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I'm definitely not surprised to learn about it not working at a moment updates after updates.
Also, it does redefine Large Medkits and Large Stimpacks since their vanilla properties don't allow stacking. It makes sense it has such results with a new challenge ribbon.
Well, I guess it's time to schedule some evenings to fix it all. I can't tell how much time this will take, but whenever it's ready, you'll know it! :)
For now, if you're using this mod and things go okay, enjoy yourself, but be wary, and keep sending the logs in case I miss something. You can also find me on Discord in the JH group, don't be shy to ping me there or send a DM.
Cheers!
00:00:34.16 [CRITICAL] lua::function_base::call : call failed - [string "moreClasses_ktrait_master_an_apple_a_day:on..."]:10: attempt to index field 'health' (a number value)
00:00:34.16 [CRITICAL] Abort called : lua::function_base::call : critical error!
00:00:34.16 [CRITICAL] in D:\a\1\s\nv\src\lua\lua_function.cc:74 (void __cdecl nv::lua::function_base::call(int,int))
00:00:34.16 [CRITICAL] Aborting...
To balance the blood, I could nerf some abilities by capping/reducing the amounts of collected resources
Also, I'm glad you underlined the fact we do have advantages for early game with some skills and late game with others : it's what I wanted! B)
For the two skills mentionned, they actually does have their potential. Though it relies on the situation :
- HP for Blood: useful if you're overhealed, or find medkits you can't carry (make blood from HP and heal with the kit which you'd have left behind)
- Healing upon waiting: save the day if you are low on health and not yet in a fight, or just granting you a little chance to make it if you play bulky. I admit this might be more helpful for new players
There are other classes I have in work in progress, one still require the ultra skills. Others are just exisiting on paper.
Also thank you very much 茜打C.Da! ;)
If I could supplement my bug reports with some balance feedback: The fact that humans are common early on and rare late-game makes the medic feel a bit unbalanced. Callisto is an absolute joke because field rescue is so strong early on, but it becomes weak later on unless you have traits that generate extra blood. The fact that revived enemies in Nightmare drop more blood is probably not great for balance. Most non-blood skills scale up fine, and PHD in particular shores up the late game. By comparison all three base game classes have about the same resource generation for the whole game (unless they take traits that grant extra). I'm not sure this can be fixed without fundamentally changing how you gain blood.
Several traits like those that boost the "heal by waiting" or the one to trade HP for blood look bad on paper but I haven't actually tried them.
2. cd to the mods directory that you created above
3. git clone https://github.com/mamijomale/Jupiter-Hell-Medic-Class
4. cd Jupiter-Hell-Medic-Class
5. ln -s medicclass/ANY ANY
ln -s medicclass/MEDIC MEDIC
ln -s medicclass/gfx.lua gfx.lua
ln -s medicclass/main.lua main.lua
ln -s medicclass/meta.lua meta.lua
I used symbolic links rather than moving the directories and files, so that I can pull updates to the git repo in the future.
You may need to get in touch with the devs on their discord or report the issue here :
https://github.com/chaosforgeorg/jh-mods/issues
Maybe they didn't worked on Mac OS support yet?
If it didn't appear, the issue might come from elsewhere like a conflict with another mod, or eventually the data files if you did extracted it in your game repertory (which could override my mod).
It could also not load if you launched the game from the exe directly instead of from steam.
If however you took the mod while having a vanilla game and launching the game from Steam, I must admit I would be kinda clueless about your issue. You might need to get in touch with me in DMs so you could tell me more about your log.txt or if you have some specific settings idk.
Crashreport: While beeing in Mr. Hyde Status I reached the next level and upgraded to Mr. Hyde L3 -> Game crashed. Crashreport file is in the discord. After reloading the game and this time storing the point until I was no longer at Mr. Hyde status and then leveling up worked without issues.
Do you remember if what traits you have chosen? That might help me to track down what happened, like you know, if some traits with post-enemy death effect might have conflicts of some sort with the way the harbinger is working.