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Ex: I can use a Thief's Shadow Fang with a staff or Monk's Kick with a sword.
I'm not sure if this is a deliberate design choice or bug. The skills still have icons that show their respective weapon types, but they have weapon skill in their description instead of dagger or staff/unarmed skill like the base game would have.
There are some new icons mixed in (all Warrior attacks), but I saw those as intended for use with any weapon like how you had it set up before 3.0.
Great mod! I'm looking forward to discovering what else is new!
It locks you out of casting 2 heals outside of battle, whether or not it's a Red Magic. Casting a non-Red Magic heal works as expected and you can use it more than once.
If you cast a spell before a battle, the first spell cast in battle is discounted on a Red Mage.
He has stated he's fixed it IIRC, so it should be OK next time the game is updated.
Just a minor thing I noticed, it seems the passive ability "Reflex" from the Monk isn't working? I tried fighting some low level enemies to test it, but the crit chance each one of them had against my characteres were the same, even against my Reflex equiped-character.
Oh, and also one question: Berserk makes you only auto-attack, but I tried equipping some weapons that give the auto-attack some special properties (wands casting magic etc) and the auto-attack from berserk didn't proc it. I guess it's a coding limitation mostly?
Anyways, just having a blast playing the mod :) This is some amazing work you put in, thank you so much!
Berserk’s attack is a reaction and so are on-hit procs. Sadly it is an engine limitation that reactions cannot trigger other reactions.
Berserk will function in labyrinth though- the attack converts into Mystic Strike instead.
Glad you’re enjoying it so far!
One of my red mage's red magic attack got countered by a physical countering enemy, although I'm not sure if it was the initial cast or the following dual cast. The enemy was a grat.
While fighting the boss in skooma cave, there were a few times where I couldn't absorb mp with a physical attack from my red mage. At first I thought it might be a bug with the boss having been poisoned and that cancelling the effect but that was not the case.
Then I thought maybe some bosses are just immune, however it was not stated in the boss info screen, and somewhere down the line I managed to absorb mp. So not sure what's going on.
Some enemies seem to have too much info to the point that it doesn't fit on the screen.
I see some abilities of which their use remains unexplained. Fleche for example, the White mage and fighter's innate "enabled" abilities. Will these perhaps be explained more in the duck house?
Edit: I understand now, it's their unique abilities.
I'm just mentioning these for your information. I'm having a wonderfully refreshing time playing again even after having played a few hundred hours already. Thank you so much.
Coeurl Form alters Steel Peak to give Attack Up and Haste as a mechanic.
I review Grat and the Red Mage's spells, they all appear to be setup appropriately. I wonder if you'd used Fleche, which is a physical attack?
Being poisoned nullifies all HP and MP absorption, in addition to regen and refresh. Plant Brain's adds can poison you.
The enemy profiles thing is a known issue. However, fixing them is more effort than it's worth; the engine just doesn't support that section very well for mechanically heavy enemies and even significant reworks wouldn't resolve the issue.