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I'm definitely not surprised to learn about it not working at a moment updates after updates.
Also, it does redefine Large Medkits and Large Stimpacks since their vanilla properties don't allow stacking. It makes sense it has such results with a new challenge ribbon.
Well, I guess it's time to schedule some evenings to fix it all. I can't tell how much time this will take, but whenever it's ready, you'll know it! :)
For now, if you're using this mod and things go okay, enjoy yourself, but be wary, and keep sending the logs in case I miss something. You can also find me on Discord in the JH group, don't be shy to ping me there or send a DM.
Cheers!
00:00:34.16 [CRITICAL] lua::function_base::call : call failed - [string "moreClasses_ktrait_master_an_apple_a_day:on..."]:10: attempt to index field 'health' (a number value)
00:00:34.16 [CRITICAL] Abort called : lua::function_base::call : critical error!
00:00:34.16 [CRITICAL] in D:\a\1\s\nv\src\lua\lua_function.cc:74 (void __cdecl nv::lua::function_base::call(int,int))
00:00:34.16 [CRITICAL] Aborting...
To balance the blood, I could nerf some abilities by capping/reducing the amounts of collected resources
Also, I'm glad you underlined the fact we do have advantages for early game with some skills and late game with others : it's what I wanted! B)
For the two skills mentionned, they actually does have their potential. Though it relies on the situation :
- HP for Blood: useful if you're overhealed, or find medkits you can't carry (make blood from HP and heal with the kit which you'd have left behind)
- Healing upon waiting: save the day if you are low on health and not yet in a fight, or just granting you a little chance to make it if you play bulky. I admit this might be more helpful for new players
There are other classes I have in work in progress, one still require the ultra skills. Others are just exisiting on paper.
Also thank you very much 茜打C.Da! ;)
If I could supplement my bug reports with some balance feedback: The fact that humans are common early on and rare late-game makes the medic feel a bit unbalanced. Callisto is an absolute joke because field rescue is so strong early on, but it becomes weak later on unless you have traits that generate extra blood. The fact that revived enemies in Nightmare drop more blood is probably not great for balance. Most non-blood skills scale up fine, and PHD in particular shores up the late game. By comparison all three base game classes have about the same resource generation for the whole game (unless they take traits that grant extra). I'm not sure this can be fixed without fundamentally changing how you gain blood.
Several traits like those that boost the "heal by waiting" or the one to trade HP for blood look bad on paper but I haven't actually tried them.