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howdy to you too
ive been playing this game for a few weeks now. and.
this is my very first addon ill be installing.
I decided to rework this mod and remove the whole "merchant npc" aspect, it doesn't fit the purpose of a godmode menu mod (its annoying having to return to the npc to open the menu) Now, you can access the menu from your inventory! Now compatible with my other mod "spell merchants" Press [ i ] to open inventory, then left click on "GodMode" and select 'use' This will open the godmode menu. This will work in the main campaign as well as Orc: Embers of Rage dlc campaign and Infinite Dungeon. This mod is now compatible with my other mod "Spell Merchants"
Just published release 3.2.6, which should fix your problem. We Apologize for the Inconvenience.™
We'd need to distinguish between a sustain being unavailable because it's on cooldown vs. because its preconditions aren't met. Give me a little time on this one. Thanks.
When marking a sustain for restart that you cannot sustain and then resting, the addon forces the rest to last for 51 turns.
I noticed this when resting as a berserker when having berserker's rage marked for restart but unable to activate because I was in the early game with a 1h+dagger.
Very helpful for your tip on setting Assistant Move. Extremely important and that is what makes it "automatic" if I may say.
Loved reading this, really curious how the run ended up going!
fun mod but there are a few gamebreaking bugs
stepping on any tile that does continuous damage (old forest vault with toxic water, lava ground, etc.) generates hundreds of lua errors non-stop forcing you to ctrl + alt + del out
predator is bugged i think. i ended the game with 500 effective accuracy + physical power, so everything was too easy and i was one shotting just about everything
withdrawal is also bugged (the resillience talent with a teleport) and if you take damage from falling sand (sandworm lair) you don't take damage and a lua error appears. i never got teleported by this talent a single time throughout my game, maybe i wasn't getting hit for that much, or possibly any hit that deals 60%+ of your hp gets fully negated. i'm not sure
El idioma Español no parece para elegir en las opciones.
Keep up the good work!
Gunslinger is overpowered...
1. Use your healing infusion. This gives you entropy and makes entropic gift available
2. Cast entropic gift on one of the dummies
Repeat 1 and 2 until you cast entropic gift 3 times. If 1 isn't working, go bump a dummy then try again.
You'll get a new task and the netherblast talent.
3. Cast netherblast on a dummy 4 times
You'll get another task and the fatebreaker talent
4. Use your healing infusion. This will cause your health to go down but you can't die from it
5. When your health is lower than the damage from netherblast, cast fatebreaker on one of the dummies
6. Cast netherblast on yourself. This would be fatal except for fatebreaker, which prevents you from dying
Repeat 5 and 6 (you should still be at 1 health so you don't need to repeat 4)
7. Wait a few turns. If nothing happens cast another netherblast at a dummy and wait a few more turns
8. When the creature appears, just wait a few more turns
Congrats. Choose your reward
To generate entropy, you need to be in combat. Easiest way to get in combat is to simply go punch a dummy before using the Healing infusion, tho taking a step towards one should work too.
Eyyy, another BikiniCryptFeaster enjoyer! I just completed a Dwarven Bulwark with a few additional rules (Must do dark crypt/god feaster at minimum level, no tracking, no OOP, no zigzag tunnels). Thinking about what combo to try next, still so many classes and races I haven't played yet.
I'm kidding guys we love everyone.
The lack of Mobility is kind of intentional because of Quasit Rush. You can use Quasit Rush dashes without targeting enemy so it works as repositioning tool if you sacrifice the ongoing other combo. That is my intention with that talent.
I currently at low levels but here some thoughts:
-A cool idea to change your skill depending on the combo;
-Lack of generic trees. Its goes to little strange interaction- there is no support for Light Armor(Mobility), so you can just go to Armor Training 3 and wear massive armor... But you dont have Str to wear.
-Quasit Rush fells kind of useless. You dont have way to get close at beginning of fight(2 square rush in nothing) and you dont gonna use End step(5 square rush) to enemi, because you already adjusted. Maybe add some source of knockback or teleportations to give hit-and-run route?
ty. your doing gods work lol
Thank you for the compliment!
Well done! I have never actually tried Sun Paladin, but my view of it is that it wouldn't be strong enough to want to take on the dark crypt, so I am pretty sure that's an accomplishment right there.
Or maybe it was the bikini that made you look sexy so it confused the enemies and they dropped their guard ;)
[quote="zizzo"]
(Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)
[/quote]
...ah, sorry, hadn't actually activated the evolution when I posted that. :-} Double width is impressive looking. Wish there was a way it could show up on the online character sheet, though...
Found another problem: if Embers of Rage isn't enabled, the addon chokes trying to modify the nonexistent Miasma Engine talent. Which I guess wasn't a problem before you added the Golem Rider evolution. ;)
Another thought: you make a point of refunding the talent points spent in the Steamtech/Mecharachnid tree when the player takes the Mecharachnid Rider evolution — but Steamtech/Mecharachnid is a locked tree for Annihilators, so the player is also spending a category point to unlock that tree, and that point isn't being refunded. Now, I could see that cat point being considered part of the "cost" of the evolution; if so, though, I'd encourage mentioning that explicitly in the description.
(Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)
So, this looks fun, but… one of the requirements for the Mecharachnid Rider prodigy is "invest 5 points in Mecharachnid Rider" — and I can confirm that no such talent exists, by that name or by the T_MECHARACHNID_RIDER talent ID you use internally. I'm guessing you meant 5 points in Mecharachnid Piloting?
I'm not sure what the intended implementation was supposed to be, but this addon does not appear to provide an extra prodigy point.