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There are probably many more, but I have made enough things now where it’s easy to forget, lol.
Could I also ask what abilities do you recommend on manipulating turn order, whether base game or your mods?
Thank you!
I’ll play around with it and see if I think it needs further adjustment, but I don’t have plans to change it currently. And though I am always brainstorming new classes to add, I don’t think I have anything in mind that would fit what you’re looking for.
If you can determine which enemy is causing the crash, please let me know and I will investigate further.
Thanks again for helping spot and fix errors in my mods! And thank you for your kind words. I'm glad you've enjoyed my mods.
This is probably the last time I'll pester you since I'm putting down the game again so I wanted to say you took a 10/10 game and made it even better, though it remains at a 10/10 because that's just how maximum scores work. I hope you continue to find modding this game enjoyable because I selfishly like playing them!
Alternatively, you can edit the classes yourself and put — in front of the lines that specify the required variable if you want them to be available from the jump.
Regarding Way of the Master, consider allowing the active skills to function with swords as well as daggers, then. I imagine you're trying to keep it as true to the source material as possible, but as it's implemented right now (even with the passive equipped), playing an Assassin with sword and dagger doesn't actually have any benefit over playing with dual daggers or even simply dagger and shield, by comparison. My suggestions may not fit the bill for the theme, but it feels like it needs some help if it's going to be a viable option.
Unrelated, I crafted my first scythe (Mithril, if it matters) and it doesn't seem to be functioning properly. There's no actual attack selection when attempting to attack with it. I haven't checked the actual code yet. I only noticed it while streaming just before heading to sleep last night.