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Apothecary In the capital moat, where Enami resides,only a quintar flute is required to get there
Arithmetician a reward for (probably) using Reverse Polarity to cheese a certain boss inside a shack
Swordmaster near the owl above the Quintar settlement, buy a certain stone from a Quintar to get near there easily
Or is it a case of a save file being corrupted somehow mid-playthrough ? | :
Just to tell you that i have a bug with Shaman class as you can see here : https://imgur.com/a/W7WiJMX
There are no specific icons for the new specializations. This only happens with this class; all the others are fine. The NPC to fight is present near the master, we can defeat them, and the message indicating that we have unlocked the specialization appears. But nothing shows up on the 'learn' screen.
Appreciate the work @MrToffi <3
Warrior reaper aegis and... fencer if anyone is wondering
Different note, you might want to clean up the description. Looks like you copy/pasted in the middle of writing...
"This mod is an alternative mod to New Classes and Class Secrets mod. It adds all the classes, equipment and abiities from the original mod, except it changes how class specialisations/subclasses are unlocked. The class specialisations are subclasses that aThis mod is an alternative mod to New Classes and Class Secrets mod. It adds all the classes, equipment and abiities from the original mod, except it changes how class specialisations/subclasses are unlocked."
Though this has given me an idea...
okay here's a tip: both fights require a team consisted of classes that all together fit the NPCs description (and the NPC's class)
Oh, by the way the next update is coming along which will include some of the secondary class specialisations I have planned [/spoiler}
Reaper should be south-east-ish of the Mercury Shrine
Nomad I've put near the place which enables gaining the crystal "earlier than the intended way", which also is salmon-related
I'll upload more pictures today.
of what I'm planning to do with this mod later when I have time and ideas for it:
I'm planning to add another set of subclasses that will be unlocked by the same NPCs only later in the game which would be more of "an alternate interpretation of the original class" while the existing subclasses are mostly (with some exceptions) expanding on what the classes already do
About the old mod: it's a result of me (not having the foresight) making this mod off the original one, so for now it will be the main mod until I maybe find a way to have both be available on Steam
By virtue of the potentials being in the old class skill trees I assume the new classes are the potential themselves rather than brand-new classes, although this might be because I'm not making new save. If so, I'll replay the game. Also, the class bosses have dialogues which imply that there's more of those potentials or so, but it doesn't appear in the UI. Are they implemented yet? If so, how do I check them? If it's spoiler, then feel free to spoiler-tag everything. I want to be clear on exactly what this mod do before making a new save.