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Yeah i'm currently doing a playthrough and making some very small adjustements on some bosses, nothing important.
I put a lot of thoughts into it.
Also tested it a lot, so i'm pretty confident in the ballance between classes and difficulty progression.
If not already done, please consider leaving a thumb up =)
Also, feel free to join the discord channel to leave any comment and feedback you will have during your run.
I'm still active on the mod.
See you ! <3
Food optimisation is kinda part of the game, and if you have 6 skillpoints at each level, you will have nothing to raise passed lv15.
For the rest, all is already included in Farandole, with far more.
Please join the discord of the community. It's originaly for Divinity, but i created a Xulima channel.
You should see the difference.
If you want to combine summoner with something else, then these should not be weak summons, need to make sure that there is a choice, either full summoner with 2-3 good summons or 1 good summon and then summoner himself can do something more. Those are the only working strategies I can see.
I'll keep the lv30 for summnon skills cause it's harmonize with weapon skills but i'm making some adjustments to summon stats.
Velvet becomes quite strong against several enemies once gets fireball and inferno but without further leveling he will become slow and dead. Always useless against single targets.
Do you feel that your summon are useless at this moment ?
In addition, you get that up to level 30 you can pump summons, but beyond that you can't.
In vanilla it felt like having 8 chars on the board, except that when summoned, the summoner couldn't do anything much (due to the insane mana cost).
So you summoned 2 chars but having 1 useless (the summoner themselves).
In Farandole, your summoner is actually a class that can do things beside summoning, but the summons are less strong, so that they're not as strong as another character.
Do you think the vanilla summoner is too strong?
They're just supports that occasionnaly are there to take some damage and make some.
I played a summoner recently until end game and I don't feel like they're useless at all.
When they die, you just summon them again and that's it.
Please finish your playthrough till the end, maybe you ll change your mind about them becoming useless or not.
I made an update to unlock Lv21 to 30 for summons.
https://pixhost.to/show/117/520369539_-_20241007_213953.jpg
https://pixhost.to/show/117/520369541_-_20241007_214036.jpg
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=343439867
Just to cure wound, bleed, diseases and curses, and maybe a healing spell.
Of course, they will be a less effective support, but will able to cure diseases, curses etc...
You can push them to be your main healer, but then it will affect summon power yes.
It's up to player to find an equilibrium they like.
The main feature here, was to anable team with no Cleric.
It was too strong on vanilla.
At your discretion
Cause i did not. I always thought they were less efficient than Attributes items.
That why i got rid of them.
+ Resistance items may represent a little interest in game start, but in the end, with wells, herbs and Resistance skill, you easly get near the cap.
Also in vanilla could find something like +8 PP glove at the start
A think it's due to the weapon moddifications.
I don't think any one will want to create random characters anyway.
Random, not Custom, right ?
I don't have this happening, but I'm playing the Windows version on Linux, so there may be some differences
A lot of updates ._.