupt/Shooting Stars) & pairing Navigator with a dancer like Shieldbreaker who can move them between Ranks 2&3 so she can always target the Volatile monster.
I can confirm that the lag you’re describing is due to the checks needed for Volatile to work. It is unfortunate & I’ve done my best to mitigate them (for example they shouldn’t happen until you use Disrupt during combat) but sadly they’re needed for the class to function. I do understand if that’s a deal breaker though.
Class with the most beautiful design I've ever seen, but it's definitely unplayable due to its low damage and confusing skills. To become perfect, you would definitely need a buff in your damage and precision since your attacks barely hit, the character is highly dependent on your trinkets to become even remotely decent. As soon as I saw the mod, I fell in love with the appearance of the character's armor and the animation of his skills, but in practice their usefulness is annoying.
Hi there, I have translated this mod into Chinese. I put the link here since you didn't approve my friend request. plz check.
{LINK REMOVED}https://mega.nz/file/5idWiDgQ#OdH_rXdaBrN5dk909FGFN-4f02JRCLLCn8Acft2S5oI
I checked your localization with a third party & unfortunately it did not meet my standards so I will not be integrating it into the Mod.
Noted, thanks your help in trying to replicate it. I'll still keep a note incase anything comes up.
I can't replicate the ctd on any other of my saves.
It's a pretty old save file that's gone through a few changes to my modlist so don't worry about it too much.
I've tested Navigator with Exaelus' Arduous Edition active and couldn't repliate any crashes against Cultist Brawler. I'll keep investigating but if there's any other information you can share about when the crash happened (e.g. did you have any Trinkets equipped, any other mods active, or f the crash happens in other fights where Disrupt is used) it would be very helpful.
Seems like using another skill befor hand doesn't CTD.
Used Singularly then nullify no issue.
Thanks for bringing this to my attention, I’ll look into it. To get some more data:
Did you use Disrupt before Nullify?
Does using a different skill to Nullify still cause the crash?
I am using Exaelus's arduous mod so maybe there's an incompatibility?
Could you please remove the link in your post to the Google Doc.
I’ve had a look at it and you do not need to reupload the entire mod, just the string table would suffice.
If you complete the localisation let me know and with your permission, and confirmation of its accuracy I would like to incorporate it into the mod itself.
I am in Discord but my name is just oomnagent, no .'s
Navigator doesn’t have a Town Event due to concerns that they bloat the pool of available Events.
You can manually increase the chance Navigator can appear in the Stagecoach by doing the following:
[1] Locate the mod file in:
System > Steam > steamapps > workshop > content > 262060 > 3232729723
Heroes > Navigator > Navigator.info
I’d recommend using notepad
[2] At the bottom of the file there’ll be a line that starts:
generation: .is_generation_enabled true
[3] Change the following numbers
.number_of_cards_in_deck 6 .card_chance 1.0
Number of cards (6) affects how many Navigators will show up in the Stagecoach
Card chance (1.0) affects how likely Navigator will appear in the Stagecoach
[4] You must save the changed file before loading the campaign & having an ingame week pass for the change to take effect.
For you I’d recommend increasing the card chance to a very high figure (50+), getting however many Navigators you want, then reverting it.
Is there some way to get it though an event or elevate the chance to spawn in the stage coach?