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Basically the editor is powerful but very incomplete and it caused me to take a break indefinitely.
Things such as 1) defense values on items don't work or are temporary buffs and require requipping to reactive. 2) I had a fun idea of a healing effect but it heals the enemy instead so I need to remove that. 3) one or two items has an effect that causes D/C with multiplayer.
@Malus fixed it. You will need to make a new Class trinket to get the changes. Also I fixed the alchemy problem. The editor lied basically. The effect says "increases the duration of medicine effects by X%", so I put 200. What it actually does, after testing, is add 10 minutes per point. 200% = 2000 duration. It is not at all what it said. Anyway now you get an extra 20 minutes on any medicine you use which is 300% of some effects (most last 10 minutes normally). I set the value to 2... for 20 mins. Madness.
Armorskin?
Also, with the Alchemist that is pretty odd. Enjoy till you die? I have not made changes to base potions but I will look at Alchemist and see if its being weird.
REPOSTED: I forgot to add that the "ghost" armorskin stays when you take the trinket off, but a quick quit and return fixes it for 5 seconds, then it starts stacking again.
Barbarian was a bit too high damage so I nerfed it from 70 to 50% at max rage. I also reduced the massive Ion Skin Ancestral Guardian Barbarians got.
Some monster nests have extra loot, others provide an easier way to tame these creatures.
All enemies both VANILLA and MY MOD will drop magical items! Loot tables carefully refined to reward rift portal encounters and bosses more than normal mobs. The stronger, the better the drop rate.
Wondrous Items coming shortly to a smarter mod near you...
So for now if its a basic attack spell I can add it. I can't make projectiles hit allies though so no healing wands/staves. We have lightning bolt, magic missile, fireball, insect swarm, melf's acid arrow, sunbeamn as spell staves currently with magic missile having a VERY high drop rate in early game content to make sure mages have something to use. The Starcrossed Longbow also generates its own ammo.
It would be even better if you were able to make it function as it's own ammo type but I am assuming that isn't an option. If you made it a bullet then even if someone wants to use the wand with something like copper ammo it would be a pure downgrade from any gun. The problem comes from if some crazy wizard starts loading scrolls into sniper rifles.
Anyways just some thoughts.
I reported all these issues a few hours ago in an email to the developers. They have added features for me before, so I am hoping a quick fix for the hard locks related to skills/auras.
Yeah, Druid I wanted to give MUCH MORE but I can't yet. Haha, it hurts to see it just be a glorified farmer.
Going to focus on wands/staves more.
I don't know what limitations the modding has. Would it be possible to have the cleric heal allies in multiplayer? Like 5% of damage in melee healed to every ally but them in a certain radius? I play with two other people most of the time, and one of them always goes as support heavy as possible so more options for that role would make them happy.
I would personally like to see a little more pet engagement. Rangers having an easier time taming is great. Maybe the Bard gives bonuses to movement speed and defense to pets? Druid could have more damage and a regen effect for pets. I know they wouldn't be the most source accurate, but it would help blend the classes into a reasonably central mechanic of keplerth.
I will give it a run tomorrow! Have a good one.
This game is very different from D&D in most respects so I have to adapt!
Do you happen to know if it plays nice with Forsakenabyss' Enhanced POI mod?