Androdion 870 Posted July 24, 2020 Share Posted July 24, 2020 This is something that has been at the back of my mind for some time now. Relics spawn with bonuses to 4 out of 6 General Skills, why is that? Why is it that they don't spawn with bonuses to Alchemy and Blacksmith when they're General Skills as well? I find it awkward that you have this mechanic that allows you to boost a certain type of skill, yet some of them aren't even rolled. Is there any coding limitation or whatnot? 1 Link to comment
Flix 5,116 Posted July 24, 2020 Share Posted July 24, 2020 No idea. There's no technical reason those bonuses couldn't exist on Relics, or any other bonus for that matter. Link to comment
Androdion 870 Posted July 24, 2020 Author Share Posted July 24, 2020 It's funny that no one ever complained about it to be honest. Would you be willing to put this on the to-do list for EE/D2F, since the first (and by extension the second) is keeping up with the CM Patch spirit of fixing things?! At least from a gaming and consistency point of view I think those bonuses should appear. I believe master @chattius would approve that as well. Link to comment
Flix 5,116 Posted July 25, 2020 Share Posted July 25, 2020 Sure, sounds like a very worthy change. Link to comment
RetsReds 64 Posted August 2, 2020 Share Posted August 2, 2020 One thing I always wished about relics is for some relics to give bonuses to two general skills. So if, for example, I'm playing with both Riding and Enhanced Perception, I wouldn't have to switch between an *80 armor + 4 EP* relic and an *80 armor + 4 Riding* relic but would also have the option of using an *80 armor + 2 EP + 2 Riding* relic. Link to comment
RavenLight 52 Posted August 3, 2020 Share Posted August 3, 2020 (edited) I might be wrong but I have a glimpse that I recently got a +Alchemy yellow relic from a random drop. This was a few days ago so I don't remember correctly though, I might be mistaken or not. Edit: I searched the Google just now and it seems that Alchemy relics aren't in the game, so I probably remembered wrong. Edited August 3, 2020 by RavenLight Link to comment
Flix 5,116 Posted August 3, 2020 Share Posted August 3, 2020 This is the bonus group: newBonusgroup = { id = 549, name = "Ybga_artefact ", bonuslist = { 343,344,345,346,}, } mgr.createBonusgroup(549, newBonusgroup); Just need to add 341, and 347, to the list to include all General Skills. Just FYI for any self-modders. It will probably be a while before I update any mods. Link to comment
RavenLight 52 Posted August 3, 2020 Share Posted August 3, 2020 33 minutes ago, Flix said: This is the bonus group: newBonusgroup = { id = 549, name = "Ybga_artefact ", bonuslist = { 343,344,345,346,}, } mgr.createBonusgroup(549, newBonusgroup); Just need to add 341, and 347, to the list to include all General Skills. Just FYI for any self-modders. It will probably be a while before I update any mods. Does it need to start a new campaign for the changes to apply or I can continue the current one(s)? Link to comment
Androdion 870 Posted August 3, 2020 Author Share Posted August 3, 2020 Ok, so is that blueprint.txt then? Will changing that cause any kind of re-roll on RNG items, or is it safe to apply on an already existing character? PS: Out of sheer morbid curiosity, what's 342? Link to comment
Flix 5,116 Posted August 3, 2020 Share Posted August 3, 2020 342 is ancient magic. Making the change I suggested above in blueprint.txt will have an immediate and retroactive effect. It will cause all normal, magic, and rare-tier relics to re-roll their bonuses. No other items would be affected. Link to comment
Androdion 870 Posted August 3, 2020 Author Share Posted August 3, 2020 If it's only the relics then there shouldn't be any issues. I'll give it a try. PS: Worked like a charm! Link to comment
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