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Changes:
- The rare prefix chance config is now an integer from 1-100 rather than a float from 0.01-1. This will not affect your saved configuration, it is just an improvement to presentation
Bugfixes:
- Unreal is now a Ranged modifier, as intended
- Doubled tooltips on rare modifiers have been removed
- Tooltips for adjusted weapon prefixes are no longer misleading where the modified attributes differ from the originals
But yeah you're right; I'm not sure what would be best for that. As a TLDR the two main rogue playstyles are a regular spammy style sorta like ranger, and stealth-strike based (attacking only every once in a while with a stealth strike bonus for massive damage). Their weapons are pretty much all throwing-based, some that are in an arc like grenades and some that are straight-line projectiles like boomerangs.
And thanks for the extra info you gave! Linux is indeed a pain at times :P
@Admiral Billy: Yeah, I can try adding interop this weekend (my main desktop is Linux, which makes it unreasonably hard to make mods!). I like the idea of making summoner changes, but honestly I don't think I'm skilled enough to implement them! I don't have any plans to modify Rogue modifiers, mainly because they weren't addressed in the video and I'm not familiar enough with Rogue to choose tweaks that would work well
Other than that, all I can really think of that would be nice is some extra customization regarding the strength of the different modifiers, as well as if they exist at all. For example, an option to remove filler modifiers like the negatives entirely, or an option to multiply the effects of X modifier type by some amount. Also of course, the video mentioned the idea of Summoner class modifiers as well; seeing those at some point for something like minion size or minion speed would be nifty.