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Rapporter et oversættelsesproblem
I think this might be doable, the ones you mentioned from the store were indeed incredibly disappointing. I will poke around a bit and see what ways we have to run random logic inside weapons since the system is a bit special with how combos are set up
Stats are definitely something we can access, in fact the Elemental Protection spell uses those to boost the insulation for cold and heat for its duration for instance
I will definitely consider adding some spells or similar for these, besides plain +- of the primary stats the same ones you find on items should be available too
suggestion: spell to increace swimming speed (like effect from "Voidforged Vagabond" armor set).
~~Edit: I figured out the Stamina ;) ~~Also, I'm trying to figure out how to alter the stamina corruption penalty- I like the idea of lessening it a tad, but not eliminating it.. but I can't figure out which direction, what numbers, to try.
That is definitely something I could check out if would work well :)
To set a lower penalty for stamina, set a number between 0 and 1.
For instance if you set 0.75 it means at max corruption you will have lost 25% of your max stamina. If you set 0.5 it will make it 50% of max stamina at max corruption.
For the knowledge you mean the spells you can bind directly? Then you just need to not have the feat really if you don't want them to show up :)
Besides that you can always use the old way of selecting spell runes manually on the rock, that will not be removed of course :)
Thank you! I meant for the server in its entirety, disabling the new spells/equipment but keeping the ability to alter spells etc.
1: Fire / Ice / Lightning / Poison projectiles - Would act somewhat like orbs but at the cost of reagents rather than orb crafting. Also it's high on my wish list for something like concussion bombs that would KO at range (can you tell I'm big on thrall hunting? :P).
2: Fire / Ice / Lightning / Poison burst - Similar in effect to above, but as an AoE centered on the caster. Same wish for a concussion version of this...
3: Life Drain - AoE that drains HP from enemies in the affected area and gives it to either you alone, or you + allies. Would need some balancing like only being able to drain the amount you're actually missing or else it would just be super op.
4: Heal Allies - Something like a more effective healing arrow that comes at the cost of reagents rather than arrows.
5: Progressive spell strength system - The sorcery grind is actually pretty fun IMO as it pushes you to explore the world and go places that you might not otherwise need / want to go. The problem is after Transport Stones, it just stops. Would be interesting if you could keep going for added "levels" of certain spells that could increase their strength. For example, Mass Cull I would be vanilla, then at some point past Transport Stones you could earn Mass Cull II which would have increased range and / or multiplier. It would all be configurable of course, but would provide a more progression based approach to getting stronger spells while also offering additional content.
So like I said, I'm not sure how much of this would be interesting to anyone else, or even feasible, but I thought I'd throw them out there still.
Ah okay, in the sense of new spells you can disable autolearning to make nobody get them, since the only way outside of that is admin spawned items (the spell scrolls).
For feats those are added by data tables, so sadly they are not so config friendly (we can't modify these tables at runtime).
What you can do however is having a custom server mod that adjusts and removes feats you don't want in general for your players.
An example tutorial for that was made by Testerle before:
https://testerle.net/tutorial-simple-feat-blocker/
Also the game now has a built in feature too, that you could test in the server settings by adding:
FeatsBlacklist=(“XXXXX”, “XXXX”, “XXXXX”)
Where xxx are ids of feats you want to block. So if you simply block this mod's feats that should work.
The setting should go in the ServerSettings.ini file