Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






For infinite ones added explosions and mana cost is too much, the damage increase is too subtle compared to the mana requirement. 100 mana on a spark bolt that does +25% damage is pretty absurd for any wand unless you have 5 of add mana (which is something you get when you have far more powerful spells). Also consider the fact that vanilla spells already have upgraded versions (example: plasma beam and plasma cutter, disc projectile -> giga -> omega). Why not use that system, just limit the spells that can be upgraded. Also very absurd is the fact that you can combine trigger and timer spells...just... why...?...
Someone please take over this mod.
i got a god wand with 0.2 cast delay, which had luminous drill with timer and legendary lightning bolt.
not even the low recoil perk could stop me, awesome mod
This mod rewards collecting and merging. Like a mobile game
I would like to see unique improvements for each spell, similar to how it is implemented in the Magicraft game.
Healing spells should heal better after upgrading, chain lightning should increase the number of attacks along the chain, plasma beams should become larger instead of accelerating the emitter, and propane balloons should contain more gas!
1. Go to ..\Steam\steamapps\workshop\content\881100\2721954559\files
2. Find the file "create_upgraded_spells.lua" and open it with any text editor (and make a backup of that file, if you mess up)
3. Search for "local final_mana"
3a. Easy mode: remove "mana_added_max * " -> whole line should look like this:
local final_mana = mana_init + ((param_mutiplier ^ 1.125))
3b more intented, I guess: change the number to 1.5:
local final_mana = mana_init + ((param_mutiplier ^ 1.5))
(e.g. spark bolt)
for 3a you'll get:
Super -> 7
Hyper -> 9
Ultra -> 15
Leg: -> 27
for 3b you'll get:
Super -> 7
Hyper -> 13
Ultra -> 27
Leg: -> 69
Safe, close, restart game, enjoy.
e.g.: Spitter Bolt goes from 5 mana drain at level 1, to 19 at level 2, making it weaker than before.
Thanks!
The only down side is the increased mana cost and "legendary" spell should be called "omega"
I mentioned it in the mod discussion there, assumed that there's a reason (maybe even a good one) why the evolutions don't have their own distinct spell ids (which is how horscht stores them).
How hard would it be to decouple the evolutions from their parent, tier 1 spells? It's okay if the answer is "absurdly hard/definitely not happening", but it'd be a real joy to play both mods together.
This Mod sounds great on paper, and I had some amazing runs with it and alot of fun. the problem I encountered is, that it's balanced around a single spell "spark", or more broadly, balanced around small projectile starter spells. It makes total sense to upgrade them. Problem is, that the modifiers seem to be the same for every spell, or near identical.
Some spells, especially the bigger ones like lightning bolt or chain bolt get a damage increase like +6 from 125 to 131, but get a mana increase like 14 mana.
It's a flat damage modifier, so great on any fast fire, multitude projectile, but not even worth it for any of the big projectiles. You are actually nerfing the spell by upgrading it, making it more mana costly and less usable.
I think this desperately needs another seperate upgrade path for big spells, that increases the dmg by %, or by a bigger chunk, to make it viable to those spells.
the problem is with the procedural projectiles mod
Also, would it be possible to add config to disable spell evolution and only keep fusing limited ammo spell?
Also when it does work, it absolutely doesn't work with "any" spells, just the vanilla ones and like a handful of ones from mods.
on another note are you thinking of doing compatability with apotheosis?
<3 keep up the good work