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Makes me want to try more talents on my next playthrough. Thanks a lot for making such a great mod!
One thing I’m curious about is which parts of the vanilla skills like Bull Horns, Medusa Head, and Inner Demon this mod modifies. Based on the talent descriptions, I can’t really tell how those skills are affected.
苦涩酊剂 - 你的敌人每被你的毒药折磨一回合,他们的毒药抗性就会降低 20%。
Dog-Eared Grimoire - 你每回合获得一个随机卷轴,在你的回合结束时消失。该卷轴的潜在威力取决于你的博学者能力,大师级别的卷轴可能在博学者 6。
慷慨的宿主 - 允许您控制额外的召唤
入侵物种 - 在你的回合开始时,尸花会在随机敌人附近生长。这些被视为技能目标的尸体,但只能保持其形状 2 回合。
Reactionary - 躲避近战范围内的敌人攻击后进行反击。只能在攻击者的回合中触发一次。
When you play dead and end your turn to go sneaky, the attempt works as an action blowing your cover
I'd like to add that I used the 'Book of Origins' mod to give Play Dead to my custom dwarven rogue and have not tried doing the same thing on an actual undead
One tablet allows allows you to pick up any talents. All the tablets do is open up a dialogue-based menu for talent acquisition.
Questions:
Are the talents held to specific tablets or can any tablet let you grab any of these talents?
Can you use the same tablet more than once?
What stops you from picking them up and carrying them with you?
Secondly, adding new talents is extremely troublesome and required a massive workaround from us, by adding items via an overhead item with runes that adds the custom talents. It is much easier doing this using Norbyte's extender now (by adding talent permanent boosts to the item instead of using runes), but we're still limited to the amount of unused talents the engine has and which ones can have their effects either used or nullified (so we can script in our own effects).
The reason is that the only way to make unused talents show up on the Character Sheet is by having an item give them. There's no other way to make them show up there. Maybe with UI editing and injection, but that will require an even more extensive use of Norbyte's tools, to a degree I'm not familiar with yet.
I'll work out how to mod DE and see if i can take this on at some point in the future, after this playthrough.
I'll try and make some time to investigate. So this happened during character creation? Before you could even select Voltaic Shell?
I can't promise a ton of additional talents / balance changes for this mod going forward, but I've got a couple of ideas I'd like to implement, and I'm always open to suggestions.
Here's hoping Divinity: Fallen Heroes has mod support.
Is it possible to add decaying to the Torturer Talent?
Nothing special, just slightly nerfing Voltaic Shell damage.
If you want to go beyond that, you can use scripting to trigger custom effects on characters with talents. (Something like: On character begin turn, If character has talent 'Parry Master', call my function.) If you want to do that, I would join the D:OS 2 modding discord for assistance, and start by making a small project that uses both story and game scripts to set effects in combat. Once you've got scripting basics down, unpack this project (or Armor Based Saving Throws, that's a good example) and see how we add effects to talents.