Doggo should always be where you summoned him (like a good boy, duh). So you could just re-apply the buff again without quitting?
Though, I will make the buff not dispelable in the future.
Doggo should always be where you summoned him (like a good boy, duh). So you could just re-apply the buff again without quitting?
Though, I will make the buff not dispelable in the future.
OP is wrong. I have added the 5% so there would still be an incentive to use it even though being Level 100. The 5% are only active for Level 80 to 100, where you probably got plenty of EXP tomes already, so you could just ignore the buff and use these instead.
Using them looks like this with Rainbow Filter:
These are absolutely not balanced. Best to use this in the other version of the mod that goes up to Level 200.
I have only added high level affixes, that is why they only appear later on. Should have mentioned this somewhere!
Since I just tried the merge myself, here is the result: Changed Run Speed value from 5% to 0%, merged Affixes for Uniques â Lightweight Mod Changed.zip (271.3 KB)
Oh, nice to know, thanks.
Looks good.
I am playing hardcore and I am not good so fck balance. But actually it is about diversity it is just not excited to get same high level loot that you already have.
This mod seems to be really good for what I am doing. Affixes mod is a nice surprise, I didnât know I need it.
As far as I understand it is time-consuming to add affixes for all uniques? Like you need to add every one by hand?
I mass edited all the files so it was no work at all besides making sure that e.g. all axes also get their unique affixes.
Thinking about it, ALL uniques having two rare affixes seems a bit ridiculous, so I quickly lowered the chance for that to happen. Makes loot a bit more exciting, while not being completely broken.
You already patched it correctly, just donât patch the database.arz, since this actually does nothing due to getting overwritten by the expansions.
That is clever!
What are chances for 1 or 2 afixes?
I actually canât tell! Looking at the weight distribution, it should be around 20% to have at least 1 affix, and of that chance 10% to have 2 affixes.
But it seems to be a lot higher in game for some reason. For example, I first tried an even distribution (so 50% chance), which somehow resulted in a 90% distribution in game. No idea how this is supposed to work, never worked with the weighted loottables before.
So I guess the screenshot is a good representation for what to expect.
Screenshort looks nice, exactly what I wanted. I will play with this mod now (and doggo of cause). Thanks for good mod!
This file doesnât include lowered chance for affixes, right?
I will run 5% Doggo from OP file, I totally forgot that you can just stop using him when you are leveled enough (up to 94 legendarices with all these awesome affixes).
He always disappears after I do some staff and teleport back to where I summoned him.
I donât need him actually, but still sad.
No, get the one from the instructions post. Just patch over the current stuff.
I went ahead and also added normal affixes to it, so this one there is different than the linked one above.
Also re-upload to update Affixes for Uniques and make the Blessing of Doggo not dispelable.
âNormalâ like yellow, ie ânot rareâ?
Oh yeah, just got my first low level epic with yellow prefix. Feels good.
I wonder, does crafting include affixes chances?
I got addicted popping Beutekugeln (had to copy this, hehe, I call them âBadsfdcfqwefâ or just âBallsâ). When I read about them I thought they are intrusive but they turned out to be really fun addition. Each one is like opening box of candy.
What is the right way to do them? I drop one out of my inventory, confirm destroy and quickly close inventory to see how it pops. Is it how you should do it?
No idea, have not tested that!
Yes! Just never pop one right next to a stash / Caravan NPC, they are disabled there.
Loving this mod (light version). While I enjoy the intrusive/(N)on lightweight version more than the (L)ightweight, the god events made me stop using (N).
I love the idea of the god events, however the only time I really ever get to interact with them is in town. While Iâm sure the people in Devilâs Crossing appreciate reinforcements, itâs a bit jarring having a horde of slith standing around waiting to fight nothing lol. Then thereâs the explosives event, which Iâve only interacted with out in the wild due to curiosity since Iâm usually halfway across an area while reading the notice that the event WILL trigger.
The progress-halting event is hilarious in execution but doesnât really fit due to the nature of this mod. Iâd suggest maybe instead of halting progress, consider hindering players. Like, maybe have several different debuffs for those little hooligans to inflict. -25% XP gain (give incentive to use your XP gain books instead of hording, without completely negating progress); resistance penalty, etc. Essentially, things that would incentivize using the gameâs and your modâs mechanics, this could also make the event impactful once at max level.
^ Great points! I went ahead and addressed them.
Patch 1
Changes
Reworked God Events
Explosive clusters are about to blow you up âŚ
The gods are about to halt your progress âŚ
The gods are sending you aid âŚ
(+) = Both versions
(â) = Non Lightweight version
EDIT: Balance is questionable, so feedback is welcomed.
Have fun. ~
Thank you for being able to doggo again in the same game session.Itâs one way to fix if the mob that remove buffs are still it.Donât know if mamba removed him/her on tthe recent update.
I actually made the buff not dispelable.
Now I did not know that the dog would just disappear (no idea why he does), was a big oversight from me. This meant you could not even re-apply any buff or blessings after dying ⌠did this not bother anyone???
Do Beutekugelns have set level? Or loot is equal to current char level? So you can keep them to pop on higher level.