Oh, just repack the original files. Dunno why I didn’t think of that, but I will check it out.
edit: NVM, I must have done something goofed, all the old methods still work, just put it into settings/ folder in root.
Oh, just repack the original files. Dunno why I didn’t think of that, but I will check it out.
edit: NVM, I must have done something goofed, all the old methods still work, just put it into settings/ folder in root.
Here’s an interesting way to make the mod work alongside the maingame.
Interesting method/basemods
I wish ‘skillactivatedauraname’ had ranks to change the fx with scaling.
It would be nice if sets could grant Racial bonuses (Damage/Reduced Damage Taken). In order for this to work, another field would need to be created that specified how many set pieces it would take to enable the Racial benefits.
Similarly, it would be nice if items/sets had two (or more) slots for Racial bonuses, as currently they are setup to be rather all-or-none. Which is to say, you cannot grant +Damage against Aetherials and Reduced Damage Taken from Chthonians on one item/set. The way it is now, every Race mentioned in the selection gets all the same bonuses, e.g., Purified Salt:

What I’m suggesting is to distinguish this into something akin to
racialBonus1Race;;
racialBonus1PercentDamage;;
[...]
racialBonus2Race;;
racialBonus2PercentDamage;;
[...]
Also, it would be interesting if the secondaryprojectileaoe template (Volcanic Stride) had a “Cast location: Caster/Target” option, so it could work with ranged skills too.
Hey Zantai,
Is this by chance making it to the game? I don’t think i’ve seen it in amy of the patch notes. Would be really great for the community league mod - world mutation tree, SR supeboss levels, anyone else running their spin off versions of SR/crucible and a few more ideas i have for things persisting between characters.
And another late ask, if possible and not too out of the way to make the pet nonscaling template not benefit from pet ponuses?
I’ll go a step further:
Allow exposure to the io table for modders.

Right now the game’s libraries do not include Lua’s default IO tables/functions.
This is gonna get buried in the sea of FoA bug reports and associated threads, but better that than I forget about it outright.
Could mods/scripts have access to the game’s chat window, insofar as sending a message in chat via some script command? Furthermore, could the chat window be made accessible in singleplayer?
It occurred to me that for more involved/important notifications, the popups at the top of the screen are very busy. It’s a constant stream of “Hero Killed” or “A Nemesis Approaches!” or what have you. The quest-relevant notifications are buried far too easily, never to be seen again.
It would be nice to have a permanent (within a session) log of such notifications that players could go back and refer to.
Seems like with the addition of the Cauldron, any modifier we use that affects potions now is forced to go through the cauldron, even if it isn’t included in the potion skill tree.
Would be nice to have some kind of way to allow potion modifiers outside of the cauldron.
Unless I’m missing something?
Edit:
Looks like my mastery potion mod skills are sent into the cauldron even if the cauldron is full, at that point you can’t edit the cauldron because each edit will eat points from your mastery potion mod skills.