Wildermyth

Wildermyth

Expanded Items: Weapons
Smoker  [developer] 23 Jun, 2021 @ 1:55pm
BUGS AND ERRORS
Please leave your bugs report or misspells here so none get buried and i can fix them all.
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Showing 1-15 of 51 comments
y1mbo 24 Jun, 2021 @ 8:51pm 
Hey man love the mod but things are miscategorized - usually the wands don't give any potency or anything like that. The staffs and such are the same. This happens with martial weapons as well.
Smoker  [developer] 25 Jun, 2021 @ 1:47am 
Categories are reorganized to leave space for the new weapons, i can not add new categories i have to use categories already in game.
You only should see "wrong" categories if you use devMode or with some artifacts if you dont use Expanded Artifacts. Names of categories are changed, you will see "Balanced" or "Specialist", etc.

Wands and Staff have lost all potency bonus, instead they have stunt chance, speed and block/accuracy. Maces, 2 handed maces, flails and 2 hand flails give potency bonus.
Deso 26 Jun, 2021 @ 11:49am 
Light Spear + Dual Wield Crossbow doesn't grant the crossbow attack.
Smoker  [developer] 26 Jun, 2021 @ 12:18pm 
Ok i recently made some changes to avoid dualwield weapons be used in free attacks, let me check it, thanks a lot man.
Smoker  [developer] 26 Jun, 2021 @ 4:26pm 
I check crossbow attacks and they seem fine, i will test further, sorry about it man. Also if you want to send me logs, im happy to receive them, every log of a player is a chance to detect issues.
Smoker  [developer] 27 Jun, 2021 @ 2:11am 
Fixed Deso, sorry about that.
MetaK 27 Jun, 2021 @ 9:03am 
Slam and Sweep slam from the minotaur axe are not working.... u can select the atack, over the enemy it appears as 0 damage, when u click the enemy it does nothing, just gray out u can cancel it and reselect it.
So the character cannot directly atack, but it can guard and atack if they move.
Smoker  [developer] 27 Jun, 2021 @ 9:17am 
Thx for the report, looking into it. And sorry. Expanded Artifacts add lots of new skills to artifact weapons to make them unique, and with 1.0 and upgrades i had to redo lots of skills. I tested everything but sometimes i miss something. Minotaur Axe has been problematic from the start, i will solve it once and forever this night.
Master Basher 27 Jun, 2021 @ 10:55am 
Heya Smoker. Can't help but in concept; *love* the mods you upload. But there's one tiny thing this mod (and for awhile, the armor mod as well) had. And that's how in categorisation, weapons typically ended up in a different worded category instead. (Either "Light", or "Tactical"). This is an issue I think expands/adds on what J1mbo was experiencing, with description glitches.

By the by, may have had some of the worst of that with armour. But I think since then, any technical glitches had are fixed.
Smoker  [developer] 28 Jun, 2021 @ 9:39am 
MetaK Minotaurs Axe is working for me, you need Expanded Weapons for Expanded Artifacts to work properly.

Master Basher if you dont use Expanded Artifacts, artifacts will have a "wrong" category, but its only text/category issue.
MetaK 28 Jun, 2021 @ 2:33pm 
I will test it, maybe i have an old version of the mod.

Will tell u if I discover what is making my axe dont work
DizzyPW 8 Jul, 2021 @ 12:31pm 
Love your expanded mods. Been trying out the expanded weapons,armor,artifacts,spirit combo and enjoying the diversity it brings to builds and gameplay.

Ran into a strange issue with the modded bows though. I found a longbow as a reward and gave it to one of my warriors as a secondary weapon. When he swaps to it, he can't fire it.

Then I crafted the tier 2 crossbow for my archer. She landed a stunt during a mission and suddenly couldn't fire it again either. Something weird seems to be happening with the modded bows that's blocking the range check to let them fire I think.

Let me know if you need any further info. I was surprised not to see anyone else mention this so I'm wondering if it's a relatively new problem.
Last edited by DizzyPW; 8 Jul, 2021 @ 12:32pm
Smoker  [developer] 8 Jul, 2021 @ 12:42pm 
You can not fire them in the same turn or forever?
DizzyPW 12 Jul, 2021 @ 10:28pm 
One was forever (the longbow assigned to the warrior). The other seemed to trigger randomly and then would persist until the end of combat (the crossbow assigned to a ranger).

I'm about to start a new campaign, so I'll give it a try and see if something crazy happened in the install.
Smoker  [developer] 12 Jul, 2021 @ 10:52pm 
Ei sorry i didnt think about this anymore, i will do some test now. The longbows and 2 hand crossbows are powerful long range weapons but firing them cost 2 actions, you know that dont you?
You need to combine them with free movement skills or ambush per example to take maximum advantage of this weapons. Or a skill that lets you change weapons for free, there is 4 of them.
Last edited by Smoker; 12 Jul, 2021 @ 10:55pm
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