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Though, I'm working on loot a lot in this mod, so in the future you won't need to load the mod as many times to get what you want.
outra pergunta esse mod nemesis, eu tenho que matar o chefe e ir pro menu e entrar no game de novo?
Please read here for info on how it works: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3421932842/599658915298492117/
Report anomalies if you find them
Hey. I think it would be a lot less misleading if you just posted which features are finished instead of advertising this grand concept and expecting users to figure out which 20% of it is actually in the mod. Put your finished features in the description in the most obvious and least confusing way possible, transparency comes first, it is of a higher priority than selling your vision to people or trying to appeal. This is the Steam Workshop, not a presidential election. It was the same issue with your bug fixes mod in the beginning where people thought it did more than it actually did, and at the same time it had changes that were undocumented which didn't qualify as bug fixes.
I understand if you're a bit allergic to changelogs, they're tedious and I hate them too but they're necessary for more reasons than one. It amounts to false advertising for the users atm, you don't actually want that do you? Do you really want subscribers and favorites and steam awards from people who misread your description or just liked the advertisement? You seemed proud on Discord that the mod that you've named after your own username reached 1000 subs while misleading users, don't you see that's a bit "yikes"?
I've seen people who got their identity tangled up in their mods many times in the modding 'industry', it's a tale as old as time. Let an old dog give you some friendly advice: Do not let your happiness and your pride and ego depend on your mods, it never ends well. Keep it at arm's length, it will be much better for your health, and you won't become too sensitive. Even if your mod does exceptionally well, you don't want your soul to live off this junk food, your soul deserves something more filling that can only come from within yourself.
Peace friend <3
If you would like to know a certain thing, make a thread in discussions and you can ask specific things there, and I'll answer you as it's much more convenient to gather one or few pieces of information.
In future I will write up a "page" for each feature, that goes into more detail and try request my mod's database onto bytesquire.github.io's Titan Quest Calculator, that way you can see my classes skill trees and plan builds - you'll be able to see mastery changes there if you contrast to vanilla.
I also noticed that trash mobs seem to be a little stronger now. Probably (among other things) because they do not longer wield broken weapons. I like it. Makes combat in normal difficulty a little more interesting, I think.
Keep it up!
Dual Wield is now global
You won't be able to perform an attack with both weapons at the same time, like the "Dual Wield" skill lets you though, you will just alternate between left and right at a 50% chance. In some cases, that might lower your damage, So it's up to you. But if you have the choice of equipping a offhand weapon for the "stats". DW skills are still needed to proc those attacks, so if you want to specialise in those, nothing really changes.
I might have found a bug though: Even though I have not put any points into Dual Wield (Warfare), I am able to hold dual-wield weapons.
One question: Will it be possible to play the mod with the Anniversary Edition but without DLCs? Even though I own Ragnarok + Atlantis I actually disabled them, because I dislike the path finding in the new chapters with a passion. Of course I would understand if all DLCs needed to be enabled if you chose to balance your changes around the "complete" game.
Thanks in advance.
I can't launch the mod on Steam Deck, but it works perfectly fine on my computer.
On the Deck, I launch the mod, then the Main Quest. When it loads, the game crashes.
If I ever finish the mod, I will consider making a "hard mod" version ,which replaces your game files so the mod is always active without needing to launch it