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Double check your mod setup. Everything is in the Requirements section of this page.
@Jogador : No, but you will encounter some incomplete Vitality values for NPCs. Enable LeaderLib to access the mod options and use the fix.
It is true NPCs received an advantage because of the attribute rework, however that is something you can fine-tune in the options. By default the mod apply a stat reduction on NPCs, but I agree its default values are clearly not enough on higher levels. This is something being worked on.
Concerning resistance bypass, the WIP update rework its acquisition by removing the multiplier part and replacing it with a soft cap. That removes the resistance bypass exponential curve starting from mid-game and makes it more linear, while avoiding ridiculously high values.
If you have other feedback or want to share more in detail your experience, I'll be glad to see it on the discord server (that can fuel the next update).
The issues with the mod: Attributes all of them increase your damage delt in a small way and bigger bonuses to specific things. This applies to the npcs as well but the npcs get WAY more attributes than you do so they end up doing massive amounts of damage, having very high dodge and basically your resistances almost mean nothing because they can pierce most of it.
Other than that its a fantastic mod and still better than the vanilla experience and my preferred way to play the game its still doable.
There's some legitimately good game design going on in here, I'm super impressed! But then you had to go and (rightfully) nerf my favorite things. HOW DARE YOU TOUCH MY SHACKLES OF PAIN
It's clear that there was a ton of effort going into this, it's just so... thorough. Thank you so much for your work. This is the kind of mod I can recommend to people even for their first playthrough.
The discord link is under the Feedback section above.
No ETA for the v2.0, though there is some good progress on the roadmap already with some new features being already implemented.
@dlthunder
All changes are noted in the documentation (link at the bottom of Features sections above) . There are too much of them to list them in comments.
I'll check for PT-BR translation when I'll have some time. It may be simply missing PT-BR files.
I manage to change the language and the stats had the different description. I changed back to portuguese and started the game with 100 hp so i guess its working. Are there other changes on stats? If so i will need to go on english and see all the differences (take a note) and then go back to portuguese. If the skills also changed i may have problems using it on my language. However the dmg number are in english (like air dmg) while the rest is in portuguese. Did you changed stuffs other than the dmg number? If so is there a way for me to test in the start of the game to see if the changes are in the skill description?
Thanks for awnsering
All in all it's the only downside to me in this entire mod I have found.
Any ETA on 2.0? Hehe.
Thanks for the feedback. You actually make a point with the gear progression system. I will consider a change for Glass Cannon in V2.0.
@dlthunder
That's weird, normally all changes are reflected in english in all languages.
Did you make sure V+ is correctly functioning once in game ? It should be easily noticeable with the shift in base Vitality early game, while you start at 30 base HP in vanilla while you start at 100 in V+.
All changes are in the documentation link in the description.
The biggest problem with glass cannon is that the only thing that matters on gear are stats and extra abilities. More or less removing the need to upgrade certain gear for a lot of the time.
My suggestion would be to either:
1. Keep the armor but reducing the hp by say, 30%.
2. Allow say, 70% of the total armor be converted to health.
Thats my take at least. I'll check out the discord.
Keep up the good work!
You can follow the development of the next 2.0 version on the github repository (experimental branch) or directly on my discord server where commits are automatically relayed.
Concerning the customization, making all atoms of the mod toggleable is something that has been requested several times already and to which I have to unfortunately give the same answer.
I cannot make absolutely every atom of the mod toggleable for two main reasons :
1- It is titan work and would require to rewrite everything.
2- It makes the mod extremely inconsistent to balance and work with. In other words, any of my future plans based on V+ or future versions features would become impossible to implement because everything is toggleable. You cannot build a house on moving foundations. Anything gravitating around the core game is meant to be customizable/toggleable, but there's a minimum core needed for consistency where I unfortunately cannot satisfy everyone.
Except one thing. Glass cannon completely removing armor. It just seems counter-intuitive.
I don't know if you are still active, but if you are it would be nice to be able to disable/enable certain talent changes, etc.
Anyway, thanks.
That said, Odinblade's seems to be a consensus around the majority of the community.
Critical multiplier has been lowered significantly in one of the last updates though. It is possible however that 2-handed NPCs still have a important critical multiplier since NPCs tend to have a ridiculously high weapon stat.
Meanwhile you could reduce NPCs stats by changing the stat correction multipliers at the bottom of the options. They will control damage attributes only, but that can counter the ridiculous lvl 13+ scaling while waiting for the new update.