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as for suggestion, how about using enemy abilities or making them available for other hero?
for example Warp(teleport to interfuse object) and Torceline (Additional armor for each interfusion) from thrixi abilities
or Prophet's Fury (gains +1 damage and +1 armor each turn for three turns) from deepist
Ill look into it when I have time (and hopefully I dont forget lol)
Life got busy and I also kind of lost interested in this game but anyways
Added Earth Pact as an 2nd upgrade to raise earth (mimic of pact of the deep from muckmom)
Ill go through each of the factions and add one ability from each faction every now and then
As per abilities, I have some ideas:
1) abilities for Mystics to create some objects on a chosen tile with rubbles in the combat map, pretty much similar as arches creates trees and ignite create flames. For example an ability like Cementify to create/conjure Rocks that counts as for Stone and Statue starting from rubbles (prob the cementify+ wont need rubble on a tile to do it), or Fabricate ability to conjure Mechanism object in a tile where there is rubbles (again, the Fabricate+ can do it without any rubble on the tile and adds extra effects for more interfusions like Tools and Textiles). Last one an ability to create some small buckets of water or small water ponds on tiles, to use scalding rain interfusion more often, and the +ability should be able to solidify it in Ice
2) ability for Hunters to use one more time in combat any consumable objects like throwing knives or axes. This ability+ should give an extra use more of those objects in combat and to abilities like jumpjaw or flashcone, that relies on fabricating objects or traps
3) generic abilities that increase Accuracy or Speed or Potency of the character, it would make more builds doable. Maybe the increment would be in percentage, like Healthiness gives extra health in percentage.
Thanks for attention
Due to the limitation of the system, I was not able to passively increase the accuracy or potency or etc by percentages due to limitation of the game, as much as I would like to...
Though for potency and bonus damage, there are already existing skills that increases those stats based on your existing stunt chance or accuracy or ward as a buff
I did added a speed version of Healthiness that gives bonus speed in percentage however, and perhaps I will look into a skill that can convert speed into either action points or bonus damage...
Ill work on the other two with hunter and mystics later today
Given that we have a new skill that increases speed, perhaps there could be a ninpo series that scales with speed (with defining traits of limited usage) for hunters and another skill to increase their usage limit
I still havent completely fulfilled the last person's request for the skills he named
I just finished my recent video so maybe ill add one or two ninpo skills this week
Lmk how the new skills goes and Ill try to accommodate to the best of my ability
I also ran into some mod update issue today. I actually have another skill called blink for hunters but I don't think I can update the mod until the issue is resolved. Rn I am waiting for devs to respond to my questions.
Let me know if you find the new class to be under powered, which is a concern 4 me