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After all this mod is called too many active skills, and not no active skills, it's okay to have to micro a couple crucial items or abilities instead of vanilla when the portrait of your lords and heroes start having like 6,8 active abilities around them to spam click every time,gets overwhelming
just throwing my opinion
Crown of command requires targeting, I'm unsure how im going to handle such item/abilities yet
Still on the fence about turning healing abilities into passives, still ruminating on it
hellcannons active abilities boom and blood arent passive
iron daemon skullcracker more power active abilit isnt passive
items crown of command potion potion of healing potion of hardness and forbidden rod arent passive
is this intended?
TMAS in and of itself is save compatible to add and remove at any point in time as it doesn't add any content, only changes existing abilities and items
https://steamproxy.net/sharedfiles/filedetails/?id=3290510918
--Removed trickster shards and a few other effects that require manual targeting until I can properly turn them into passives that do not require targeting
--Fixed some entries not being labeled as passives
--Nerfed some healing passives, for Tomb Kings for example, due to it being a passive now
--Slightly increased AOE range of some passives due to them being nerfed stat wise in the initial pass
--Effects will now correctly update based on where the providing entity is instead of it being in place where the providing unit started out on the battlefield
^^ Meaning the effect will follow the unit(s) instead of not moving with the unit(s)
This one, it activates on a random unit automatically and has a cooldown
There is this mod which i'm still using, not sure if it has issues but it works fine for me so far, but maybe you can make a better one.
Also not sure if the trickster's shard is working as intended, it says active on the item but triggers automatically