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For future modders the designation is "Physical Mutation" for energy expenditures / combat properties and "Physical Mutations" for cooldown and ability cast handling.
Midterms are over, I'll try and post the reworked "Apex" patch ive had on the backburner in the next few days.
When classes calm down I'll run some tests on CDR and get it fixed, thanks for the report.
2. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3114272414
The reason you are seeing the chance be fixed at 40% rather than increasing with additional bonuses is due to the way the game hardcodes natural weapon attack chances, essentially I must claim the final say on natural weapon melee attack chance, or the base mutation does (setting the attack chance to 20% regardless of all other effects). There is currently no way to allow more effects to affect melee weapon strike chance without rewriting the entire natural weapon system. That said I am much more experienced than I as when I released this mod so I could do so given enough time and effort.
I can take a look at increasing compatibility with other mods, would you mind sharing the mod the talons are from?
Oh and I'm using the Helping Hands back attachment which definitely works.
I am working on the mutagen / cognatogen ability from pathfinder 1e to swap it out with once I figure out how to make temporary int penalties not annoying / broken.
Thank you for the kind words! I strive to make interesting character build options so I am glad to hear I succeeded.
I'll miss the absurd stats for sure but the crazy thing is, I don't think you nerfed it hard enough. Strength feels about right (+12 for my current state), but I'm getting around 24ish agility and 29 toughness which just seems crazy. Strength scaling has an inherent cap based on your own character level and rapid advancement RNG which keeps it in check, but for agility and toughness there's not really anything stopping it from scaling way beyond reasonable means with chimera.
Overall though, great mod. A lot of the skills in qud are kinda boring and this one is definitely interesting.
at XRL.IEventSource.XRL.IEventHandler.HandleEvent (XRL.World.AwardingXPEvent E) [0x00000] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.World.AwardingXPEvent.Check (XRL.World.IXPEvent ParentEvent, XRL.IEventSource Source) [0x0001f] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.World.Parts.Experience.HandleEvent (XRL.World.AwardXPEvent E) [0x00019] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.World.Parts.Skill.PrestigeMetamorph_RapidMetabolism.HandleEvent (XRL.World.AwardingXPEvent E) [0x00000] in c:\program files (x86)\steam\steamapps\workshop\content\333640\3253089670\prestigemetamorph_rapidmetabolism.cs:44
at XRL.World.AwardingXPEvent.Dispatch (XRL.IEventHandler Handler) [0x0000b] in <cc351179a6324d1dae172c1d1103f82f>:0
at XRL.World.GameObject.HandleEventInner (XRL.World.MinEvent E) [0x0007d] in <cc351179a6324d1dae172c1d1103f82f>:0
I think I overestimated the opportunity cost of "potential" based skills compared to immediate power granted by most other skills when I was first designing the mod. I play on classic, but even in those circumstances a player can simply grind a bit to overcome the challenge of being a level behind on power.
Thanks for the report on the library issues, I will take a look at what may be causing that. At first glance there is no visible reason this would occur as I never override XP related events, I just piggyback onto them to add points after the player gets the XP/Level.
Not balance related, but it seems that taking Rapid Metabolism stops you from gaining XP by turning books into the librarian. I just tested this on a fresh save where this was the only enabled mod and I was able to receive xp just fine at first, once I took RM I got the xp dialogue but didn't get the xp.
I am currently considering allowing True Kin to take the skill, and if they do so, cause them to mutate similar to what occurs when they get struck by a gamma moth.
I am planning on a downside somewhere between mutagen from pathfinder (mutation warrior is my favorite class) and Corprus from Morrowind. There are some strange consequences to permanent or semi-permanent intelligence penalties that I am still coding a workaround for.
I like the idea of swapping between mental and physical modes. I cannot use that yet as it is outside the scope of this mod, but I will be adding an esper tree sometime soon, and can merge them then.
My first thought is 'toggled skill, reduce mental by 1/3 the bonus to physical' but on second thought perhaps it could also be two different toggles with 'physical apex' and 'mental apex' with the bonuses and penalties swapped and the mental version scaling off mental mutations instead of physical.
I'm drawing on the pathfinder idea of Mutagens here, which is an alchemist ability where you drink a tonic and get a big boost to a physical score at a penalty to a mental score. You can level the mutagen ability up as you gain alchemist levels such that it targets multiple scores, or flips to mental boost and physical penalty. I always found that very flexible and enjoyable with minimum micro