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If you set the speed max bonus to 5 and power cap to 50, then you can expect to have 5x movement speed at a certain level.
That "certain level" being what ever level grants 50 power bonus.
The reason explosion radius and movement speed are the only 2 things implemented this way is because there needed to be a limit (the limit is "speed max bonus" and "explosion radius max bonus").
If there was no limit and it were to just increase your speed and explosion radius then there'd be problems. At 50 power bonus: you wouldn't be able to control yourself and every single explosion spell you cast would freeze your game for a matter of seconds or minutes.
Hope this helps
@☁️ If you set everything to their default in each tooltip you will get the current intended level power scale. If you use the "OLD" next to default where some settings have that, you will have the level power scale from before the only change I have made to them
max bonus
power cap
I just don't understand the tooltips, so I tried to turn them off but I found myself gradually becoming slower and slower.
Example clip:
https://www.twitch.tv/soareverix/clip/LaconicUgliestNigiriStrawBeary-fctopxmpXPBxtWcf
I can replicate the bug when RPG mod is on. When I turn RPG mod off, the random projectile deaths disappear.
When I attempt to turn off exploding wallet via mod settings, the game crashes instead of death (I am still in the same run). When I restart with enabled mods active and toggle exploding wallet off, it seems to work.
It's a weird bug, but it seems pretty gamebreaking.
I definitely love the mod though, just this one thing seems to be breaking.
Power cap is the point at when the max bonus will be reached. Up until then, there is an algorithm governing how much you get at each level.
Having a higher power cap will make it take longer to reach the max bonus. If you need to know what your power bonus is at any given time, you can see what your HP and flight stats are being multiplied by. That number is the current power bonus
At the time, the only way I could find to modify wand stats was extremely janky and not consistently reliable. However, damage bonus and explosion radius bonus are *not* bound to wands. Damage and explosion radius do affect wands, however, they are values stored in your character data and not on the wands themselves.
Hope that helps with clarifying why there are no options for increasing wand stats..
1: Force the game to check once per cycle for enemies that are newly spawned, then apply the spawn code and death script conditionally (would catch all cases and omit errors but introduce needless lag)
2: Patch specified files in memory when the game loads, so the enemies simply spawn with the script already attached
I have gone with 2. It's a shame with all these drawbacks though.
As for load order - I am not actually sure which should go first. My mod adds perks which I think DYG will use and DYG adds spells which my mod uses. I will see if load order matters
Probably something to do with both mods hooking into the drop function, probably DYG replacing it outright or somethin'.
With DYG on I also noticed that the item selling wasn't functioning.
All that said, kudos! I like what you've got here.
There are even attributes attached to that component dictating whether or not the enemy should be "saved" into storage instead of deleted. However, even if this option IS working, it isn't saving their superior status or their health or anything. It's still simply deleting them.
I have tried actually disabling the CameraBoundComponent at runtime for the enemy once the superior enemy has spawned... however they are still getting deleted.
This problem will continue as ongoing, I'm afraid.
Ease of level: 0.1 -> 0.25
Level difficulty curve B: 0.1 -> 0.045
Early levelling shouldn't be as difficult
Config menu defaults changed:
-Ease of level: 30.0 -> 0.1
-Level power: 1.0 -> 5.0
-Diminishing returns: 0.9833 -> 0.9
-Level difficulty interval: 100 -> 1
-Level difficulty curve B: 2.0 -> 0.1
To try the changes, users who had the mod before the update who wish to try it will have to make the 5 changes themselves.
With the new configs, the levelling system should now be a bit slower and should prevent the character from becoming out-right invincible at higher levels.
Sorry i said previosly, it will drop perk,but seems not drop spell ? In short,drop condition between New enemy and boss mod on/off is difference (place right load order sure), and i thoght the off one is more like RPG mod working right.