Wildermyth

Wildermyth

XXXIII abilities/skills
5 Comments
RdFrex  [author] Sep 6, 2024 @ 12:43am 
Thank you for bug report.

What means it always existed ?
Tengo 【テンゴ】 Aug 15, 2024 @ 12:19pm 
Very very strange bug with Hiddenstrike & Hiddenstrike+ that's seemed to have always existed. It's only recently I stumbled upon it. The swift-action disappears every turn after the first. Is there any fix for this?
RdFrex  [author] Jul 12, 2024 @ 4:52pm 
I think that balance is 80% - 130% power ratio when compared to vanilla. Not 100% balanced but I consider vanilla not 100% balanced too.

I tried to not make overpowered / useless abilities. But amount of synergy added among builds and filled gaps in abilities allow theoretically stronger builds than in vanilla.

Also some of the abilities from other XXXII abilities/skills mod were left unmodified e.g. Galespeed. Uncertain about balance of these.

Tenacity and Charm should indeed use something. Maybe some illusion themed skills for Charm and Tenacity like defence for these.
[ELL]-Finalis Jul 12, 2024 @ 2:43pm 
I'm genuinely dumb, do you need the other XXX Abilities or just this one? Either way, I cannot play without, but just trying to maximize my options.
Dandy_Lime Jun 27, 2024 @ 2:37pm 
Great mod! Seems like you added a lot of really fun and creative abilities on top of xabilities.

Very difficult to asses any balance issues but for players not too worried about slightly op or nerfed abilities there is a lot to like in this mod.

I also like the changes you made to selfdamage and ward protection since I created and use the Bloody Mess mods, and the damage from the spells affect your aim and dodge negatively making it a tough sell to take direct dmg.

If I may suggest some possible venues, it might be cool to have some abilities take tenacity and charm into account for succes chance or dmg since they seem so underutilised outside of the odd comic choice. :-)

Look forward to whatever else you will come up with!