Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
All I did in the preset was change INT to STR
EDIT: It seens to work when I use the command BecomeGlyphwarden but only for that level... this way makes me type it everytime I level up
Included this in my best mods of 2023 video, hope that's fine with you. Keep up the great work.
https://youtu.be/YGqFLUXqPqA
At level 11, Flame Carpet is expected to deal ~10% less damage than a Fireball, provided you have the expected 43 Intelligence. If you have more Intelligence, then Fireball will be comparatively stronger; if you have less Intelligence then Flame Carpet can end up being stronger than Fireball.
Ghrin is correct about Flowing Currents orientation. The hitboxes are always lined up on the cardinal directions.
I'm very excited to see how the class feels at later levels! Not having the skills scale with intelligence feels really odd, but it opens up the door for scoundrel or one-handed warfare characters to really shine. If it were up to me, I'd change the scales so the effects scaled off int rather than level.
I'm sure me and Focus both appreciate the inputs however, as it is neither of us are interested to add more skills to this class as it was meant to be as a much of a direct translation of my 5e subclass into DOS2 as possible, and both systems feature spells/abilities outside of the scope of the class that would supplement it in areas it lacked.
Thanks for enjoying the mod though! It is very nice to see people being active and talking about it, if you have any questions you can always come over to "stribak" on Discord.
If you are seeking additional damage skills I'd go look for them in different skill trees, consider which damage type you want to enhance the most out of your Glyphwarden skills and then what additional skills you want to supplement them with.
My two picks for that are either water or fire as a focus, depending on how you want to play it.
The glyph hitboxes are based on the shield that is part of the Arcane Shield Glyph visual. The shield always defaults to the "ground". If you throw your shield and it hits a tree branch or something, the initial glyph gets created on the walkable area below. The glyph effects are based on an invisible dome at the shield. The engine draws the glyph decal such that it ignores height. This is good since it's drawn on small nooks and bumps instead of disappearing into the floor. The problem is if the height difference is large, the edges of the glyph can extend outside the radius of the dome. There isn't a way to draw the glyphs such that they will obey the radius of the dome and still look natural, and obeying the glyph would also allow for weird stuff like hitting enemies at extreme height differences.
Follow these instructions to passively gain Glyphwarden skills as you level up:
"!Glyphwarden_BecomeGlyphwarden - Receive an Arcane Shield and all Glyphwarden skills appropriate for your level. You will continue to learn Glyphwarden skills as you level.
You may need to enter commands in twice if you have not yet sent a message in the chat box. A confirmation message will appear in the chat box when a command is accepted."
Given that many of the glyphs have a much greater radius than Larian abilities, I'm disinclined to adjust any damage values. The Glyphwarden abilities are much stronger early and become weaker at the end game, at which point you will have plenty of CC to keep targets inside of persistent glyphs or can liberally utilize Overload to increase damage.
If there are specific skills you think need extra consideration, I'd be happy to take a closer look. Saying that damage is "too minimal" doesn't give me enough direction.
Re-making these abilities to allow for scaling damage will take quite a bit of work.
What abilities do you feel deal too little damage in-general? I think a simple number tuning will probably do the trick.
Do you have any estimated numbers based on other skill's damage output in-comparison to Glyphwarden skills?
They all cost memory slots as normal however.
chat box or developer console you put the command?