Crystal Project

Crystal Project

Cursed Swordsman
19 Comments
Ace  [author] 15 Feb @ 8:26pm 
I see. I checked "prevent removal" thinking enemies would register that the status effect couldn't be removed. I will alter cleanse to check if there are 2 debuffs or more so that the loop won't occur.
I like the way Malediction functions but if there are more issues like that I'll have to alter it and revert the minor change to the Devourer.
Thanks for that.
Circe 9 Feb @ 10:03am 
I was insufficiently clear, I apologize. Cleanse is *meant* to clear all debuffs, but does not clear Malediction. So he'll use Cleanse because he has a debuff, it doesn't clear Malediction, then he'll use it again because he still has a debuff, repeat. The Devourer ends up with infinite turns.
Ace  [author] 8 Feb @ 8:25pm 
By the way, I made an update. Could you or anyone else confirm that nothing broke?
Ace  [author] 8 Feb @ 8:24pm 
Sorry, why is that an issue? Doesn't that just mean Cleanse comes with a free turn? A lot of moves come with free turns without the player able to act. Maybe I'm not understanding.
Circe 5 Feb @ 10:08am 
Cleanse purges all debuffs, and doesn't take a turn. That's the issue; the Devourer will just get turn after turn of Cleanse with you unable to act.
Ace  [author] 5 Feb @ 12:49am 
You could say the same about bruiser crush and overhead slash too, not really finishers. Can't remember the exact reasoning. Maybe those were under used?

In Crystal Edit the icon link is empty on all skills, not just modded ones. Not sure when that happened but I hope it doesn't cause issues.

That's strange, the blast options is set to strict and on a fixed interval. Either way, I went with your suggestion.

What does Cleanse do to the Devourer? I can't remember. Does it trivialize the fight? If so, does the Devourer behave the same way when you use any debuff on it?
Circe 3 Feb @ 7:09pm 
Another significant issue: if you use Malediction on The Devourer, it gets stuck in an infinite loop of Cleanse. Give Up is still accessible at least.
Circe 3 Feb @ 12:53am 
Oop, just ran into a somewhat awkward interaction right after that comment. If you have anything that lengthens buff duration when you use Elemental Blast Options, you can cast the blast, but on the next turn the buff is still there but you can't do anything but skip the turn.

Probably fixable by setting the blast variants to clear the status themselves after use.
Circe 3 Feb @ 12:45am 
Yeah, most of that I'd figured out, it just seemed odd having Barbed Cap in there since it's more of a setup than a closer - Nighthawk or Checkmate might be a better match. Your call, obviously.

I noticed the two types of Eldritch Blast (and was really hoping I could use the elemental ones in the Labyrinth), was just suggesting a shortening because of the text overflow. It would necessitate an edit to the description of Eldritch Expert to preserve clarity, though, and it's all pretty minor anyway.

The icons seem to still be working on my end, but I don't know if you mean in Crystal Edit or in Crystal Project proper. In-game shot: https://i.imgur.com/Udxug8m.jpeg
Ace  [author] 2 Feb @ 10:49pm 
That would work. I've made the edit. I had a look at a few things, looks like an update may have broken the icon links. If I come back to Crystal Project, I'll definitely upload it.

But there are two types of Eldritch blasts, one for generic damage and one for elemental.

Thank you! Overhead slash was to create synergy with other classes and weapons that are constantly adding a debuff or two per turn.

I wanted other classes to at least make use of the passive, might be worth getting just for a boost or if it turns out you don't like the class at least the passive isn't class specific.
Circe 31 Jan @ 5:33pm 
Mm. Invoker, perhaps? In specific reference to Warlock invocations in D&D, or Bladewitch?

For similar text overrun reasons, I'd suggest also changing Eldritch Blast[Elements] to just Elemental Blast, which would also match the subcommand name.

Main reason I came by was for mechanics input, now that I've used the class more. Overall, pretty good! I've had some trouble getting good results from Overhead Slash, but I think that just comes down to my team comp being a bit more damage-oriented rather than debuffs. The rest of the kit has worked quite well for me despite that, though.

I am a bit confused about some of the choices of abilities for Amplify though. It looks like it's broadly finisher-type, but then you have Barbed Cap? Was wondering why that is.
Ace  [author] 15 Jan @ 12:42am 
Yeah, I know, I know. I already had a Hexblade class mod and this was the second attempt which was greatly improved upon. I wanted to keep both so I had to change the name to something similar.
Glad you liked the Runeblade.
Circe 12 Jan @ 12:29am 
I noticed some text overflow in the class selection preview. If you pick this up again, you could call it a Hexblade to save some space, especially with how much it thematically overlaps with D&D5e Hexblade Warlocks.

I'll give this one a shot next run, I liked the Runeblade.
Ace  [author] 12 Nov, 2024 @ 10:21pm 
Great! Can you send a link to me?
呶呶 Bot 9 Nov, 2024 @ 5:16pm 
@Ace yeah Thankyou! i done localization version of all your 4 mods. and all of them have link to their origin page ~:lunar2019coolpig:
Ace  [author] 8 Nov, 2024 @ 11:56pm 
A bit late, sorry. Yeah, no problem, just link back to this page somewhere.
呶呶 Bot 20 Oct, 2024 @ 8:23pm 
:d2brewmaster:Hello here! I would like to make Chinese localization for this mod (and maybe your other excellent mods if you agree) then share it with the Chinese community. Unfortunately,it seems that due to limitation of the localization MOD, I cannot create an add-on MOD, but can only edit your MOD contents and release a independent rebuilt localized version. Therefore, I think i should ask for your permission before i starting work:lunar2019piginablanket: TY!
Ace  [author] 6 Feb, 2024 @ 6:15pm 
All non-mod related comments have been removed.
Sigil 26 Jan, 2024 @ 4:01am 
another cool mod. did you make this based on dnd hexblade?