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Steam\steamapps\workshop\content\262060\929143354\heroes\occultist
go there and open the file occultist.info.darkest in notepad and just search for the skill name Hands from the Abyss and make the level 0 version of the skill look like so.
combat_skill: .id "hands_from_abyss" .level 0 .type "ranged" .atk 80% .dmg -50% .crit 5% .launch 123 .target ~1234 .is_crit_valid True .effect "Eldritch Killer 1" "UcdOccAbyssCurse 1" .effect "Abyssal Stun 1" "UcdDarkness 1"
As you can see, you are just adding .effect "Abyssal Stun 1" to it.
For each level of the skill you will do this and just increase the 1 to a 2 and so on... with the level 4 version of the skill being a .effect "Abyssal Stun 5"
As for tweaking the dark value, just search for UcdDarkness and change the value to a 1
so for example.... "UcdDarkness 1" this will cause the skill to lower the torch light -5 for example
You know many of the best trinkets... "Demon's Cauldron" has +30% stun skill chance and the Crimson Court DLC trinket "Vial of Sand" has +20% stun skill chance.
Not the mention many other trinkets with % stun chance!
I honestly feel your mod for the Occultist has made the class worse and I'm sorry to say this, but come on you pretty much ruined the class and the only reason to even use your Occultist mod in my opinion is if you wanted to dark runs.
I hope you reconsider what you have done and take another look at the Occultist and fix it please.
Thank you for your mods and I do apologize in advance if my comment offends you... it is not my attention and I just do not understand how you could overlook this and regulate the Occultist to only being useful for dark runs. :(
If it doesn't work try to unsubscribe, restart steam, and then subscribe again.
If you have an in-game issue after you've done that, leave a comment.
I did not add the new abilties and stats changes from the DLC (except for the new buff you get when you crit) and I do not plan to add them anytime soon. If you want to make these changes feel free to use the files from this mod and upload your version (just put my nickname somewhere). I can also update this mod with your modifications, your work will of course be credited.
Now using the occultist really feels like you're doing something forbidden and the torch reduction in general is a really coll idea.
My only complain is that i find kind of unfair that the knife attack ALSO reduces the torch, it makes little sense and this way the occlutist only has 1 strong attack that doesn't reduce the torch level.
Overall, great mod
for this one a little bit ;)
That makes the unchained Occultist a very risky hero to take on long dungeon runs. He excels however at fights that take place in the dark anyways (Shambler, night time abushes including the Shieldbreaker events).
although I gotta say, "Hands from the Abyss" from Occultist is too strong.
I guess the torch -50 is supposed to counter its effectiveness, but it's still too strong for a 4 man hit. It simply deals too much dmg.
Oh and I noticed something else, but im not sure if i remember correctly.
Occultists Cauldron (trinket) is increasing the stun chance for occultist, but he doesnt have a stun anymore, making it a wasted trinket.
Maybe you could check over the class restricted trinkets,
to make sure they still fit their respective class?
Just my two coins, keep up the good work.
Cheers!
ps:sorry my english is not good .....
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=956442801
All the others unchained are really good, i love em good work man!
One thing I'd suggest is to also make him an 'unholy' class that religious party members will refuse to serve with. It would make sense from a lore perspective and it would solve the workaround where you take a Vestal and an Occultist to mitigate the torchlight damage.