Dont know if its a bug or intended but instinct hunters mark from amulet doesnt give additional damage to animal companion. BTW love all your mods. Thank you for your work.
Hi, that's exactly what I was referring to with "elements" that Instinct Hunter's Mark couldn't interact with. Technically, it's "Intended" because it's a technical problem. The additional damage component of pets with Hunter's Mark is programmed into the pet, so I would have to modify all the pets to make it work and I want to avoid modifying the game's base passives and elements.
I'm already working on a possible solution, I hope to upload it between today and tomorrow, along with some modifications to the texts of some passives to provide better clarity.
Everything else seems to work perfect. The only thing i find strange is cost of items. They are powerful but at the same time almost free. I think all of them can have a price of 1000 gold or more. Or maybe even drop them from some bosses or strong enemies. This applies to equipment from your other mods.
It's not right for me to say this as the author, but I agree with you on the issue of acquiring items through means other than the Merchants, and I'm looking into the pricing.
I've limited myself to placing items only in Merchants for compatibility reasons, to ensure that they will appear in your game. When I re-release all my mods for Patch 7, I plan to place them in more diverse places.
And well, regarding prices, my first published mods I didn't know how to assign a gold value to, so I left them with the base values, and then, when I thought I had learned how it worked, it turns out that I have to consider the difficulty, persuasion and attitude multipliers to know the real price that an item will have in a merchant D:
Again, with the support for mods that will come in patch 7, the vast majority of items will be obtained outside of merchants, so the cost problem will be largely solved on that side.
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I'm already working on a possible solution, I hope to upload it between today and tomorrow, along with some modifications to the texts of some passives to provide better clarity.
Thanks for your comment <3
I've limited myself to placing items only in Merchants for compatibility reasons, to ensure that they will appear in your game. When I re-release all my mods for Patch 7, I plan to place them in more diverse places.
And well, regarding prices, my first published mods I didn't know how to assign a gold value to, so I left them with the base values, and then, when I thought I had learned how it worked, it turns out that I have to consider the difficulty, persuasion and attitude multipliers to know the real price that an item will have in a merchant D:
Again, with the support for mods that will come in patch 7, the vast majority of items will be obtained outside of merchants, so the cost problem will be largely solved on that side.
Again, thanks for your comment <3