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@JackalStorm
Yes
@Regged Veins
Not possible from what i know, and AI picking multiclass options is intended.
Not sure how viable/possible, but have you considered using a system similar to the extra skills/abilities from the ogre training camp to unlock multiclassing? That might be a way to avoid all randomly generated heroes taking multiclass options and/or limit multiclassing by imperium/ogre camp spawns.
Ah okay, no problem!
@Furin
It's of no problem, I don't care. Others have posted their exploits here, even.
Here is how it works: You recruit the class you want. It comes with an 'unwanted' multiclass. You suicide the hero into a near monster den/bandit camp. In the very same turn (that mook croaked) you shuffle until you get the class you want again. Recruit. The hero should be JUST the class and not multiclassed.
I think it is because the game needs at least one turn to multiclass a freshly created hero.
Hope it's okay to post it here, don't want to cause any trouble, just sharing the mechanic.
Hey, thanks for the response. I understand the technical limitations and also wanting to maintain the permanent multiclass status. I'm just saying, as a very nitpicky person who likes to customize every aspect of my heroes...the mod as it currently functions just doesn't work for me . No ill will, no raging against the machine, it just doesn't work the way that I would want it to. I do use a number of your other mods, still.
Elementalists
>The Summon abilities have been set to not have their ranges modified
Hello, still 0 range, resubscribe tried to
Btw, I'm assuming you're referring to the bug when you say they make no sense. If you mean, for example, a Defender multiclassing into an Elementalist makes no sense, there are definitely combos and just sheer increased versatility to be had.
I forgot to push this in the update earlier today,
With this installed, even if you don't have Kaige's mod, Grim Jester, or Archon Prophecy, the AI will still attempt to multiclass into them. This has now been fixed.
To fix this if you're mid-save, disable this mod, load the save up (it will not crash), save, exit the game, re-enable this mod, then load that save back up.
@Whiskeyjoel
Thanks for saying something because your comment reminded me I didn't push this in the workshop version yet.
Now, for your other concern about unresettable Multiclassing, that is still going to be in play for the time-being. If I were to allow it to reset, it leads to an unavoidable exploit as there is a bug in the modding tools that puts a coding limitation on things (unavoidable as in you can't not abuse it even if you wanted to). I have sent a bug report to Triumph Studios, but until then, it'll have to be unresettable.
Elementalists
>The Summon abilities have been set to not have their ranges modified
Ranger
>If you multiclass into Ranger:
>>No longer reduces range of physical ranged attacks
>>Kill shot is barred
For some reason, Multiclass skills for Kaige was changed to a cost of 0 skill points.This has been fixed.
Once you cast the spell, the multiclass nodes are permanent for that game. You'd need to disable the multiclass mod, open the game, save, leave, re-enable, and load the save again.
I found a defect I was hoping to troubleshoot.
I previously used Kaige's hero classes, and since the Archon update I removed it from my playlist/subscription. Somehow the multiclass mod is still picking up Kaige's classes as options (the icons/trees are broken, as Kaige's mod doesn't exist) NPCs/mid-game heroes are coming with those multiclasses. Is there a work-around or some local configuration change I can do to make your mod not see Kaige's classes as options?
Prior to replying here I tested in new several new games with every permutation of Kaige's mod status (unsubscribed /removed from playlist) Sorry in advance if this is a known issue or if I failed to read instructions properly, and thank you for your help/mod!
Warlock Multiclass
>It now correctly unlocks Warlock
@Monster
Not something I even remotely know how to fix, unfortunately.
Fixed an issue where all AI multiclassed into Grim Jester
>Barred abilities (when multiclassing INTO ths class) are now: Ritual of the Elements and Elemental Mastery
Ritualist
>Added Malus of -1 range of summonig
>Barred abilities (when multiclassing INTO ths class) are now: Natural Vitality, Rooted Resistance, and Healing Mastery
>A vertical scroll bar has been added since both battlesaint and elementalist now go beyond the screen veritcally
Grim Jester
>Can now multiclass
>Malus when multiclassing INTO this class is: -1 range on debuff abilities. You will also be barred from picking Voice Projection, Trickster's Exit, Killing Jokem Comedic Carnage, Ridicule Hope, and Hope's Despair
Battlesaint
>Can now multiclass
>Malus when multiclassing INTO this class is: -1 range on Support Abilities EXCEPT for its 3 starting support abilities at the top of its tree. You will also be barred from picking Revive and Immortal Saint
Note: To multiclass into this class, you must cast the spell to unlock it.
Ranger
>Malus when multiclassing INTO this class has changed:
>>Now has -10% melee damage malus now
>>No longer has damage malus on non-base ranged attacks
@robertpanasuk I'll look into ranger. As for the "multiclass with no drawbacks" if u really want to, you can though I'd advise against it (bc its egregiously broken)
@robert FYI, I did read your msg. Ill look into it for next update
it looks jumbled to me, are we waiting for an update?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3506542150