Is it possible to teach NPC’s how to use magic?
Any way to remove your class without debugging it away? I’ve kinda gone down the plant mutation path and regret not going druid for full nature wizard.
I’ve also having trouble finding the alchemy book that has the recipe for the mana infusing tool. Is it a random spawn or are there specific buildings I should be looking for?
And why don’t you want to debug it? If it’s about achievements, they can be reactivated using the same debug menu. Or backup your save and copy-paste achievements section from an old save into a new one.
e: I don’t even get what is the point of debug disabling achievements because see above.
For the most part I want things to be done legitimately, like if there were a way I’d expect an expensive to produce potion or something like the targeted purifier serum to make you forget all your spells associated with a chosen class and reset your aura(or whatever it is that locks you in your class) so that you’re not a [insert class here] anymore. But I suppose debug isn’t that bad to use in these kinds of situations, it’d already be punishment enough to go through losing spells and needing to master new ones.
Hi want to say i really like this mod but if it’s cool my biggest suggestion would be to add sound to the spells or have a mod that adds sounds to them feels a little odd for my guns to go bang but my spells to make no noise. even if sounds were reused a good amount that would be fine sound is just something that adds so much fun for me :).
that would depend quite heavily on the soundpack people.
I see I hope a big one like @ would be cool with it then.
I can’t seem to find any way to forget or hide a known spell, is that planned or should I try implementing it myself? Also useful would be the ability to make the player forget a spell once they cast it.
With players being able to learn new spells by mastering spells they know it would be fairly simple to implement some interesting options for specialization.
IE, you master a spell and learn 3 variations that are the same as the mastered version at level 1, but as you level them up they diverge in effect. More aoe but more casting time, less mana costs but less damage, etcetera.
Unfortunately this would rapidly clutter up the spellcasting menu and become unusable.
How would I go about editing the maximum length of items that the Belt of Weaponry can hold? Currently it sits at 8 inches, making it unable to store the nifty enchanted warhammer I picked up off a goblin chieftain. Looking at the json data, the only editable variables I can see are weight and volume.
Try adding "max_item_length": "125 cm",
after the "max_contains_weight": "2500 g",
line in each pocket.
125 cm is about 4 feet. If the hammer is longer just increase this number.
I’m at work and can’t test this, but it should work.
I’ll give it a shot. Thanks.
edit: Worked like a charm. Thank you ever so much. Gonna bump that length up a bit, though, so I can store my magic pike in it if I want to, because I very well should be able to according to the description. It does say ANY weapon. I wonder what I’d need to put down to make the length truly unlimited. I also wonder if I can add an encumbrance modifier to the pockets as well. A magic belt that makes your stored weapons vanish into the ether shouldn’t really encumber you more as more weapons are stored, unless that’s an intended balancing feature, I guess. I’ll poke at it.
You’re a champeen.
awesome! can you make a PR please?
Add "max_encumbrance": 3,
just after the "encumbrance": 3,
line.
Just tested this. Wearing just the empty belt, I have 3 torso encumbrance. Then I stored a warhammer +2, a bat +2, a battle axe and an ice axe.
Before adding this line torso encumbrance was 36, after adding it was still 3.
I should have been able to infer that from the dimensional toolbelt right above it. Thanks again.
On a more positive note, Fireball is much more impressive now, as I learned to my dismay when I tried my old trick of danger-close Fireballing a horde.
I see the commit was merged, but I just updated to 10959 and it looks like it didn’t take. No idea why, maybe it’s just my end. Looking at the json, everything seems to be updated, but the max item length in-game is still ~20cm. Figured I’d let you know.
edit: upon review, maybe it’s because “max_item_length” is missing from the first pocket entirely. Fixing that seemed to fix the problem. Here’s a pastebin of the relevant section with my edits for pike-length weapons as well as encumbrance if you want it; I don’t use GitHub.
edit2: updated further to increase max weight to 5 kg because there’s no good reason I shouldn’t be able to keep a sawn-off in there, too
Yeah, I did miss the first pocket entry. I’ll PR a fix for that. Thanks for letting me know.
Is there/will there be a way to change classes? I think I might prefer my character to be an animist instead of a magus and I don’t want to start over. Magus was the first class I found and K didn’t entirely understand it all at first.
I imagine I could use DEBUG to remove the trait but that disables achievements and I like achievements.
If there isn’t a built in way to switch would I be able to edit the save of my character and remove the trait?
In the event there isn’t already a way to remove/switch classes I wouldn’t necessarily consider it to be unbalanced if anything.
Maybe have your character perform some ‘ritual’ and then you lose being ‘x’ class. You lose access to all learned spelled and their progress and if you want to go back to what you had before you’d need to start all over again.
Maybe call it something like The Ritual of Reformation.
i have no plans to allow switching classes outside of special circumstances. most class combinations allow utility spells you’d miss out on by not taking some specific class, and this is a roguelike game so i’m actually expecting the player to die at some point and try something else they wanted.
if you must, you can debug the trait and then debug turn achievements on again. please don’t edit the save because then you’ll keep the spells you’re not supposed to have.