Lords of Xulima

Lords of Xulima

Xulima Farandole
115 Comments
Farandole  [author] 21 hours ago 
Xulima forever, my friend, Xulima forever =)
Windless Bear 27 Aug @ 11:26pm 
Thanks for your attention even after all this time.
Farandole  [author] 27 Aug @ 10:33am 
Hello =)
Yeah i'm currently doing a playthrough and making some very small adjustements on some bosses, nothing important.
Windless Bear 27 Aug @ 6:28am 
:o an update!!
Damon 17 Jun @ 10:26am 
Yeah did already, of course.
Farandole  [author] 17 Jun @ 8:37am 
Thanks a lot for saying.

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
Damon 17 Jun @ 8:24am 
Replaying the game (never got far) and now Hardcore Ironman. I must say that I prefer your balance than vanilla.
futaba-tian 28 Nov, 2024 @ 9:53pm 
Oh, I see! Thank you very much for the explanation :d4_wink: I'll go with your mod then as it indeed seems to be more in-depth and fun.
Farandole  [author] 28 Nov, 2024 @ 5:17pm 
That said, I don't think this QOL mod you talk about is really interesting.
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.
Farandole  [author] 28 Nov, 2024 @ 4:06pm 
Xulima accepts only 1 mod at time sadly.
futaba-tian 28 Nov, 2024 @ 3:52pm 
Chu~ Sorry for bothering, but can I use this mod along with the Quality of Life one or do they cancel each other/conflict?
Farandole  [author] 17 Oct, 2024 @ 8:20am 
Discussing modding feature is not practical on steam comments.
Please join the discord of the community. It's originaly for Divinity, but i created a Xulima channel.
UjinK 17 Oct, 2024 @ 7:52am 
In terms of modding, I can't find and understand how to add some enchanted armor at the start, for example? I see that Gaulen has consumables at the start and something can be added there, but how to do it properly?
Farandole  [author] 7 Oct, 2024 @ 5:59pm 
their attack should have a greater level
UjinK 7 Oct, 2024 @ 5:50pm 
nothing's changed
Farandole  [author] 7 Oct, 2024 @ 3:25pm 
Restart to update the mod and try it now.
You should see the difference.
UjinK 7 Oct, 2024 @ 3:18pm 
Yes, low stats.
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.
Farandole  [author] 7 Oct, 2024 @ 2:57pm 
Ok then it's not really a problem of summoner skill level but more like from the summon stats.

I'll keep the lv30 for summnon skills cause it's harmonize with weapon skills but i'm making some adjustments to summon stats.
UjinK 7 Oct, 2024 @ 2:34pm 
Raznet is weak, only the poison works well sometimes on some enemies.
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.
Farandole  [author] 7 Oct, 2024 @ 2:18pm 
Do you have that problem now at level 20 ?
Do you feel that your summon are useless at this moment ?
UjinK 7 Oct, 2024 @ 2:14pm 
All combat is based on comparing character characteristics. For example, if summon Raznet is weak, it doesn't mean it's just weak, it means that it will constantly miss the enemy, and if hits, it won't be able to penetrate the armor, so it's not just weak, it's useless.

In addition, you get that up to level 30 you can pump summons, but beyond that you can't.
Farandole  [author] 7 Oct, 2024 @ 1:54pm 
Summoners themselves no, but the summons clearly were yes.
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.
UjinK 7 Oct, 2024 @ 1:48pm 
Didn't understand.
Do you think the vanilla summoner is too strong?
Farandole  [author] 7 Oct, 2024 @ 1:45pm 
You know they're not supposed to be as strong as normal character right ?
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.
UjinK 7 Oct, 2024 @ 12:22pm 
If you just make 30 levels, they will gradually become useless after level 30
Farandole  [author] 7 Oct, 2024 @ 12:02pm 
Maybe you're right.

I made an update to unlock Lv21 to 30 for summons.
UjinK 7 Oct, 2024 @ 11:43am 
But that's the thing, they are level limited, in vanilla summons are about 3 times stronger at the end of their development, albeit costing noticeably more points
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
Farandole  [author] 7 Oct, 2024 @ 11:33am 
If you raise the Improve summon Skills, they don't become useless at all.
UjinK 7 Oct, 2024 @ 11:00am 
No, I mean that in your mod there are only 20 levels for each summon, yes, they cost only 1 point per level and last a long time, but their stats increase slightly and soon after level 20 summons will become almost useless.
Farandole  [author] 7 Oct, 2024 @ 10:39am 
You don't really need to spend so much points in the Cleric part of the Summoner.
Just to cure wound, bleed, diseases and curses, and maybe a healing spell.
UjinK 7 Oct, 2024 @ 10:37am 
But specifically as a Summoner it will eventually become useless, even Golot will be too slow and get killed constantly
Farandole  [author] 7 Oct, 2024 @ 10:13am 
I made it possible to have a choice with Summoner to be the main support of your team, If you don't want a Cleric in your team.

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.
UjinK 7 Oct, 2024 @ 10:06am 
Nah, even that won't work, eventually summons will get too weak and they'll be almost useless
UjinK 7 Oct, 2024 @ 8:01am 
Is it deliberately so amusingly contrived that summoner should stop scaling by about level 20 and need to turn into half-summoner half-cleric? :)
Farandole  [author] 7 Oct, 2024 @ 3:21am 
Yeah it's working as intented.
It was too strong on vanilla.
UjinK 7 Oct, 2024 @ 1:52am 
Is Knowledge of Terrains working right? Because in vanilla it should be 600% on the last level.
UjinK 1 Oct, 2024 @ 5:59am 
I see, I just thought maybe they were accidentally deleted
At your discretion
Farandole  [author] 1 Oct, 2024 @ 3:16am 
Did you use +Def or +Resistance items ?
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.
UjinK 30 Sep, 2024 @ 3:45pm 
There are no improvements at all, except attributes, before there were still rings and amulets for armor
UjinK 30 Sep, 2024 @ 3:41pm 
Gone are all the items that give resistance to fire and so on
Also in vanilla could find something like +8 PP glove at the start
Farandole  [author] 29 Sep, 2024 @ 11:02am 
No. Modding tool is really limited.
UjinK 29 Sep, 2024 @ 10:44am 
Is there no way to do an animation and/or status effect on enemies for materialize of Goloth?
Farandole  [author] 29 Sep, 2024 @ 9:52am 
Yep, same here.

A think it's due to the weapon moddifications.
I don't think any one will want to create random characters anyway.
UjinK 29 Sep, 2024 @ 9:50am 
I realized, it is possible to create random characters, but it crashes when I try to start playing further
Farandole  [author] 29 Sep, 2024 @ 9:45am 
Just to be on the same page,
Random, not Custom, right ?
UjinK 29 Sep, 2024 @ 9:43am 
>For unknown reason, creating random characters in party creation will make the game crash
I don't have this happening, but I'm playing the Windows version on Linux, so there may be some differences
Farandole  [author] 29 Sep, 2024 @ 9:34am 
Allright, yeah i added a lot updates recently, sorry about that.
UjinK 29 Sep, 2024 @ 9:32am 
In some version of the mod the thief's shurikens were 0, now it's ok, 1 at the start
A lot of updates ._.
Farandole  [author] 29 Sep, 2024 @ 8:21am 
Added a weapons recap table to mod desctiption.
Farandole  [author] 29 Sep, 2024 @ 3:22am 
That's strange, not to me.