Wildermyth

Wildermyth

Expanded Humans: Skills
69 Comments
N3DIAC Sep 3 @ 8:48am 
Fourthing the update plea! Such quality mods
BettyWhitesGhost Jan 4 @ 12:24pm 
Thirding the update plea. Never got to try this mod and would love to experience it!
Prospero Sep 23, 2024 @ 8:09am 
Seconding the plea for an update to this gem, and others like it :)
Ninaran Jun 25, 2024 @ 1:36pm 
Now that Wildermyth is finished and won't receive new compatibility breaking content, do you think you could go through your mods again and give them one last update so they work with the most recent version? They were always amazing and I'd love to have them in the future. Thank you. =)
飞洒 Dec 18, 2023 @ 6:46pm 
这个木偶大师(Puppet Master)有bug的,学习后能力选项卡会显示有,但战斗选项卡里面根本就没有,人物白升了2级
Ninaran Jul 16, 2023 @ 2:37am 
Sadly doesn't seem to work anymore. Don't get the initial class selection right on levelup. Big shame.
Jelly Bean May 12, 2023 @ 6:39am 
I am sorry for the dumb question - but if my companion wood dog dies - how can i bring it back? I dont understand..
Avenger Mar 2, 2023 @ 10:10am 
Any fix for zealous leap not showing up?
Saint-15 Jan 30, 2023 @ 4:36am 
Hey there, love the mod. However, there seems to be an interaction that causes the 'zealous leap' not to show up in battle as an action. Any ideas on how I can fix this.
Also, where do the subclasses pop up? I have all the skills show up but have never had a subclass option.
Valdacil Jul 31, 2022 @ 11:34pm 
Ok, it is definitely an interaction with Greystrikes+. As best I can tell, if the Greystrike reaction defeats the target then Rogue causes Hidden therefore it's all good. But if the reaction doesn't defeat a foe, the Hidden aspect is put in a bad state such that the character appears to be on Greyplane, but really isn't. From then on they act like they aren't Hidden (targeted by foes, wall with allies). Even on the next round, when they defeat a foe and Rogue is supposed to make them hidden, they stay greyed out in appearance but the log says "Character gained Hidden. Character lost hidden." This broken condition will persist until an action is taken to purposely break out of Hidden (like attacking a foe that you know won't die from the attack), then Hidden is reset and the next time the character gains Hidden (ie. Silkplane or killing a foe with Rogue) they will stay Hidden and Greystrikes will trigger normally again... until the next time a Greystrike doesn't defeat a foe.
Valdacil Jul 31, 2022 @ 7:39pm 
I'm not convinced that it is Thornfang causing the problem. It seems like the aspect Hidden is getting out of sync somehow. Possibly due to the Greystrike upgrade in cases where the attack doesn't defeat the foe. If it defeats the foe, then Rogue's effect ensures Hidden is properly reapplied when the target dies, but if the target doesn't die the character continues to have the visual effect that they are in Greyplane, but there are signs that they are not... Greystrikes not triggering at end of turn and if I move an ally next to the supposedly hidden character it shows a walling icon which only shows when the walling ally isn't hidden.
Valdacil Jul 30, 2022 @ 7:56pm 
Trying to watch what is happening during combat, I _think_ what is happening is I see +Hidden and -Hidden popping up multiple times during the character's turn. So +Hidden on kill, then -Hidden when Thornfang triggers... I think. So if the turn is ended, then the check for Hidden fails and thus no Greystrikes reactions.
Valdacil Jul 29, 2022 @ 9:04pm 
I am having inconsistent behavior with Greystrikes. I haven't figured out the secret sauce to exactly reproduce it, but my typical melee Hunter build is:
Rogue, Greystrikes, Greystrikes+, Long Reach, Thornfang, Thornfang+
Sometimes I end my turn in Greyplane and I'll get my 2 reaction strikes. But other times I'm clearly in Greyplane, but foes march right around the character and I don't get reactions. I'm suspecting it may be an odd interaction with Thornfang (additional testing necessary) as I don't think I have that problem until I have taken Thornfang. After I play another campaign I'll see if I can isolate the exact behavior.
Bard Jul 9, 2022 @ 6:55pm 
After doing some testing it seems only certain skills have this issue. Puppet Master works but Bone Collector doesnt. Also makes it so that some vanilla skills like Zealous Leap doesnt transfer over either
Bard Jul 9, 2022 @ 6:41pm 
Having an issue with this mod where when Legacy characters don't actually keep their abilities between campaigns. Every legacy character I've recruited in a different campaign allows me to choose their abilities from this mod... but then they dont actually have them available. For example I have a mystic character who I selected their 2 abilities to be the bone collector and bone collector+ but then they were never given their bone collector throughout the campaign
Smoker  [author] May 25, 2022 @ 2:54am 
Puppet Master fixed. Now i should find a way to not end the battle in victory if the last enemy is controled? Not sure..
Smoker  [author] May 25, 2022 @ 2:14am 
You should be able to use the enemy during the turn you use the skill unless for some reason the enemy it's disabled, I will take a look I think I know what's happening.., this skill should be tested extensively it's just that I don't have the time anymore.
Sukrus May 23, 2022 @ 1:34am 
Hello there,

First, i love your work and your mods. Thank you for that.

