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To figure out which spell is currently bound to a specific Spell Resonator you can look at the resonator name or tooltip, current spell will be shown there.
In version 0.8.3.2 i added ability for spells to consume anything they need from ammo bag, not just spell reagents.
I am not gonna make all of the spells auto reusable. Some of them consume player health on use, and can easily kill player with auto reuse. Some shoot explosives or spawn lava or just limited for balance reasons. If there are any specific spells that you think should be auto reusable then you can write which one and why you think it should be auto reusable.
@4k1n0m using that book doesn’t actually open the guide book, just allows you to do it. The controls for that can be found in the controls section of your config menu. Default is shift+x. If that doesn’t work check your config options; seems like sometimes tmodloader doesn’t properly set up default controls for mods so you may have to just set it up yourself.
All items in reagent void are displayed grouped by item type in the guidebook. So, if you had two stacks of mirrors in the void with 30 and 4 items. In the guidebook they will be displayed as 34, but they will still take 2 item slots, cause max stack count is 30. This is not a bug, but just an unituitive behavior of the spell. In new version i added ability to toggle on and off item grouping by type. That way it is possible to see individual stacks in void storage. Click "Items are not grouped" or "Items are grouped by type" on void storage page to toggle type grouping.
Reagent void not merging two partial stacks was caused by a bug. Due to this bug the spell would only merge items if the void storage still had any free slots. Fixed in version 0.8.2.9.
Heart Thrower not consuming any mana is a bug. Also fixed in latest version.
Pop argument for reagent void is also should be separated with a colon (:). For example "Reagent void: pop", also without quotes.
Eternal modifier does not increase the spell level requirement. You cannot use this modifier at all before reaching level 4. You only will be able to use it once you reach level 4. This modifier, however, does increase the reagent cost. It used to increase cost by 25 times, but i reduced it to 6 times in version 0.8.2.4. I also added information about level 4 requirement and cost increase to the modifiers section in guidebook.
Looks like i misspelled "column" in warp mirror description. It is supposed to be a "colon". Symbol with two vertical dots (:). For example "Warp mirror: Home base", without quotes. I also fixed that description in latest update.
I can’t get the labeling system to work for Warp Mirror: it says to add a column, I assumed that means this symbol | but that returns an improper spell syntax.
And I’m experiencing an issue with Reagent Void where the spell only takes 10 reagent at a time into storage whereas just the other day it took all the reagents I had as expected, and the pop argument isn’t working at all just like labels for Warp Mirror. Do extra arguments need to be in parenthesis or quotes or something?
Overall a fantastic mod and the issues I’m facing are pretty minor, with the Reagent Void problem being the most annoying one. Excited to see what the higher level spells bring to the table; I’m taking my time with this play through so I haven’t dipped into the underworld for hellstone yet so I’m only level 3.
Thx for answer
A bunch of attack spells is equivalent to carrying like 20 weapons all at once. No matter how many you have, you will pretty much always use only one, the strongest one. Might as well just use regular weapon items instead of spells for that.
And Auto Select + Incantation button. So now I've got no idea what to do next.