Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers.
Notably, this should allow most addon races to access these starting areas.
Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons.
Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but trying to land on planets other than Eyal may cause glitches. The race is mostly operation, but the final talent may cease to work for reasons unknown and the graphics aren't very good because I have no skill with GIMP.
No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items.
Arcanum classes with spells/force use spells/aegis instead.
Tweaks the 'Slow' effect such that when a new slow is applied to a target already afflicted with a slow, the new slow will no longer outright replace the old effect. Instead, the highest power effect will take priority. If the new effect is stronger, it will replace the old effect. Otherwise, it will be ignored.
This is primarily intended to resolve the issues caused by equipping multiple pieces of gear with on-hit slows. Due to the way Slow normally works, only the last effect applied will have any impact on the target. The result is that equipping more pieces of gear with on-hit slow can detrimentally impact your ability to slow enemies, which is counter-intuitive and less than ideal
This refers specifically to the effect 'Slow', which reduces global speed. Other effects which influence speed, global or otherwise, are not affected by this addon.
Tweaks beyond the flesh so that each time the talent is activated a check will be made to determine if using 'psi-combat' stats (wil/cun) will be more or less effective for your currently conventionally wielded weapons. If these stats would be worse, the 'use_psi_combat' value is not set for the player, allowing them to use the sustain while using the normal stats for weapons. Mostly useful for Adventurer builds.
As of the first version, only checks the mainhand or ammo if you're wielding a ranged weapon, mostly ignores the accuracy issue (save for a single check if you have a staff in your mainhand), also effects the psi focus weapon, and any and all support for shields, unarmed attacks, and talents such as Strength of Purpose or Lethality is entirely incidental.
See the forum thread for a list of known issues, mostly just those listed above.
As of NSRR Betterment Version 1, most of that's fixed to one degree or another. Check thread for details, or don't and just know it's working better now.
Special credit to forum user/addon maker nsrr, who probably deserves more credit for the contents of this addon than I do.
Changes the Ogre graphics to the Shalore graphics. Created by request for appolyon.
Tweaks various Cursed talents. Overall buff in power.
Makes Dream Hammer replace melee attacks, stops the game from punishing you for putting points in the 4th talent, and makes the cooldown reduction more reliable. For your pure melee needs.
Removes the skirmisher class from npcs.