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The issue is that I can't use the Mold Chakra Skill at this point which requires a larger amount than the bugged Max Mana permits. Therefore it locks me out of access from using Skills that require Chakra.
It works as intended at the starting character levels. I was able to test the Fire Class Skills and it was most impressive against the Target Dummy in Town.
For the other mods I'm using:
I included and removed TL2E, Running Wild, Lao 2 Chaos and Dungeon Challenge ReMod however it seems that they have no connection to this issue.
Thanks for your time. ^_^
The Max Mana is the correct 10,000 number. It must be one of the Skills in the Skill Tree on the right side that's causing the issue maybe the one that increases the Max Mana amount.
Will report back here when I can.
I so very much appreciate the testing you're doing!
Glad to help when I can! ^_^
Confirmed that it's that Mana Training Skill in the Right Tree.
The first Rank in that Passive Skill keeps the 10,000 Max Mana functional as intended.
The 2nd and 3rd Ranks change to a % Max Mana added and when switching Weapons the bug occurs and cannot be reverted.
I like the idea of adding more Max Mana with flat numbers through a Skill however may have to stay away from % gains as it appears to have an issue.
I also look forward to the other 3 Classes now that I can avoid the Mana % Issue.
Afterwards I left a message to him about the Chakra Training Passive Skill being bugged at Rank 2 and 3. I also advised to avoid equipping Items that contain % Max Mana in order to keep the Mold Chakra functional.
Also that this mod is played with Cosmetic Equipment mods to work around the Appearance.
= = =
If I may add my commentary on this mod:
I don't mind the number of slot items and I am enjoying the Chakra system. I can see where it's useful and why it's built that way. For me once the Skills become more polished in their individual purpose then every one of those UI Slots will be used for various tactics whether for Crowd Control or activation of a Cool-Down Time Damage Skill.
= = =
My question on the Fiery Tiger (love this Skill - thanks!) is whether it's intended to be used within the spectrum of rapid attack Skills or as one of those slow Cool-Downs dealing a series of explosions over time while I shoot the "lesser" Fireball Skills?
That's exactly the point, I kept finding that in my play testing (which is ultra often) that I consistently needed more skill slots. I integrated in fully and rooted it into the system for various reasons. More skill slots is awesome.
More diverse hotkey layouts for any and all tactics you decide to make up. There are other mods that add skills too, no? How about the 4 Right Click To Learn slots? How about all the new potions and foods I'm adding with this mod? I can think of lots of reasons to utilize the double hotkeys. Even if you don't use them all, you can more easily build sophisticated combos just by grouping the icons within comfortable reach of eachother.
It needs to be tweaked a bit, and none of the timing polish has been applied. Alot of things are the way they are (no cooldown) specifically so I can spam them in my testing. All of this will be balanced and addressed in time - one at a time. This is early release and this is why you guys are being such a huge help. That being said, it's intended to be a big blast and a harsher cooldown. As you mentioned, there will be a diverse range of effects available, each with it's niche or not-so-niche tactical purpose.
Good to know that this mod was built with the PvP mod in mind! Thanks!
New message from Sch123: