I think if you want to give protection on beast form only, you add a protection buff to the transformation ability, and make it last a battle.
As far as i know, the beast form buff goes away if you revert prematurely, and if it doesn't, they you just wasted beast form for a bit of a protection buff.
Hey Siphonos, can't thank you enough for this mod. Maybe a bit overpowered to some people, but I find it very enjoyable since I am struggling with the later stages.
However, I have a problem with the display of the Devour skill. I have followed the instruction but when I mouse over the skill icon, it only shows a blue text saying [<combat_skill_name_abomination_Devour>]. Any solutions?
I'm having that issue too, I think it can be fixed with some localization work around but I don't know where to go about doing it, I'm lost with localization stuff otherwise I'd have released a few mods myself by now. The move still works in darkest difficulty, but isn't upgradable in radiant for some reason, either way I've never used Devour cause my abominations have never gotten their health knocked low enough to use it. This mod is fairly OP.
If you're familiar with editing hero info files there are two small issues that I had to fix, and I also rebalanced the damage, prot, resistances and a few other slight changes for my own rebalancing and likening.
Thank you for your reply. The skill works just fine for me and I really love the additional prot for all the "tank" characters since I am not that good. For now I don't really want to mess up anything since there are a whole lot of customization with my localization files (around 40 mods installed and counting). But if there is something that works I will keep you posted.
Once again thank you very much! Your work is awesome!
Lol, not my work, just very familiar with it, and modding/customizing DD in general, but yeah, Siphonos did good with these edits. This was one of the files that got me into editing my own stuff, and I'm pretty sure I could fix the localization thing, I'm just busy with making a custom class and I'm getting frustrated enough with that.
This mod is great, though kind of overpowered. I had an Abomination show up week 2 in my stage coach and she's been able to solo short and medium crawls through a few areas. I don't mind at all though cause it's a fun little challenge to solo run, and when she's with a party she decimates everything, so far.
Also not sure if you figured out the way to make Abominations limited to one per party but a super simple yet kind of lacklustre way is to change their religious tag in the abomination.info file from, tag: .id "non-religious" to tag: .id "religious", both abominations will say they refuse to work with that creature or whatever, like they're being territorial. I presume this wouldn't work with your no party restrictions version as well any camping/combat ability's that affect "religious" characters would affect them as if they were, though nothing but the Hellion's "reject the gods" comes to mind since most other abilities that affect "religious" classes are used by them and they can't party with the abomination.
Either way, great mod, having lots of fun with it.
Yeah it's pretty tough, though im not sure i can make it any weaker without it going back to normal, perhaps i could up the stress per level again just a tad, but not as same as before.
And yeah I got that, i was gonna do that myself, but i was trying to figure out how to do it for the non-restrictions system before I implemented so they both upgraded at same time lol.
I've only started opening and editing the files of the game in the last few days but seem to be doing okay here and there. But a lot of advanced stuff is trial and error and there is limited information regarding tags and effects and where you must edit in .json Y to get what you edited in .info X to work in game. I'm currently working on custom supplies and effects because I find the selection limited but in between testing those I've been looking into balancing some vanilla classes to make them comparable to modded ones that are slightly better. Drawbacks to more powerful moves are what I'm doing now. I was thinking of making the beasts bile deal blight to self 1pt/rd for 3 rounds as kind of a backlash, or make it cause the starving debuff and a stacking 50% ration consumption debuff per use, as a you threw up your dinner thing... And was thinkinging of having rage increase itself like how rend does but also adding an acc and PROT debuff to compensate how overpowered it could get. I'll have to dig through the trinket and other files to see if it's even possible, and there's very limited information to work with like I said.
Your mod was one of the first I opened to take a look at so thanks for inspiring me to get started with my own modding.
Edit: I forgot to mention I seem to have an issue in my radiant save file with devour not showing up as upgradable as well as it's name being code as if not localised, but it works fine in my darkest save file, haven't been masochistic enough to try a bloodmoon playthrough yet so unsure it it'll have an issue there.
11 comments
Also now It's quite weak in normal form, but more versatile as before.
It's now buffed in beast form only.
As far as i know, the beast form buff goes away if you revert prematurely, and if it doesn't, they you just wasted beast form for a bit of a protection buff.
However, I have a problem with the display of the Devour skill. I have followed the instruction but when I mouse over the skill icon, it only shows a blue text saying [<combat_skill_name_abomination_Devour>]. Any solutions?
Thank you in advance!!!
The move still works in darkest difficulty, but isn't upgradable in radiant for some reason, either way I've never used Devour cause my abominations have never gotten their health knocked low enough to use it. This mod is fairly OP.
If you're familiar with editing hero info files there are two small issues that I had to fix, and I also rebalanced the damage, prot, resistances and a few other slight changes for my own rebalancing and likening.
Once again thank you very much! Your work is awesome!
This was one of the files that got me into editing my own stuff, and I'm pretty sure I could fix the localization thing, I'm just busy with making a custom class and I'm getting frustrated enough with that.
fixed stress per round, it's implemented again, took it out by accident updating the mod.
Going to next try to see if i can program allowing you to keep your beast form after you affliction. (complete)
Last im gonna try and make sure you can only have one abomination in the party, as such a strong char i feel should only be one, like a unique char.
I had an Abomination show up week 2 in my stage coach and she's been able to solo short and medium crawls through a few areas.
I don't mind at all though cause it's a fun little challenge to solo run, and when she's with a party she decimates everything, so far.
Also not sure if you figured out the way to make Abominations limited to one per party but a super simple yet kind of lacklustre way is to change their religious tag in the abomination.info file from, tag: .id "non-religious" to tag: .id "religious", both abominations will say they refuse to work with that creature or whatever, like they're being territorial.
I presume this wouldn't work with your no party restrictions version as well any camping/combat ability's that affect "religious" characters would affect them as if they were, though nothing but the Hellion's "reject the gods" comes to mind since most other abilities that affect "religious" classes are used by them and they can't party with the abomination.
Either way, great mod, having lots of fun with it.
And yeah I got that, i was gonna do that myself, but i was trying to figure out how to do it for the non-restrictions system before I implemented so they both upgraded at same time lol.
Thx btw.
But a lot of advanced stuff is trial and error and there is limited information regarding tags and effects and where you must edit in .json Y to get what you edited in .info X to work in game.
I'm currently working on custom supplies and effects because I find the selection limited but in between testing those I've been looking into balancing some vanilla classes to make them comparable to modded ones that are slightly better.
Drawbacks to more powerful moves are what I'm doing now. I was thinking of making the beasts bile deal blight to self 1pt/rd for 3 rounds as kind of a backlash, or make it cause the starving debuff and a stacking 50% ration consumption debuff per use, as a you threw up your dinner thing... And was thinkinging of having rage increase itself like how rend does but also adding an acc and PROT debuff to compensate how overpowered it could get. I'll have to dig through the trinket and other files to see if it's even possible, and there's very limited information to work with like I said.
Your mod was one of the first I opened to take a look at so thanks for inspiring me to get started with my own modding.
Edit: I forgot to mention I seem to have an issue in my radiant save file with devour not showing up as upgradable as well as it's name being code as if not localised, but it works fine in my darkest save file, haven't been masochistic enough to try a bloodmoon playthrough yet so unsure it it'll have an issue there.