Keplerth

Keplerth

Keplerth and Dragons 2
36 Comments
Mindrivet  [author] 10 Mar @ 8:39am 
I was just a bit frustrated for a while. These errors were because of the translations for the editor. About 1/3 of the editor (at the time at least) was still in an Asian language and what is in English about 10% is mistranslated so effects didn't do what I thought they would do.

Basically the editor is powerful but very incomplete and it caused me to take a break indefinitely.
Mindrivet  [author] 10 Mar @ 8:39am 
@CrimsonSyn I probably will. I was doing a multiplayer run and ran into some frustrations with the base game/modding capabilities. With the editor currently its fairly limited on certain things I can do, so I was hoping for a bigger expansion to the features in the most recent editor update. I will poke around this week and at least fix the items that do not work as intended.

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.
CrimsonSyn 9 Mar @ 1:17pm 
you should keep working on this mod its one of the only of its kind for the game and its really really cool ive been telling people about it plus you can do so much with the class system and items i love it and i can confirm it works for the current version
Mindrivet  [author] 8 Mar @ 8:58pm 
That is a good question. It should but I haven't tried yet. I was underwhelmed by the editor update personally. Adventures are sorta neat but its incomplete atm.
CrimsonSyn 8 Mar @ 7:37pm 
Does this mod still work with the current version?
Mindrivet  [author] 14 Dec, 2024 @ 12:55am 
At least with your error I now know how to make stacking Ion Skin... lol
Mindrivet  [author] 14 Dec, 2024 @ 12:53am 
Jeezus I had it set to modify your Ion Skin (Max) by 50% every three seconds. It was meant to be always on.

@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.
Mindrivet  [author] 14 Dec, 2024 @ 12:32am 
Oh dear, I will fix that with the Wizard.

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.
Malus 13 Dec, 2024 @ 8:16pm 
Found another bit of fun. Put on the alchemist class, drank a damage agility potion, got agility I for 2,010 minutes.
Malus 13 Dec, 2024 @ 8:14pm 
Is the Wizard class accessories supposed to give you effectively infinite Ion Skin? Every 5 seconds they add 50% to your base total, it appears. I took a short shower and had 100 base ion skin, came back to having 77,820 I.S... I removed all my other mods to test this, the ranger class that adds I.S does not have the infinite scaling issue.

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.
Mindrivet  [author] 23 Nov, 2024 @ 9:12pm 
Tweaked Warlock damage modifiers to make Eldritch Blast less OP on melee and underpowered on ranged. They now do about the same damage with melee being sligthly less hits (iron sword 3 shot a goblin elite assassin while iron bow took 4 shots (with stone arrows)). The main advantage being melee has knockback and hits more than 1 foe easily. Either form of attack launches eldritch blasts.

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.
Mindrivet  [author] 23 Nov, 2024 @ 12:21pm 
Your old worlds are not compatible with this new version, I apologize. It was an error updating on my part but this new version is *much* better anyway.
Mindrivet  [author] 22 Nov, 2024 @ 7:46pm 
Please unsubscribe and resubscribe to make sure it updates if you are using this.
Mindrivet  [author] 21 Nov, 2024 @ 6:01pm 
Changed druids to gain permanent Poison Spore, Cecil (Firefly) and Immunity to Poison.
Mindrivet  [author] 14 Nov, 2024 @ 1:21pm 
Second boss: The Elder Brain in its mind flayer colony. This can spawn on floors 9-12.
Mindrivet  [author] 13 Nov, 2024 @ 8:20pm 
Bow of conflagration was erroneously level 0 instead of 2 as it should be. Fixed. Giant Owls were too strong, they are now 135 hp instead of 235.
Mindrivet  [author] 13 Nov, 2024 @ 12:12am 
Added: Phase Spider Nest, Owlbear Nest, Dead Adventurer, Dragon's Hoard, Ankheg Hive, Chimera Lair, Wyvern Nest

Some monster nests have extra loot, others provide an easier way to tame these creatures.
Mindrivet  [author] 12 Nov, 2024 @ 7:56pm 
ANNOUNCING THE FIRST DUNGEON/BOSS! Maglubiyet, god of goblins, residing in his fortress of Grashmog, Hearth of Battle. He spawns only on floor 3 (same as Goblin Village), poke around and see if you find his fortress. He is harder than the Goblin King but has greater rewards!
Mindrivet  [author] 12 Nov, 2024 @ 1:12pm 
Blade of Forlorn Hope, Dragon Pike, Fane-Eater, Graz'tchar the Decadent End, Gurt's Greataxe, Hazirawn, Heretic, Ignacious The Sword of Burning Truth, Adze of Annam, Akmon Hammer of Purphoros, Blade of Avernus, Dekella Bident of Thassa, Ephixis Bow of Nylea, Krushor Spear of Heliod, Ranseur of Torture, Wand of Orcus

