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I could try in a future update (I can't determine when) to implement a small effect somewhere that removes that aspect from your character, but if you are willing to enable and use Dev Mode, I can guarantee you can remove that aspect from your character much faster by removing it from their aspects list directly.
They don't show up in combat and this is a legacy character, so the pet isn't with him. Something to note is that the Chrysalis hatched long before this character was updated in legacy, so realistically he shouldn't have those abilities twice over.
It'd be an awesome for roleplaying purposes especially if the pet was core to the character's strategy, and open up space for events that address the grief or needing to be less reliant on their now gone companion. Definitely more narratively satisfying than losing an arm on a character built around swinging an heirloom huge (2h) sword causing the artifact to simply disappear forever with 0 acknowledgement.
3. I have not yet tested trying to carry large pets over into Legacy, so I do not know how the game will handle trying to hold a unique NPC entity in Legacy and summon it elsewhere.
4. Pet monsters are gone for good when they die and don't come back, so if a Legacy carryover system was to be established, the monster could be lost in another campaign and the Legacy character would no longer have them.
Among other considerations.
Since more than one individual now has requested pets to carry over in Legacy, though, I may take some time to see about implementing it. I don't know if it will be possible to implement a function to allow a player to choose whether or not to take a large pet into Legacy.
1. There are balance issues to consider, especially given the fact that it is possible for any hero to get two or even all three of the currently available different monsters. I could probably change this in some way .
2. It sort of defeats the purpose of the mod to have pet monsters carry over, given that each monster gains different abilities depending on some circumstances; for example, the personality of the character that recruited the archer or rager .
The events to obtain the pet monsters have the same weight as most vanilla events now (I turned down the frequency from the initial release), so you may have to save and reload to get them all if you want (or try for them in future runs).
(2/2) that sounds good. I’ll try out the patch.
I very much appreciate the feedback and will consider your ideas and how to implement changes without making enemies too powerful or the pet monsters worthless.
I am also very glad that you like the mod! It makes me happy if others like what I've made.
I did increase the weight of the pet events to double that of other events, so they were more frequent. I can tone that down.
First I’m not sure if this is a bug or not but after the bug pet evolved into it’s dragon from it can it can now only interweave with the party, (can’t link with objects anymore) and can now no longer teleport with interweaving. I’m not entirely sure if this is on purpose or not because I haven’t played the storyline yet that has the bugs as the main villains.
Second I feel like the pet events might be a little too common. I basically got all 3 pets back to back to back.
Lastly as for an idea to make them more balanced I’d say maybe make the peta a tad bit less powerful? The bug pet I think isn’t too bad, but both the lizard and the boar are crazy powerful. The lizard does a lot of damage, and the boar basically never misses.
That’s all. Either way this mod is awesome, and I’m happy taming monsters is a thing aside from Kireock’s Tower.
I appreciate your feedback.
I'll admit that as I have been playtesting my mod myself, I'm considering trying to work in some balance changes to make it more difficult for the player party due to the drastically increased power and action economy the player party has as a result of the pet monsters. I was not intending to at first, but I confess that they make the game significantly easier than I expected.
I do not know yet how I can do so, but I am considering either increasing the number of enemy monsters that spawn in missions and/or increasing their stats depending on how many pet monsters are participating in the battle