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Do I need to start working on a special update for such an occasion...?
(tbh I don't know what there is to add lol)
Try auto-translating the english version of the mod description (if possible), which contains a tutorial for the new Experience Rune Forge system.
The first preview image on this workshop page may help as well.
These recipes (and pretty much all others in this mod) are crafted at an Experience Rune Forge.
Obtaining Dormant Rune(s) and a Forge is explained in the mod description above.
I highly advise using Recipe Browser for figuring out Rune recipes, since there isn't a wiki atm
As for the stat boost scaling; the values you get are to be expected. I (obviously) don't hardcode the results based on the level; it's all thrown into a formula that scales the boost based on your level and stuff, so inaccuracies due to rounding are inevitable.
Essentially what happens is this; each level you get multiplies the stat in question by a given value (Ex: Weapons get x1.01105 dmg per level by default). This stacks multiplicitivley, resulting in each level boosting the stat slightly more than the last.
All the multiplication of floating point values results in a lot of rounding, hence slight inaccuracies in the final values.
Firstly, I don't think there's a great reason to add boosts to max life/mana.
Primarily for balancing reasons (Keep in mind Player Levels don't even grant stats by default for balanced play, which - as I've mentioned many times - is something I care about here), but also because how flat stat increases scale.
The +2 HP & +1 Mana per level you suggested would matter less and less with each level, since the proportional (%) increase to your totals would be smaller. Higher levels being less rewarding is counter-intuitive since higher levels are harder to get.
By doing that, every 2 Levels for Damage you'll get x0.01 while for DR it'll take 4 levels to get 1% added, at Lv.100 that would reach x1.5 & 25% and with P1 - Lv. 100, it should reach x2 & 50%.
P2 - Lv. 100 if you wanna go there will put it at x2.5 & 75%, this is just an example, though.
(I would've put this in the earlier post, but I hit the character limit.)
Damage Boost Multiplier (Player): 3.3500001
DR Multiplier(Player): 1.65
Lv. 25 > 50 > 75 > 100
Damage Boost x1.12 > 1.24 > 1.37 > 1.5
DR Boost: 7% > 13% > 19% > 25%
I did want for the Damage Boost to hit x1.5 as well as the DR to hit 25% upon reaching Lv. 100, though some of the numbers might be slightly off, prob rounding up/down. With Prestige 1... those should hit x2 & 50%... but...
Pre.1 - Lv. 0 > 25 > 50 > 75 > 100
Damage Boost x1.5 > x1.64 > x1.78 > x1.93 > x2.08
DR Boost: 25% > 30% > 36% > 41% > 46%
Damage Boost is x0.08 too high and DR is 4% short, though if I change the configs to...
Damage Boost Multiplier (Player): 3.1000001
DR Multiplier(Player): 1.8000001
Then P1 - Lv. 100 will have Damage Boost x2 & Reduction 50%, however... non-prestige for Lv. 100 will now be x1.46 & 27%.
Is this intended?
Would it be possible that for Player Leveling they can be given Bonus Health & Mana per level? Like... a flat increase. For example...
Player Level is 0, you gain a level... you gain +2 Health & +1 Mana per level. (These can be config'd, much like how Damage 7 Damage Reduction can be changed.)
The max amount you can get will depend on the level cap (Default is 100.) Upon reaching Level 100, you will have an extra 200 Health & 100 Mana. If you Prestige and re-level up, you can get another 200 health & 100 Mana on top of that.
Assuming the level cap is 100 and the Prestige Cap is 1, that should be about 400 Health & 200 Mana.
The reason for asking is that not all level-ups will give you a Damage Bonus or Damage Reduction depending on their config, I still want to have the Player gain some sort of bonus for gaining a level, prob can also work well with the Level Cap Medals.
Alternatively, you can also get Reflection Runes by throwing a Dormant Experience Rune into Shimmer.
Blank Runes are made from a Dormant Experience Rune & Vile/Vicious Powder. Void Runes are made from Blank Runes and more Vile/Vicious Powder.
P.S. I assumed that by 'enchantment' you were referring to XP/Level gain. If you directly referring to enchantments, this mod doesn't add such a thing.
TLDR: Still good advice, but the bug can very rarely occur regardless.
For the people having problems with getting xp with your minions, from my experience I do not believe there a problem with the summoning weapon or runes so you don't need to use a blank rune and reapply it, you are probably just summoning them from your inventory, and items used from the inventory just don't get xp for some reason. You need to summon your minions/sentry from your hotbar in order for them to gain xp, then after they are summoned you can move the weapon back into your inventory if you want. So whenever you get back into your world or die and respawn just remember to summon from your hotbar and you'll be fine. Hope this helps :)
Do you wish I remove these comments to reduce clutter?
However, the patch DID add a debug item that automatically opens the Forge UI whenever you open the inventory while said item is in your inventory.
That said, the item is entirely independent from the actual Forge item/tile, so I really doubt it could be interfering.
If you have a mod like Cheat Sheet, you could spawn in this item (the 'Debug Forge') and use it as a workaround if you can't get the actual Forge to work.
This happens because the weapon doesn't update its current level when a new Rune is applied to it.
If the weapon had a lot of XP from beforehand (Such as in the scenario you describe), the 'XP to next level' display overflows to a negative value since that value is being calculated with Level 0, despite the weapon having enough XP to be a much higher level.
Once you deal some damage and gain some XP the weapon's Level and 'XP to next level' is re-calculated and becomes accurate again (Which causes the appearance of your weapon suddenly gaining tons of levels).
Also, to clarify; Blank Runes DO NOT reset a weapon's XP. This is how weapons can have XP when a Rune is newly applied to them.
If you do want a weapon's XP to be reset, you can do so using a Void Rune.
I discovered this on accident. Can someone else please test this to see if is a mod thing or something wrong with the game?
Are you using vanilla target dummies, or modded 'super dummies'? The latter WILL grant XP due to how 'super' dummies work. Unfortunately there's not much I can do about super dummies.
It's also possible another mod you have is changing something about standard dummies that causes them to become able to give XP (Ex: changes that make so homing weapons can chase them).
Also, really like this iteration for an RPG experience
If someone wants to contribute localization they can do so at this GitHub repo [github.com]