Cornucopia 0.3.3 - Legendaries, MI's, Relics and more!

Doombolt’s pretty insane as is… and I hesitate to do anything extraordinary to nukes. If I ever did one for doombolt it’d probably just be conversion… chaos or vit to lightning potentially, shamans could use a nuke.

Sigil has more room to gain effects beyond conversion… but I’m not going to look at skills and go, what can I do to them with an item. I’m going to look at items that are still bad and go “what skill is connected to this item’s theme that I can add something to here.” At the end of development I’ll start learning to create new items and there I’ll look more into playing around.

I think I’m having an issue related to Cornucopia. For some reason I cannot remove the first point I spent in Dreeg’s. Looks like this https://puu.sh/u8Vww/ed1c2716c5.jpg

I had placed a point in pretty much every bit of the skill so I’m assuming you guys changed something but it could be something that’s there in Vanilla aswell.

Also, not regarding this mod is there any way to remove the visual effects of certain skills? Some effects are very annoying to see it all times like the Exclusive skills from at the very least Demolitionist(Ulzuin’s Chosen?) and Possession from Occultist is also quite noticeable.

Fuck. Fuck fuck fuck. This is a consequence of us adding new hidden skills to skill lines that can only be activated by items, see shroud of dreeg change in last hotfix.

Not sure we can fix this. It means on whenever we add this feature to a skill, you will be locked into having one point in that skill if you choose to invest in it.

If you send me your character file in a .zip/.rar/.7zip i will fix it for you and send it back. But the problem will continue if you continue to invest in DEE.

If we can fix this we will, but if not we will just add red text to skills affected by it warning that it’ll take 1 permanent skill point.

It’s fine. One point won’t really make or break my plans. But yeah, adding red text sounds like a good plan.

You can check out this editor to easily restore the point if you want:

http://www.grimdawn.com/forums/showthread.php?t=48356

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Are there any end game builds that use Phantom Blades as a nuke?

@Wolfmane: No idea. Try to build one. Try to get some CDR. I may add a little CDR to demonslayer’s gun piece as well. Look for Zantarin’s Shoulderguard nemesis MI as I added CDR to that as well.

Ok ahem

Cornucopia players I need your input

In the last hotfix I added a feature which lets items directly impact the functionality of class skills. I do this by adding INVISIBLE skill modifiers to main skill lines in your class tree. So like, look at Dreeg’s Evil Eye for occultist, and imagine that after “Vile Eruption” there was another, invisible skill that you couldn’t spend skill points in, but started at rank 1 instead of rank 0 like normal skills.

Well that’s literally what I did. The downside is that when you invest in DEE, if you try to respec your skill points out, you won’t be able to remove the last point. You will permanently have 1 skill point in DEE as a side-effect of the hidden invisible skill having a permanent point.

I have two options:

1.Add, "Requires 1 non-refundable skill point to activate. to the description of main skills I add this feature to OR:

2.Or I could actually do a wonky work around: I could make an alternate version of say, Dreeg’s Evil Eye that is ALSO invisible. It would be identical in look but do only 1 acid damage, and start with a point in it. Then I’d take the current Dreeg’s Evil eye, and turn it into a modifier for the 1 point Dreeg’s Evil eye. This would make the skill functionally the same and you’d be able to fully respec out.

The issue here is that if I use method 2, when you look at your UI description for the skill, it will always say DEE is lvl 1. That’s about it. Oh and it would mean that, for this example, you’d unlock a useless version of DEE doing 1 point of damage the moment you invest in occultist. Like, even without putting any points in the DEE line you’d be able to add a shit version of DEE to your skill bar. This would happen to every active that I add this to. Weak versions that you unlock without investment, that have basically 0 stats or function until you invest in them, in which they’d function normally like vanilla.

Your input will help determine my choice.

I lean toward red text because it’s easier to implement as I am lazy, actually promotes consequence on investment (i know players that hate this tho) and you lovely fucks can always use a trainer to get the point back anyway if you want.

What about putting it on a self buff with 0 energy cost?

