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2) Vampiric makes enemies bleed. It's like the Bleed effect but works on all attacks - including if you hurt yourself by falling or other means. Soul Drain is a "bleed" effect but for stamina, useful for capturing thralls.
3) Balance is secondary to capability right now, I remember the author stating somewhere. Balance will come later, they're just testing the limits of what they can implement right now.
4) Enchants are separate to the inlays, which are separate to the modifications. Enchants are the things that increase a stat, inlays are the things that increase temperature resistance, modifications are the things you craft in the armorer's bench/smithy. One of each can be applied to each armor piece, though you only see the icon for the most recently-applied one.
6) Mana is the icon under your health bar near your encumbrance and temperature. It looks like a green sunburst. The background fills up gradually to show you how much mana you have, and the Mend Item spell uses that mana. I think Aether Projectiles uses it to, but haven't tested. (Yes, the actual amount is hard to see. I generally ignore the icon.)
No its not intentional, its a consequence that eather weapon have 0 durability, and when you mod them it sets durability to 2, thus breaking quite instantly. As for the enchanted bows they will get a durbaility fixing this problem. The eather weapons are ment, due to the material, to have no real durability. So i'll look into adding durability on enchant or simply give them higher durability.
(2) I don't know what Soul Drain, Aether Projectiles, or Vampiric enchants do. I ran outside and let things wail on me with the vampiric enchant and then hit them and didn't seem to do any life steal, ditto for Soul Drain. Can you elaborate on these mechanics a little bit?
Before i explain the effects there is a issue with dedicated servers that certain displays do not work right or interfaces, ie the bag of holding. Long story shord dedicated server work quite differently and i havent completly figured out yet. This may persist for some time, since its hard to reprdouce/test at all.
Soul drain, adds a DoT on stamina and gives you same amount of mana, which cannot be seen because of a current bug in this version.
Aether Projectiles, should give you 1 stack of ammunition or throwable weapon for a certain amount of mana before you throw the weapon. This works raltiveley stable on singleplay though it doesn't work on dedicated at all. I'm currently about to remove the spell due to these problems and add another ammunition supply mechanic.
Vampiric is currently also a bleed which heals you for the bleed damage it causes .. so the heal is quite weak. Also marked for remodeling. All latest test worked in dev, but we couldn't confirm it on dedicated since usally there seems to be 5hp/s bug on our server that makes it hard to tell the difference. But it will be reworked to so you get a fraction of all damge you cause not only the bleed.
(3) Is it intended that someone be able to have all the enchants going at once? (Bleed, Poison, etc), as I was able to do so. Seems like it would wreck anything with one hit due to all the stacking effects.
Well as ginger said balancing will come be an permanent ongoing session, so i'll try to answer it from mechanics perspective:
the stacking is intended yes, the mana price increases so if you have 7 buffs running you pay a substancial amount of mana per shot. Which once depleted will hurt you. so having to Pay 100 Mana per shot can kill you in couple of shots. Though due to the mana sytem bug this mechanic is currently disabled. So in basic it should be a tradoff alot of low enchant shots or a few strong ones.
(4) Do the inlays replace the mod slot of the armor? I have armor that I've made and enhanced with the armor durability tool, but can't seem to add heat or cold inlays to them.
No you can have 3 modifications on the armor , normal enchant, inlay and attribute enchant. Each takes a different slot. The Inlays have no visual feedback that they have been applied.
Only way you can currently check is strip off armor .. enchant piece with cold or heat inlay .. equip it and take a look at the stats screen. heat could should jump up 2 bars per piece.
and since the UI reads the base values (from data table) not the item itself, or rather said does not read/interpret the values, it won't reflect in the ui except in stats screen.
The other way would be to create an modification and item for each armor piece means 5 (slots/armor pieces) x armor types x attributes x heat/cold items.
There might be a way to add a tooltip giving information which items are applied and which effects to get at least an idea.
(5) Any ETA on the Bag of Holding on MP? Seems like a fantastic idea for people who routinely run out of inventory space (like myself when I happen across a dungeon and go "Oh, might as well go in.") but I play on an MP server so it doesn't work.
As soon as i have dedicated/replication figured out. Currently the server doesn't seem to send the item list or the client uses his local version instead of the server one.
(6) You mentioned Mana, but I don't see how to build mana or use it. The repair item spell doesn't seem to require it, I just drag the item onto it and poof full durability.
Yes thats because of the bug your mana bubble (green one) does always stay full. But if you repeair 2-3 items in line you'll notice that the second repair will only repair 4-5 durabiltiy instead of going all full. You shouldn't be able to repair all your armor in one go.
In basic each point of durability cost 1 mana and you get 10 per level so if you mana is full you can repair a lagendary to max and then it takes quite some time to regenerate said points.
P.S.: thanks for everyone answering questions here and in the comments :)
Great work so far, good luck working on it in the future.
Also, I think somehow Aether Projectiles duplicated my weapon on a few occasions. I dunno what happened but I suddenly had 5x Hardened Steel Greatswords in my inventory that I didn't make. But I did that have that buff on. Funny bug. Not that I'd complain about having five extra full durability weapons, but I know it's unintentional, and as a programmer myself I found it funny as what I chalked up to an unintended side effect of something the mod was supposed to be doing.
Thanks again.
-- Alana
Yes the weapon duping is the scond reason to disable aether atm.
I did install mid-game not new game though