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The problem mostly comes from the fact that the effects editor never displays how bright the lights are, so I don't even realize it's that bright until I find an item in game.
I've toned down the Vibrant Spark, it may need to be toned down more.
I will go through the effects and reduce particles. If would be helpful if people could tell me which ones are especially taxing.
Avalanche: chance for doublestrike earth projectiles. Very nice too, when it works. It's like a crit at 200%. 9/10
QuickStep Boots: small chance to gain 1 AP. A bit underwhelming since some items always provide 1 AP. 8/10
Royal Leggings No idea what resilient is or does, but the stats of the armor is enough to convince me to give it a try. 8/10
Mage Hunter's Armor The null magic enchantment has a small chance to work, but again the statuses are nice! 9/10
Luxurious Belt Having an extra turn of a good status is mildly useful. Gonna wear until I find something better (it doesn't wet my appetite). 6/10
Boots of the Blessed Blessing the location I'm jumping to is often not a good idea. Most jumps out there do something nasty to the place you're jumping to because that's how it's most often used. But the immunities are ok. 6/10
Acolyte's Ring A reduction to the cooldowns are welcomed but not a game-changing feature. The stats are average. Overall a good item. 7/10
Mage's Battle Plate Mages using warfare skills, with a chance to give fortify based on intelligence (and it's a tiny chance). Garbage. 3/10
Trapezist's Pants Good chance to neutralize the bad effects of adrenaline rush. THats an awesome idea! 10/10
Deep Woods Helmet Nice stats and a nice special, too bad the chance of it working/being meaningful is vastly diminished, otherwise a great helmet for an archer. Any chance that it works for musketeers too? 8/10
Royal leggings's effect is described in the item description at the bottom of the tooltip.
Deep Woods Helmet is seriously OP with massive increases to damage when shooting at max range. Honestly, using it more than doubles my lvl 16 lone wolf's damage between being at point blank or 20m or so in addition to giving crit chance and range. Also, it does work with musketeer.
@Blank/VibrantSpark
It would be nice to have more physical damage oriented gear like the raider or bloodstone set since the vast majority of weapons are at least partially elemental and most of the other equipment effects are related to support or elemental damage.
Another thing that would be nice is having more gear for tank characters outside of shields since these are pretty much the only ones with effects related to receiving damage.
I agree Deep Woods Helmet is definitely plenty powerful, if not too powerful.
Mira I have kind of held off on making too many physical weapon effects because I think if I made one similar to the existing ones there would not really be a reason to use anything else. I have been changing how the damage for the on hit effects work so that it's a percentage of the hit that spawned it. Which means they can actually do decent damage now without you needing a bunch of points pyro/aero etc. But I do still agree with you, there is a disproportionate amount of gear with elemental effects.
I would have to agree with you again in regards to tank gear. There are definitely a few that aren't shields, some are kind of lousy but some are good. Iridescent Gem is ridiculously powerful to the point that I'm going to be nerfing it next update, but even then it will still be good. But there aren't that many and I will see if I can think of some more.
I appreciate the feedback. At this point the I'm happy with the number of items in the mod and I mostly just want to fill in the gaps so that there are items for most builds/playstyles, so your comment was very helpful.
@WildWolf
I had originally planned to do something similar with the deepwoods helmet, but I decided it did not need anymore than it had. It was just be a 0 AP that did trivial damage that was basically going to be for pinging everything to reveal stealth. I already made the effect and the skill so I'll probably make that into an item at some point.
LSLibCompiler can be placed externally in some folder on your computer for the divinity vscode extension - It doesn't need to be included in your mod's folder, as the extension will use the path to LSLibCompiler that you set in the extension settings.
You have some other extra files being included as well here:
These files can also be deleted before publishing, as the game uses your RawFiles, and not the compile osi stuff (unless it's an adventure mod):
With that stuff deleted the total pak size is about 87 MB.
For vscode, I suggest making a "workspace", then adding your mod's folders to that workspace (File -> Add Folder to WorkSpace). This will help to keep the .vscode folder and things like that out of your mod's folders.
I also have a program here you can use to junction your mod's folders to a separate project folder, which can be used in vscode instead. This helps for setting up a source control program like git with your mod, but it's also just nice for backing things up, and creating local vscode settings for your mod without including them in the actual publish.
SourceControlGenerator[github.com]
Thanks for the tips. I don't have a coding background and don't really know what i am doing when it comes to VSCode
Yeah the arena of the one fight against the gods can be impossible . I will see if I can find a way to stop them from getting item effects.