Wildermyth
Expanded Items: Artifacts
Smoker  [geliştirici] 23 Haz 2021 @ 12:21
SUGGESTIONS AND FEEDBACK
Please leave your suggestions and feedback here, I'm very interested to hear them.
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12 yorumdan 1 ile 12 arası gösteriliyor
got a screenshot for the forestspear ''attacdescription text missing'' bug. how can i forward it to you?
Smoker  [geliştirici] 23 Haz 2021 @ 12:44 
In Discord im Smoker#7942 but if its only a text issue i can check it myself. Thx man
Smoker  [geliştirici] 23 Haz 2021 @ 12:52 
I just check and i see all text fine, yes please send me the image when you have a moment.
En son Smoker tarafından düzenlendi; 23 Haz 2021 @ 12:53
i dont know from wich of your mods the trowingweaponbandoliers are but they still apear as the most left action. (and count as stndard action untill they are used/used up) still a minur inconvinience just letting you know^^ (and im writing ehre becuase your gearmods are kinda alla big package^^)
Smoker  [geliştirici] 23 Haz 2021 @ 13:17 
If its only that appear as the most left action its ok, my skills are ordered by action/cooldown, first free actions attacks, then one action and then two action attacks. After will come the maneuvers ordered in swift, one and two action cost.

if it doesnt work its cause i left still some bad code in. I will check.
ok so the appearing is as intended. still some (only got the trowing weapons tested) are triggered on default attak action (leftklick without activating anything)
Smoker  [geliştirici] 23 Haz 2021 @ 13:28 
Ok that not good, looking into it.
game seems to give out the same item at elast twice in a row out as loot like ''strong drink'' and ''urban sash''
Smoker  [geliştirici] 23 Haz 2021 @ 18:42 
I know, i told the Devs it was 3 times in a row the same item with a pool of more than 200 items, no answer, i think they thought i'm crazy, and this happened to me with weapons, augments anything..
I would say its a bug in the loot tables on the game, i have no acces to it. Its probably triggered sometimes cause too many items to choose. But it doesn't trigger much, the maximum has been 3 times in a 5 chapter campaign being unlucky and colecting everything. And sometimes they are good general items that you don't care getting two or even three in a row.
En son Smoker tarafından düzenlendi; 18 Tem 2021 @ 0:01
Just as a thought, if you need a workaround for making non-weapon artifacts persist, have you tried creating a granted ability which will *add* the linked (param?) artifact to the character, and perhaps a high weight final Tiding which grants that ability to all artifact holders in the party? Just a thought, I'm still getting my own feet wet.

Also, I'll second that having things like the throwing axes and the laser eye turn into the leftmost (default) button is irritating enough that if it's not fixable, I'll likely uninstall the mod. I'm otherwise impressed, but that's a big usability issue IMO.
Smoker  [geliştirici] 16 Tem 2021 @ 3:05 
Mmm the problem is that you would need and effect for every artifact, so the game knows wich artifact give back. And the effect should be linked to a theme.. X(

Its way easy the devs just allow it via an aspect, but they dont seem interested.

The skills are ordered always first the basic movement, then attacks, then maneuvers and last others. Inside that i ordered first swift actions, then one action cost and last two action cost skills. Inside swift actions they are ordered by number of uses. I dont see whats wrong with that.
It would be really great if the slowing effect of items like the ice shield and halehammer only affected enemies instead of both enemies and allies. As it stands, it just doesn't seem worth it to pick them up.
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