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As an example, Malnourished which is -20% Max Hp, or Asthenic which is -15% crit chance, or Fatigued, -10% damage the second + rounds - with many more I wouldn't have the space to list. Not to mention the "Fear of" quirks, which are twice as bad as the standard "Fear of" quirks, negative against two separate types, like unholy and human.
Not to say these can't be quite useful in the right circumstances, but in comparison to the negative traits this mod adds which can combine to reduce your hero's max hp to 60% of normal, -50% deathblow resist, and -25% damage; I don't think that on a strictly cost benefit analysis, this mod doesn't pull its weight as far as difficulty, and generally makes the game more difficult.
If I understand it correctly the rule_type "monsterType" only procs an effect when a hero is attacking a monster.
What should be used instead is "monster_type_count_min" with 1 in the float. This will proc the effect while at least one of that type of monster is alive in battle,
I sadly can only get it to work sometimes as one Quirk won't load or they wont tell me what they do
Mod "Trinket Overhaul Project - T.O.P. 900686273" changes Crit-7 to Crit-10 in base.buffs.json.
Getting something like Kleptomaniac in the base game is a tragedy because it basically makes the hero unusable. Your quirk pack adds several of these types of quirks which just outright make a hero unuseable, and most of the time it's do to absurd numbers.
'+15% damage taken" is insanity. "-10 accuracy above 75% HP" is insanity. If it was +5% and -5, I could see that being reasonable, but it truly feels like you didn't have a grasp on the numbers, which is a shame because I like your classes.
Especially if a class struggle with rank 1 or 2 and need to move back.
{
"id" : "peckers_pox",
"show_explicit_buff_description" : true,
"show_flavor_description" : false,
"show_explicit_curio_tag_description" : false,
"random_chance" : 1,
"is_positive" : false,
"is_disease" : true,
"classification" : "physical",
"incompatible_quirks" :
[
],
"curio_tag" : "",
"curio_tag_chance" : 0.0,
"keep_loot" : false,
"buffs" :
[
"CRIT-7",
"PECKERSPOX_CRITSRECEIVED_DEBUFF"
],
"can_modify_in_activity" : true,
"can_be_replaced_by_new_quirk" : true
},
Open msquirks.quirk_library.json from workshop\content\262060\1907320682\shared\quirk
Go on line 5030 (Use Notepad++) and you can find the quirk that make this error
你好,我很喜欢你的插件。一点重要的怪癖没有中文翻译。你能帮我吗?
! I have a bug. "Lithe" mentionned "dodge + 20" instead if "dodge +10 hp -10" and does not add dodge. It doesnt matter... :/
I am a french user.
I only have one problem in that all these quirks make the already rare healing ones like gifted, gothic, divine grace, moonlit and especially hippocratic even rarer!
My idea: Add some quirks that add different healing bonuses that aren't too overpowered.
An idea would be to make them positional again in order to encourage the players to try things like a rank 2 vestal, rank 1 occultist etc.
Others would be for healing received instead of giving.
Since both are more narrow than hippocratic/gifted, I suggest making them +25% instead of +20% similar to the the class-specific ones like Gothic.
So they'd say things like "+25% healing received in position 3" or "+25% healing skills in position 2".
Keep up the fantastic work you're doing!
Great work.
The tooltip for Humane reads "+- 33% Bleed/Blight Duration" which is rather confusing. I figured it out, but you may want to remove the +, especially as it is right next to the - so it actually is easy to miss the - entirely.
IMPORTANT NOTES:
- The first time I launched the game with the mod, it worked perfectly fine
- I also had the falconer mod installed, and it worked fine on the first day, but then the same problem appeared.
Hope Marvin will take a look at it. Godspeed and Dog bless.