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- Radiant Beam II DOT reapplies on players after respawning.
-Sounds made by abilities don't fade with distance, so any ability used by other players will sound like you casted it even if the player that used it is far away (but within draw distance).
-Mender's Overheal buff ability (perhaps other buffs as well?) interferes with a player's vision (essentially blocks sight) when the player's character is short in stature.
Thanks for the fixes. :)
For the other buff, if you spot any, let me know. I'll correct Overheal as soon as I can; I've already had to adjust a few VFX to correct that type of issue.
Rank one spell items (leather ones) can be dyed, while the rank two items (metal) can't. Low priority bug, I'm sure.
Fixed, since abilities no longer use glove/boot slots.
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Controller_WeaponTorch_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Controller_Parachute_Plus_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Controller_GrapplingHookPlus_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Mage_Targe_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Warrior_Targe_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Hunter_RocketArrowHomingMissile_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Hunter_ArrowFlame_Frost_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
1) Class change is allowed after every death.
2) Class remains locked after every death.
Which is intended? I don't see a toggle and the FAQ seems to indicate #2 is. I actually liked the class-change available on death mechanic and hope that's something that if isn't intended can be enabled.
Thanks,
MAP: Ragnarok
Mod Loadout: Primal Fear, Primal Fear SE Expansion, Primal Fear Boss Expansion, ARK Eternal, HG Stacking Mod, Party of Six, Dino Tracker, Structures Plus, Utilities Plus, and Upgrade Station (testing whether upgrading the abilities resulted in higher damage)
Regarding your original desire, there are class change tokens included as an admin-spawnable item, but the mod's design is there to imitate RPGs, where you make a build decision at the beginning of the game that carries on throughout the game. I'd like to facilitate people working together rather than being able to do everything as well as everyone else.
Also, upgrading the ability items (or any wands) will not affect damage. The only thing magic damage scales with is your melee damage stat, provided that server option is enabled.
[PO6Settings]
DamageMult=5.0
MeleeMult=true
Loot1Floor=94
Loot2Floor=96
Loot3Floor=98
LootCeiling=99
KillHealthFloor=10000