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They do work. You have a button on the top left with coins as a symbol. You have to click on that.
Nitpicky thing as well but it would be cool if the skill icons could have that slight 'frayed' effect like vanilla skills do. I'd be happy to do that for you
It's easy to make abilities balanced, you just need to use numbers from similar vanilla spells. For example, Death Grip could have damage like Mosquito Swarm and cost 2AP, or like Infect and cost 3AP. This way it would be balanced(Vitality damage dependancy should be removed of course; or changed to attribute bonus, see below).
Seems abilities with Vitality as damage deciding factor(but without Bloodletting effect) have wrong description: it says there are bonus from attribute. Tested on Death Coil and Hammer of Judgement: no bonus from INT and STR respectively.
"Kaya is supposed to look like that" - without part of legs? Well...
"Balance is off with most spells, yes" - and? Maybe some changes in order? For example, those fire damage abilities could and should be in line(more or less) with vanilla fire spells, right?
"Why shouldn't a defence-oriented character be able to deal damage?" - because to do *serious* damage, we need to develop certain attributes and skills. And it's not Constitution. We intentionally sacrifice character toughness. And get damage dealer instead of tank: more fragile, but more dangerous offensively.
"build expression" - all I'm saying, Vitality is just unrelated to damage calculation. Just unrelated. And that's how it should be.
P.S. Tank in vanilla game actually can do serious damage thanks to 2 abilities: Bouncing Shield and Reactive Armor. But this completely unbalanced thing on Larian heads. I'm as player just don't want to see another one from mods. So I'm offering feedback to mod's author(s).
If I recall correctly Kaya is supposed to look like that, unsure about the other[s].
Balance is off with most spells, yes.
Why shouldn't a defence-oriented character be able to deal damage? Seems silly to me in a game about "build expression" that you'd want to pigeon-hole.
I'm testing the mod while in Arx. Problems discovered so far ->
1) Your trader Kaya Spellsong have empty space from knees and down. Also one Paladin archer(near Mysterious Trader in cheese) also has this problem. Other Paladins seems OK. (Tested on vanilla game with only Core+Battle Pack mods enabled.)
2) Offensive abilities sold by Mirana seems very overpowered: Shield Glare, Hammer of Judgement, etc.
3) What a strange idea to link damage of abilities to our Vitality. What has Vitality to do with damage? There is absolutely no connection. Vitality is Vitality, it's very important stat itself, no need to make it damage deciding factor. Also this idea is unbalanced, because it means that defence oriented character with very high Constitution and therefore high Vitality could still do high damage. Does it seem right to you? it shouldn't, if you care about game balance...