Wildermyth

Wildermyth

Pet Monsters v1.132
19 Comments
Fenekku Kitsune Dec 8, 2024 @ 10:52pm 
@Fishy Snake I've no idea how to enable dev mode, lol.
Fishy Snake  [author] Dec 8, 2024 @ 9:31pm 
@Fenekku Kitsune Thank you for pointing that out to me, and I apologize your character seems to be stuck with that. I removed the Prune ability in one of my updates. If I understand your situation correctly, it is possible that either, at the time you were playing through with this mod and you hatched the chrysalis, that I had improperly implemented the effect to remove it, or (assuming you took a break) your character managed to get the ability, then my Prune-removing patch happened, and that caused your character to keep the ability unintentionally.
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.
Fenekku Kitsune Nov 23, 2024 @ 7:52pm 
It looks like the pet chrysalis abilities never got removed from one of my characters. I've still got "Pick Up Chrysalis" and "**petMonster_chrysalis_ability_prune.name"
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.
。○͘ Oct 7, 2024 @ 1:33pm 
Not making a direct suggestion but just thinking abt how permanent consequences can be unsatisfying to handle sometimes in base game and how they could be improved
。○͘ Oct 7, 2024 @ 1:31pm 
the previous 2 comments make me wonder what it'd be like (not just for this mod, but any other with similar themes/ideas) if pet death and legacy both coexisted. Like the same way your character can die then be put in legacy, what if pet death removed it for the campaign but was a temporary state?

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.
Fishy Snake  [author] Sep 1, 2024 @ 6:23pm 
@Leila Shadow Sorceress (2/2)
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.
Fishy Snake  [author] Sep 1, 2024 @ 6:22pm 
@Leila Shadow Sorceress (1/2) I am glad you enjoy the mod, and thank you for your feedback! I have not entertained the idea of allowing the monsters to carry over to Legacy for a few different reasons. In particular:
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 .
Leila Shadow Sorceress Aug 27, 2024 @ 2:55pm 
We love it sooo much!! The backstory to finding the Thrixl was charming, loved your writing (and also the name our new pet came with too)! Would love it soo much if this carried over into Legacy as well, though maybe that's not possible?
Fishy Snake  [author] Aug 15, 2024 @ 10:00am 
@ BigOBagel I am glad you like my mod and grateful for the feedback! It helps to have someone offer feedback from playing on harder difficulties (I have only ever played on Adventurer). I look forward to hearing more as you play with it!
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).
BigOBagel Aug 15, 2024 @ 8:29am 
I love the mod! I think out of all the mods I've tried relating to monster and pets, this mod is probably the most depth and have varying stages- so it feels like there is genuine progression in the pets. LOVE the fact that the dweaver pet :growingup_dog: made faces, even if it doesn't follow over the next stage! I usually play on walking lunch or tragic hero, and it doesn't feel overbalance (but I do mod the hell out of the game...). I haven't finished the campaign where I got the pet, and I don't really mind the fact that the pets may not cross over legacy! I would love to see there being a tiding panel at the end of the campaign that kind of ties everything up like how the Crag Eagle baby doesn't stay forever and eventually grows up and returns to the wild in the vanilla game! Overall, really good mod! Excited to see the other pets in my campaign
Bofrab Aug 9, 2024 @ 9:20pm 
@Fishy Snake (1/2) Ahhhhhh ok. That’s interesting.

(2/2) that sounds good. I’ll try out the patch.
Fishy Snake  [author] Aug 6, 2024 @ 6:41pm 
@Bofrab (2/2) As for the pets being powerful and balancing, I am entertaining the idea of balancing unlike I originally thought I wouldn't (I also feel like the pets are too powerful). I did push an update just yesterday or so that makes half of the enemy units in a battle, per pet monster, have 2+ max HP to test balancing methods.
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.
Fishy Snake  [author] Aug 6, 2024 @ 6:41pm 
@Bofrab (1/2 due to character limit) The first point: That's intentional. The drathix is supposed to not be able to interfuse to begin with but can interfuse with allies if its bonding event is experienced when it is a dweaver , and it still gives a minor bonus to interfusing with allies, as well as gaining an additional bonus when you experience the drathix's bonding event after the dweaver's bonding event . Also, it won't be able to interfuse with allies at all without having experienced the dweaver's bonding event, which leads to a different bonus as a drathix .

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.
Bofrab Aug 6, 2024 @ 12:49am 
@Fishy Snake I played with the mod some more and I have some more feedback.

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.
Fishy Snake  [author] Aug 4, 2024 @ 7:56pm 
@Bofrab Interesting, I believe Kirdock's Tower actually uses the "forbidden" filter for the wrong pet aspect (it seems to use the general pet filter such as for the shadow cat or fire chicken). I can modify Kirdock's Tower for my mod to fix that.
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
Bofrab Aug 3, 2024 @ 10:46pm 
I didn’t know this but apparently a character can have multiple pets. In the game one of my hunter’s has the pet dragon with a bow and the machine from the tower. Maybe it’s a good thing I’m playing a higher difficulty.
Checklist Gaming Aug 2, 2024 @ 6:58pm 
That makes sense I understand I'm sure it would take a fair amount of work to balance that but still very great additi9n to the modding community
Fishy Snake  [author] Aug 2, 2024 @ 1:27pm 
@Checklist Gaming Thank you! I purposefully, however, left the pet monsters unable to be carried over to legacy. As they are now, they would be very game-breaking difficulty-wise (and probably mechanically, if too many characters have too many pet monsters). As it stands, I have no plans to make them legacy-available (nor have I tested it). However, if a good number of people would want that, I can consider trying to make it work somehow.
Checklist Gaming Aug 2, 2024 @ 12:42pm 
Hey is there anyway to make the pets carry over to legacy :)? Great idea for a mod!