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报告翻译问题






Ethereal Runes exist to bypass any issues players may have with Rune Application rules (i.e. weapon rarity locking what tiers or Rune it can have used on it).
For most scenarios, it is intended players use non-Ethereal Runes, which ARE designed with balanced play in mind.
Part of the design philosophy of this mod was to avoid making the vanilla game/balancing too easy like upgrade mods tend to do. That said, this isn't entirely avoidable since this IS still an upgrade mod.
At any rate, if you do end up having balancing issues, the mod has tons of config options that will let you fine tune balancing to suit your needs.
So I guess while most weapons work,
The ones with a larger aoe than the actual blade will not work with rework.
Ones with projectiles will
Thank you Block! I've been using your stuff for a while now! Glad you responded so quickly!
It's also possible it's a mod conflict, I see from your screenshot that Fargo's has changed how the weapon's swing animation works.
"Your weapon has levelled up 5->6"
" Your weapon has levelled up 5->11"
"Your weapon has levelled up 3-5"
It seems the actual value for the weapon level does not matter when this popup appears. The weapon is currently sitting at level 5 with 722 experience to go and it is a Night's edge.
TL:DR The weapon acts as though it receives exp and chat states it levels up but the weapon doesnt actually have any stat change.
Prntscreen: https://prnt.sc/bUn_COE6C7eX
Just to clarify, did the weapon level down in chat , or did you actually decrease its level?
The former shouldn't be possible, since only level increases are supposed to be announced.
In the latter case, if the level dropped because you changed the weapon's Base XP value, that may explain the random 'level up', as the weapon's level basically needs to recalibrate after its Base XP is changed.
Do I need to start working on a special update for such an occasion...?
(tbh I don't know what there is to add lol)
Try auto-translating the english version of the mod description (if possible), which contains a tutorial for the new Experience Rune Forge system.
The first preview image on this workshop page may help as well.
These recipes (and pretty much all others in this mod) are crafted at an Experience Rune Forge.
Obtaining Dormant Rune(s) and a Forge is explained in the mod description above.
I highly advise using Recipe Browser for figuring out Rune recipes, since there isn't a wiki atm
As for the stat boost scaling; the values you get are to be expected. I (obviously) don't hardcode the results based on the level; it's all thrown into a formula that scales the boost based on your level and stuff, so inaccuracies due to rounding are inevitable.
Essentially what happens is this; each level you get multiplies the stat in question by a given value (Ex: Weapons get x1.01105 dmg per level by default). This stacks multiplicitivley, resulting in each level boosting the stat slightly more than the last.
All the multiplication of floating point values results in a lot of rounding, hence slight inaccuracies in the final values.
Firstly, I don't think there's a great reason to add boosts to max life/mana.
Primarily for balancing reasons (Keep in mind Player Levels don't even grant stats by default for balanced play, which - as I've mentioned many times - is something I care about here), but also because how flat stat increases scale.
The +2 HP & +1 Mana per level you suggested would matter less and less with each level, since the proportional (%) increase to your totals would be smaller. Higher levels being less rewarding is counter-intuitive since higher levels are harder to get.
By doing that, every 2 Levels for Damage you'll get x0.01 while for DR it'll take 4 levels to get 1% added, at Lv.100 that would reach x1.5 & 25% and with P1 - Lv. 100, it should reach x2 & 50%.
P2 - Lv. 100 if you wanna go there will put it at x2.5 & 75%, this is just an example, though.
(I would've put this in the earlier post, but I hit the character limit.)
Damage Boost Multiplier (Player): 3.3500001
DR Multiplier(Player): 1.65
Lv. 25 > 50 > 75 > 100
Damage Boost x1.12 > 1.24 > 1.37 > 1.5
DR Boost: 7% > 13% > 19% > 25%
I did want for the Damage Boost to hit x1.5 as well as the DR to hit 25% upon reaching Lv. 100, though some of the numbers might be slightly off, prob rounding up/down. With Prestige 1... those should hit x2 & 50%... but...
Pre.1 - Lv. 0 > 25 > 50 > 75 > 100
Damage Boost x1.5 > x1.64 > x1.78 > x1.93 > x2.08
DR Boost: 25% > 30% > 36% > 41% > 46%
Damage Boost is x0.08 too high and DR is 4% short, though if I change the configs to...
Damage Boost Multiplier (Player): 3.1000001
DR Multiplier(Player): 1.8000001
Then P1 - Lv. 100 will have Damage Boost x2 & Reduction 50%, however... non-prestige for Lv. 100 will now be x1.46 & 27%.
Is this intended?
Would it be possible that for Player Leveling they can be given Bonus Health & Mana per level? Like... a flat increase. For example...
Player Level is 0, you gain a level... you gain +2 Health & +1 Mana per level. (These can be config'd, much like how Damage 7 Damage Reduction can be changed.)
The max amount you can get will depend on the level cap (Default is 100.) Upon reaching Level 100, you will have an extra 200 Health & 100 Mana. If you Prestige and re-level up, you can get another 200 health & 100 Mana on top of that.
Assuming the level cap is 100 and the Prestige Cap is 1, that should be about 400 Health & 200 Mana.
The reason for asking is that not all level-ups will give you a Damage Bonus or Damage Reduction depending on their config, I still want to have the Player gain some sort of bonus for gaining a level, prob can also work well with the Level Cap Medals.
Alternatively, you can also get Reflection Runes by throwing a Dormant Experience Rune into Shimmer.
Blank Runes are made from a Dormant Experience Rune & Vile/Vicious Powder. Void Runes are made from Blank Runes and more Vile/Vicious Powder.
P.S. I assumed that by 'enchantment' you were referring to XP/Level gain. If you directly referring to enchantments, this mod doesn't add such a thing.
TLDR: Still good advice, but the bug can very rarely occur regardless.
For the people having problems with getting xp with your minions, from my experience I do not believe there a problem with the summoning weapon or runes so you don't need to use a blank rune and reapply it, you are probably just summoning them from your inventory, and items used from the inventory just don't get xp for some reason. You need to summon your minions/sentry from your hotbar in order for them to gain xp, then after they are summoned you can move the weapon back into your inventory if you want. So whenever you get back into your world or die and respawn just remember to summon from your hotbar and you'll be fine. Hope this helps :)
Do you wish I remove these comments to reduce clutter?
However, the patch DID add a debug item that automatically opens the Forge UI whenever you open the inventory while said item is in your inventory.
That said, the item is entirely independent from the actual Forge item/tile, so I really doubt it could be interfering.
If you have a mod like Cheat Sheet, you could spawn in this item (the 'Debug Forge') and use it as a workaround if you can't get the actual Forge to work.