Wildermyth

Wildermyth

XXXII abilities/skills
Anonymous  [developer] 20 Sep, 2022 @ 12:25am
Bug Report
Please let me know if anyone encountered a bug, description error, or just ability simply being too overpowered or underwhelming.
I will look into it.
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Showing 1-7 of 7 comments
Boyinthebackseat 17 Oct, 2022 @ 3:07pm 
Hi! first of all, i'm overall enjoying this mod, some really interesting abilities

that said, i think theres a bug with two hunter abilities, Hunter Preparation and Hunter Keen Precision.
first round of an encounter the ability will be a swift action, but (even without using it) after the first round all the swift actions made by that character become simple actions, even opening doors D:

also, dusk and storm look pretty cool but the "wither" effect (FIVE turns?) and the life point cost is just too much to be worth it sadly :c
Anonymous  [developer] 22 Oct, 2022 @ 12:43am 
@Boyinthebackseat my intention with the wither effect is to place more emphasis on the dispell abilities. I noticed that in the og game dispell is rather irrelevent and never taken.

In addition, dusk and storm and all the mage spell added by this mod intended require a build. I managed to make it so that it can synergize with other abilities in the mage tree, which the synergy can be found in the ability list in one of the threads I created. Health cost also places more emphasis on support units as the damage can be taken through shield instead of hp

I will look into how I can add that into in game description to make things more clear, and perhaps nerf the wither and hp cost effect a bit regardless

In regards to the swift action issue, can you elaborate on that?

Originally posted by Boyinthebackseat:
Hi! first of all, i'm overall enjoying this mod, some really interesting abilities

that said, i think theres a bug with two hunter abilities, Hunter Preparation and Hunter Keen Precision.
first round of an encounter the ability will be a swift action, but (even without using it) after the first round all the swift actions made by that character become simple actions, even opening doors D:

also, dusk and storm look pretty cool but the "wither" effect (FIVE turns?) and the life point cost is just too much to be worth it sadly :c
Last edited by Anonymous; 22 Oct, 2022 @ 1:02am
Anonymous  [developer] 22 Oct, 2022 @ 1:46am 
I buffed Dusk and Storm by reducing the health cost:
Dusk hp cost: 1/2 -> 1/3
Storm hp cost: 2/3 -> 1/2

I also nerfed wither:
It now reduces 0.8 spd, 0.5 def, 0.5 warding, 0.5 potency, 15 block, 15 dodge instead of 1 spd 1 def 1 ward 1 potency 25 block & dodge

I also added synergy descriptions onto the abilities as well as when you pick the upgrades for the abilities

Elaborate more on the swift action issue.. Did you mean by that swift action became free after the first turn?

Thanks and sorry for the late response. For faster response feel free to add me on discord and msg me there.

Originally posted by Boyinthebackseat:
Hi! first of all, i'm overall enjoying this mod, some really interesting abilities

that said, i think theres a bug with two hunter abilities, Hunter Preparation and Hunter Keen Precision.
first round of an encounter the ability will be a swift action, but (even without using it) after the first round all the swift actions made by that character become simple actions, even opening doors D:

also, dusk and storm look pretty cool but the "wither" effect (FIVE turns?) and the life point cost is just too much to be worth it sadly :c
Anonymous  [developer] 22 Oct, 2022 @ 1:50am 
I used a previous save to look at this issue with preparation and keen
I had no issues with it turning from a swift into a free action at turn 2
It remains as a swift action and I used it, which costed me a swift action as it should.
Perhaps it could be an unintented interaction with another mod? I do know that another ability mod offers adrenaline which makes all swift actions free.

Sad that I cant post pictures here or I will post the screenshots.
Again, feel free to msg me on discord with screenshots on the issue so I can look into it.
Sincra 22 May, 2024 @ 1:46pm 
The regions for Vanguard and Sentinel share the same ID.
Swapping vanguardRegion to vanguardModRegion in the vanguardRegion outcome segment resolves this!
This is not noted as intended in the description for mutual exclusivity, but I could see the argument being made for it.

Edit: Forgot to add, this shared ID means that Sentinel does not function while Vanguard is in the skills.
Last edited by Sincra; 22 May, 2024 @ 1:47pm
Anonymous  [developer] 22 May, 2024 @ 2:05pm 
Got it, thanks for uncovering it, I will fix it today
Anonymous  [developer] 22 May, 2024 @ 2:35pm 
should be fixed now
Thanks!
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