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.
Mindrivet  [author] 12 Nov, 2024 @ 1:12pm 
Added ---- Gloves of Missile Snaring, Headband of Intellect, Mask of The Beast, Pearl of Power, Periapt of Health, Periapt of Wound Closure, Quiver of Ehlonna, Amulet of Health, Badge of The Watch, Belt of Dwarvenkind, Belt of Hill Giant Strength, Boots of Speed, Bracer's of Celerity, Bracers of Defense, Cloak of Displacement, Crown of The Wrath Bringer, Gauntlets of Flaming Fury, Gauntlets of Rage, Helm of Patron Saints, Rogue's Mantle, Amulet of Duplicity, Belt of Fire Giant Strength, Boots of Haste, Cloak of Arachnidia, Draconic Visage, Mindguard Crown, Pendant of Grave Regeneration, Storm Giant Belt, Gloves of Soul Catching, Jester's Mask, Scarab of Protection, Amulet of The Inferno, Eye and Hand of Vecna, Helm of Perfect Potential, Sword of The Paruns, Thunderbuss, Thunderous Greatclub, Azuredge,
Mindrivet  [author] 11 Nov, 2024 @ 1:07am 
Amber Runestone, Boots of Dancing, Boots of Elvenkind, Bracers of Archery, Brooch of Shielding, Circlet of Blasting, Gauntlets of Ogre Power added, the first of many wondrous items...
Mindrivet  [author] 11 Nov, 2024 @ 12:03am 
I only just realized that accessories can be accessed in the editor. Its listed under Armor for some god awful reason.

Wondrous Items coming shortly to a smarter mod near you...
Mindrivet  [author] 10 Nov, 2024 @ 7:05pm 
Wand of Viscid Goo, Wand of Winter, Witchlight Scimitar, Baleful Talon, Blast Scepter, Bloodaxe, Bloodshed Greatsword, Comet Smasher Mace, Demonbone Halberd, Longsword of The Medusa, Duskcrusher, Fool's Shortsword, Lucent Destroyer, Staff of The Void added
Mindrivet  [author] 10 Nov, 2024 @ 3:20pm 
@kupan that is what I have been doing. Energy weapons do not consume ammo, and I can do some customization of the effects. That is why we have about 5 wands currently. So they have unlimited ammo, and do not consume energy. However because of this you also can't give them special ammo (I plan to add special arrows/bullets as well) and its what balances it.

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.
kupan 10 Nov, 2024 @ 12:26pm 
So a thought for spells. What if you leaned into the does not consume ammo trait for casters. You could make wands with the basic attack function and no damage for the different base spells, and have scrolls as ammo that have one use and don't stack that add all the damage and specific effects like the explosive arrows have explosions. Then if a non caster uses them it is acting like a consumable scroll, but if a caster uses them it is kinda like they 'learn'ed the spell and can keep using it.

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.
kupan 10 Nov, 2024 @ 1:13am 
Good to know, thanks for explaining it. Here's hoping the dev keeps expanding the mod editor so you can keep pushing the boundaries.
Mindrivet  [author] 10 Nov, 2024 @ 1:02am 
@Kupan - part two to my message: I am currently limited to 3 special effects per class (racial trait limit) so while I want to add more pet bonuses, I cannot currently. Ranger could lose the bow abilities for pet boosts but that doesn't seem like a fair trade. As for the Bard, auras are broken currently for racial traits. If I choose "Aura" and then select from the "effects" menu, it grays out the save button and I am unable to save. So auras can only exist on monsters currently, and consequently pets.

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.
Mindrivet  [author] 10 Nov, 2024 @ 1:02am 
@Kupan - no its not possible currently. However some of the creature tames in this mod will heal you and your allies. I would very much like to have healing like that but currently there is a glitch in the editor. I can make the "buff" that does the healing, but when I attach it to a weapon it reverts to "Recovery 1 (default)" so you can't currently but buffs or debuffs on attack/trigger effects. And since I can't change skills at all, attack/trigger is my only means currently. I can cause items to use *existing* skills, but there is no current existing skill that heals like that.
Mindrivet  [author] 10 Nov, 2024 @ 12:56am 
Added the following items: Glimmering Moonbow, Scepter Mace, Serpent's Fang, Bow of Conflagration, Starcrossed Longbow, Stirring Dragon's Wrath, Summer's Dance, Sun Eater Staff, Sun Staff

Going to focus on wands/staves more.
kupan 10 Nov, 2024 @ 12:34am 
The classes seem interesting. Both Barbarian and Paladin look really solid, though warlock and wizard both are calling to me.

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.
Mindrivet  [author] 9 Nov, 2024 @ 9:29pm 
Classes are now available and cover everything except Mystic. I have no real means of making that one and its unofficial anyway. Subclasses do not exits yet but instead I took attributes from sub classes and added to the main class concept.

This game is very different from D&D in most respects so I have to adapt!
Mindrivet  [author] 9 Nov, 2024 @ 3:28pm 
@Kupan I will start working on classes today, they will use race selection menu because race has a small impact in D&D, and I can add appearances from any race to each class. So you can be an orc barbarian, but all your bonuses will be from barbarian. I think this is the best way to handle it because they are very different game mediums.
Mindrivet  [author] 9 Nov, 2024 @ 3:10pm 
It shouldn't have any issues. The only thing is if the POI's added have any *new* chest configurations rather than just modified ones, my item loot won't drop from those. I have to manually add my loot orbs to items chests.
kupan 9 Nov, 2024 @ 1:28pm 
This looks like a lot of fun. I can't wait to see what you do with the classes and custom skills.
Do you happen to know if it plays nice with Forsakenabyss' Enhanced POI mod?
Mindrivet  [author] 4 Nov, 2024 @ 10:34pm 
Added some items from unofficial content, official campaigns, and some side material.
Mindrivet  [author] 4 Nov, 2024 @ 12:00am 
Added a bunch of items from the DMG though I cannot do accessories (yet) so its all weapons.