But Second, i have a question/problem with the skill Puppet Master. I can interfuse with an Enemy and the damage calculation is also right, but when i click on Mind Control, i get control of the enemy, but i cannot do anything with the controlled enemy. It shows his Picture in the top left corner, but i cannot click on it and when all my heroes did their turn the enemy does his turn.
And when it's my turn again the mind control effect ends.

so my question is: Does this work right? Or should i can do something with the controlled enemy in the same turn, when i controlled him?

Thanks for your work
Smoker  [author] May 21, 2022 @ 5:43pm 
Fixed
Moonshrooms May 21, 2022 @ 2:54am 
Hi there! First I'd like to say I just got Wildermyth not to long ago and I'm in LOVE with your mods now that I've tried them out, thank you so much for sharing!

Second: for the Wood Dog ability, in the Abilities tab for character sheets, it displays the passive ability as
Passive
**ability_common_woodDog.name
**ability_common_woodDog.blurb

just thought you should know!
Nébulya May 9, 2022 @ 9:18am 
Hello, another report for something. Bone Collector + Wood Dog are both missing descriptions, giving instead ability_...

There is also an animal_cat that appeared as soon as I've used a stone blast with the item book (but I think it's with another of your mod?)

Anyway, thanks for your work and I'll continue to report that kind of things ^^
Smoker  [author] Apr 5, 2022 @ 1:24pm 
Healing Waters fixed apologies.
Smoker  [author] Apr 4, 2022 @ 11:50am 
It's the name of the effect healing waters in "steamapps/workshop/content/763890/2305544177/assets/data/aspects/mysticSkill_healingWaters change "effect_mystic_healingWaters" for "ability_mystic_healingWaters".

Apologies I will fix it as soon I get to my computer.
litacanranna Apr 2, 2022 @ 2:51pm 
Healing Waters not working in my game. I chose it as the ability at level up but it never appears on the characters ability bar at bottom of screen.
Smoker  [author] Mar 27, 2022 @ 9:16am 
You are welcome I must confess that I do it cause I enjoy it very much but at the beginning i wanted to do too much I was very motivated, but due to the hours you need to invest I realize that I needed to focus in less mods. On the other hand I'm improving the images, the text and the quality in general Of the mods that will be left.

For the update I used the same skills ID so you don't lose any skill but yee skills are changed (I think they are better now). Sorry about that, some chars are different now and I undestand it can be anoying.
Ninaran Mar 27, 2022 @ 7:18am 
That's totally fine, I'm already very grateful for the work you've put into expanding this game.
I just got confused earlier.
One step at a time. I'll be looking forward to the eventual Class mod release, if it happens, but I'm just glad I didn't break anything. Thank you.
Smoker  [author] Mar 27, 2022 @ 6:57am 
Yee Ninaran I know some plp liked the subclasses system, it forbid most of the gamebreaking combos and allows for more strategy build are the skills were grouped by style. I just made my mods independent from vanilla content so I don't have to worry about updates to vanilla skills etc..If i got motivated I may finish Expanded Classes with the 3 extra subclasses that were missing but it's some work.

You can download old versions of the mod In the changes notes (view) in the same page.

Unless a modder ask (cause a subclass) I won't be having both mods add the same time, it's not that i like, but i have to prioritize :(
Ninaran Mar 27, 2022 @ 6:10am 
So the subclasses being removed was an intended change, judging by that comment? I see, I got very confused when the abilities were named differently and I didn't have a class choice on first level-up today.
Does that also mean abilities are more random now since picking a subclass seemed to give more bias towards abilities from that class?
Smoker  [author] Mar 25, 2022 @ 3:02pm 
Ye I'm uploading the mod with just the new skills adding some of the new subclasses skills yet to be released. I'm pretty alone modding this and it's too much work so I'm leaving all mods much more vanilla friendly and just adding new stuff so I don't have to worry with game updates much.
NightTalon65 Mar 22, 2022 @ 6:38am 
I already pointed that one mis nomer
Mis Nomer Mar 22, 2022 @ 6:36am 
I just want to point out a typo I noticed - it's in your screenshot for Bloodguard. In the description it says Blooguard instead of Bloodguard.
NightTalon65 Mar 10, 2022 @ 5:33pm 
thanks :D
Smoker  [author] Mar 10, 2022 @ 2:22pm 
Ei I didn't realize the comments X(

@mateocatoggio: Yes all players need the mod download and active.