What about an alternative where the first time you spend 1 point in DEE results in being awarded an additional skill point so it’s essentially free. That way if you respec down to 1 point it’s the same remaining as if you never used it. Seems simple too.

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I like option 1. At least for me while a character might respec fairly heavily over their development going from poisoner to not even using dreegs would be more respecing than I’d ever do. And it saves work for you…

Method 2 just sounds like it’d confuse people if the mod ever becomes the next Median XL

I don’t care :p.

It’s awesome enough you do all that work, take the option wich you like best yourself.

Honestly if people get mad about a few unrefundable skillpoints, they shouldn’t play mods imo, coz’ i say so :D.

I don’t understand. afaik I can’t do this.

Because that would require scripting and also I don’t want to give people free skill points.

I also like option 1, but why would 2 be confusing? Everything would look EXACTLY the same on the skill tree. and you’d be able to get all your points back. The skill UI would update damage etc, it’d just say lvl 1.

Option one can easily be explained in a single sentence of red text, in game.

Option 2 is a bit more in depth to explain and therefore likely couldn’t fit on a (reasonable) in game tooltip, which means if you come in down the line and missed the patch notes where the feature was added you’d need to search through the documentation to find out why your UI seems to be preventing you from removing this skill point.

If game forums tell you anything it is that most people don’t actually read documentation if it isn’t easily found in game AND simple (like one line of red text = okay, a paragraph or more in patch notes will get missed)

You misunderstood. With option 2 you could remove the skill point. Option 2 solves the skill point problem, but when you highlight the skill, say in your skill bar, it’ll be stuck at lvl 1 even though its dmg will change as you put points into it.

Again Option 2:
Say dreegs evil eye line looks like [ ]----O-----O-----O
I added an invisible skill that you can’t see [ ]----O-----O-----O X
The solution that is option 2 is to turn Dreeg’s evil eye into a modifier and add an invisible skill at the front that would be the main skill instead of a modifier:
[X] [ ]-----O-----O-----O X

[] = active skill, O = modifier, X = invisible skill, [X] = invisible main skill.

Let me make it very simple: You can’t remove a skill point because there’s an invisible modifier attached to the main skill with a skill point in it.
I could turn the main skills into modifiers for another invisible main skill. This would allow you to never encounter the locked in point. It’d just make your tooltip read level 1 no matter what. (literally level 1, not level 1 stats, just level 1 in the description)

Okay, that does make more sense…

I guess if it isn’t too much trouble the 2nd option would be better…

Guess its just your judgement on if it is worth the effort or not. Option 1 doesn’t seem too bad to me, then again as I said I tend not to fully revamp characters.

K.I.S.S. If you are familiar with this mnemonic then you will know I vote for option one.
Go with what you feel is best, this is a great mod that isn’t going to be broken +/- one skill point.

Well put

/10chars

Was just a random idea, I figured if you could have done it you would have.

One last question to consider. How many more skill modifiers are you going to add in the long run? I like option 1 until you consider that you could have a character where you have 3-4 skill points spread across a character that are just there hanging out to activate a skill modifier. It’s easier in the short run but if you plan to do a lot of these it could impact characters on a larger scale. Option 2 scales better but comes with a minor annoyance in the loss of game feedback information.

Many. Hopefully. But consider that if you have multiple hidden modifiers on a skill it’s still just 1 point you can’t get back if you put it in. You have to invest in the skill to lose the point and if you like the skill and do t respec you lose nothing.

As in, MAYBE I LIKE THAT IT PUNISHES RESPECCERS. Bwahahahahaha.

Really tho I’ll go with option 1 for now and switch to two if there is enough complaint. I mean, 15 more levels are coming in the expansion. I think it’ll be fine.

Cool idea with the “hidden” skills. I was just wondering if there would be any more visual indicators that a skill can be modified, and how, or will we have to look through the release notes?

Also finally finally got a Night’s Embrace to drop. Not to happy with the changed skill as I was hoping for the cool -50% Reduced Freeze Duration but I can see how that was a bit overpowered :slight_smile: