Alternatively, create a copy of her basic attack projectile and increase it's range by like 2m and put that in her basic attack projectile slot.So far, anytime I tried to change an entry in a monster's or mastery Skill Tree, it broke that skill (that's why Rune's Energy Shield is buggy for enemies at the moment, I gave them a clone of the vanilla version to use, but they didn't). Not that I couldn't just make those changes to the default attack, of course, but I wondered if you know of any solution to that problem.
just curious.. does your plan lock the builds to single class only or does it still include the option to dual class? because it sounds interesting to see a character with very little points on actual skills, but have 128 pts on mastery skills :))
-Change Atlantis xpack to make the level cap ~64 and have that as a single-class.
just curious.. does your plan lock the builds to single class only or does it still include the option to dual class? because it sounds interesting to see a character with very little points on actual skills, but have 128 pts on mastery skills :))
-Change Atlantis xpack to make the level cap ~64 and have that as a single-class.
don't know how that would fare but it's interesting, right?
Nymph:The projectile effect has a projectileDistance value, in case of the Nymph it is 19m. Is it the exact range of the skill or does the "projectileHit/MissTimeToLive" lines play any further role ?
Change the distance profile in her basic attack to "Long" from "Maximum". This will prompt her to get close enough to targets that her arrows don't despawn before they hit. Alternatively, create a copy of her basic attack projectile and increase it's range by like 2m and put that in her basic attack projectile slot.
I would like to see Herbal Remedy without a duration. it's annoying to have to recast it every 10 minutes, and even more often since i run the game on fast.I see where you coming from, I don't like frequent recasts either. I see two options:
Hi,Sure can, I've even written a guide on how to combine mods here: https://steamcommunity.com/sharedfiles/filedetails/?id=1746931699
Love this mod just wondering if it can be combined with an Xmax to make the game more challenging?
Also is there a chance to increase the area of effect of the ice shard projectile?
Here's an idea, you could use the questrewardskilltree in xpack2 to grant monster skills to the player. Then use the quest editor to give skill points to that skill just the resistance rewards.There are also :
b) a radically different skill (I call it Wither as a working title) that makes enemies waste away by giving them (lots of) negative health regeneration?.
Interesting. Is there a template for that?
Vision of Death: what exactly do you mean with "non-target"? Apart from that, I think fear is okay to get enemies out of your hair for a while, and those that resist get debuffed. More of a croud disperser.
Monster Skill: I've already exchanged some skills for monster versions (Thunderball and Freezing Blast, I think), the rest seems more or less fine in my opinion. I don't know if the Fury's wave is visually different from DW, but the other two would be redundant with the new Atlantis skills, Meteor Shower (which I already changed to a much cooler version, if I dare say so myself) and Soul Vortex, which looks pretty nice and also drains (leeches) health and energy.
I dream of an extra mastery that can use some of the nicer monster and boss skills ;D
Speaking of Ragnarok, does your other mod "LootPlus" work with it? or Atlantis is required for that? I haven't tried your "2 mods combined" version yet, because only Vanilla Overhaul seemed to be created with 1.57 Ragnarok in mind.. Again, please correct me if I got this wrong..
if you increase max long range value to 19m...
-Ternion: Projectile Spread reduced, now also works with Bows (because why not)Bone Charmer / Warlock time :D
-Ternion: Projectile Spread reduced, now also works with Bows (because why not)don't want to appear like a party pooper but doesn't that sound too OP?
@botebote77i already tested this.. doesn't matter if you add 20 or 30 more stat points on int.. the added energy regen is very minimal.. but if you add say flat 5 energy regen, on top of all the %energy regen from mage items, you'll notice the difference
Int provides 1 flat energy regen per 100 points
but between modding and testing, I barely have time to play myself right now ;Dlife :D
How would you feel if I used your mod as a base for mine? I’d give full credit where it is due, but I wanted to expand and move around some things, specifically get rid of ultimate levels and give the ability for people to play single class.No problem, as long as you give credit you can do as you like :)
You are my hero...That one is on Bumbleguppy, I probably wouldn't have thought of that on my own. ;)
but as long as they're still actively patching the game, I don't wanna get to work on something that could be obsolete a few days later.
How would you feel if I used your mod as a base for mine? I’d give full credit where it is due, but I wanted to expand and move around some things, specifically get rid of ultimate levels and give the ability for people to play single class.
did you ever finish this mod? i somehow remember you saying it wasnt finished,I finished it six weeks ago, but apparently I only updated the OP. But it's done.
Pet Attack is a control key that unlocks when you have a pet or so, instead of using your keyboard to command pets to attack, that "Pet Attack" is just right click to attack any foeOkay thanks, but where does the skill originate from? I've searched the mastery skill tree files and pet skill files but couldn't find any references, though it seems to get overwritten by my mod files.
It was added on last major patch
Hello Lavendarjosh, good that you could solve the problem with the mod.
With this mod, all classes get improvements in their skills, it's great !!
Thanks and continue with you excellent work.
:)