@Dead Owl: Mod should be active/inactive friendly, so you can add the mod or removed without much trouble. I'm not sure what you mean, skills in the game are all there and at the same. All my mods are much more like vanilla now, you should notice a difference.

@Spitz the Sheikah: Ye i should have done that, but i was creating a bigger mod, it's still there but i haven't finished the new classes hope i can release it someday lol. Or do what you say..

@ICEunicorn: well thats bad, i will look into it.

@NightTalon: Thanks (i think it's already fixed, i will look into it).
mateocatoggio Jan 24, 2022 @ 6:18pm 
can you play online with the mod?
Dead Owl Oct 30, 2021 @ 10:05am 
Either start with this mod or don't download it if you've already got a team of legacy toons you rely on. The issue is this utterly ruins any preset abilities you have on them with the classes, as a lot of the abilities are changed so things that worked before, now don't.

Not saying it's a bad mod, it's really cool, but you'd have to start over entirely if you download it.
Spitz the Sheikah Oct 29, 2021 @ 10:00am 
Can't you make a version of this that just adds the new abilities without the class restrictions? Also there should be some sort of artificer-like subclass that uses the bone tech behind morthagi to set traps and rig devices. Probably some kind of hunter subclass.
ICEunicorn Oct 29, 2021 @ 5:44am 
When this mode enabled, using LP to refresh will always get the same skill, just wasting LP
NightTalon65 Aug 29, 2021 @ 5:44am 
found a spelling error in bloodguards description
Smoker  [author] Jul 24, 2021 @ 5:26am 
Update:
-Text corrections.
Smoker  [author] Jul 22, 2021 @ 1:38am 
Update:
-Pre 1.0 heroes with Expanded Classes skills can be used.
-The old skills are there, but you can not choose them anymore and they dont open any other skill, this means the game will give you skills as if you dont have any subclass (if you don't pick the first skill that determines your subclass when recruit a Legacy char, you can learn it the first level up and go on from there).
-Old skills don't have upgrades.
-Sometimes you will be able to choose a skill that you already have (the old one and the new one, don't do it).

Note: Before 1.0 you couldnt change colors and deck usage without creating a new skill. It's hard to reconciliate both aproaches. This solution is far from perfect, but you can play normally with pre 1.0 chars with subclasses (just remeber don't pick subclass base skill on legacy recruitment). As heroes are promoted is recommend replace the old skill by new ones when possible.
Smoker  [author] Jul 21, 2021 @ 10:39am 
You mean the chars with Expanded Classes before 1.0. I will make a patch for that, today or tomorrow at max.
Necronal Jul 21, 2021 @ 3:51am 
I have the same problem as Gogatsy, even with Devmode it won't let me select my legacy characters to play because I can't seem to pick the abilities granted my devmode. :(

Do you have a recommended fix for this? I have basically lost all of my legacy characters and saved progress so far.
Smoker  [author] Jul 20, 2021 @ 1:19am 
EI Gogatsy sorry about that. So when i made Expanded Classes pre 1.0, the only way to do it was creating again all the skills in game, but with 1.0 they added a system to add the colors and the distribution you want with skills. So i know i had said to you that they will work, but the system now is much better as allows you to install/uninstall the mod at will and it will work with all chars old and new ones.

One way to solve it is with DevMode, adding the skills manually that you had, but you need to do it in game :( and i'm afraid only promoted characters will keep the changes (not sure).

I'm thinking if i can make a patch and save your characters, mmm, yee probably i can do something about it, i will get back to you.
Smoker  [author] Jul 20, 2021 @ 1:18am 
Jargo yes all common skills are now subclass skills, every subclass has unique skills not shared with other subclasses, no more repeated skills in diferent class/subclass. Sorry if you dont like it but that way i free the common pool for other uses (like mount skills).
GOGATSY Jul 20, 2021 @ 12:57am 
Yeah, I dont think i can use heroes from your previous mod in legacy campaign. Only one hero remained with the class wildehunter, others are basicly blanks.
Jargo Jul 19, 2021 @ 7:48pm 
I used to love this mod prior to 1.0 but in retrospect I'm wondering: Does this remove the neutral skills that can be picked up by any class? Because I see them assigned to classes now.
Smoker  [author] Jul 11, 2021 @ 12:13pm 
Yes but it's done, on testing now.
Eppie Jul 1, 2021 @ 8:14pm 
hi, does the "attention" at the top of your mod still apply?
Imaginary Fox Jun 30, 2021 @ 2:44pm 
Looking forward up to the newest and up to date of this mod
商天の月 Jun 23, 2021 @ 5:56pm 
添加了新的升级路线