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Yrydyon

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Yrydyon

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7 comments

  1. bh6847
    bh6847
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    Is there a way to know what aura level is?
  2. Nathyiel
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    Really good mod.

    For balance, here's a few idea I'm testing :

    • Rogue - Concentration aura. Fanaticism is too powerful.
    • Desert - no change. Some aura change would be interesting like melee aura/magical aura/support.
    • Sorceror (in test) - Conviction. Inferno/Fireball/Chilling Armor - ice Blast/Frost Nova/Chilling Armor - Lightning/Nova/Chilling Armor.
    • Barbarian (not tested) - (edit) maybe Defiance or Prayer with Taunt skill to use as tank for my sorc.

    My general idea was if aura level 30 then use game default skill or nerf.

    Idea : Aura choice per difficulty. This way, the Rogue could have might/blessed aim/concentration.

    EDIT :
    the first Fire Sorceror seem to always be Fire Bold.

    EDIT #2 :
    Level 30 aura is starting directly at level 5 but I don't know if it can be tuned down.
  3. PotziHookman
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    This is a very fun mod, but I have been having an issue with the Act 3 mercenaries: They only use 2/3 of their elemental skills, though the auras do work. Particularly too, the Fire Sorcerers seem to always have Fire Bolt in their first slot, no amount of settings changes will change it.
  4. GamesDude
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    Great idea and I'm enjoying this a lot, have a couple bugs to report and a feature to request.

    I would love being able to also customize which auras the desert mercenary comes with--- maybe it's just me being weird but I like the idea of each mercenary type having a different, specialized aura, but some of the ones I would want to give to the rogue mercenary (prayer, blessed aim, might) are already used by desert mercs and the overlap just doesn't quite sit right with me.

    Also I've noticed two bugs: first is that if you give the desert mercenary Impale, not only will he constantly make the amazon's "HRAGH!" sound effect while using it but he actually manages to consume durability on his weapon despite being a mercenary, and if it breaks this way the UI glitches out and it becomes uninteractible until you exit to menu. When this happened to me, loading back in made his equipped weapon disappear entirely.

    The second bug is that, no matter how I configure the mod, the iron wolf (fire)'s firebolt doesn't seem to change to anything else. Additionally, the aura seems to overwrite their third skill, though I haven't tested every combination. I initially tried setting them to meteor + fire ball + enchant, but I got fire bolt + fire ball + aura. I then tried fire ball + meteor + enchant, and got fire bolt + meteor + aura. 
  5. emmetotter
    emmetotter
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    This certainly looks interesting and will wait it out for it to get better perfected. 
  6. Anty13
    Anty13
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    this is what my defensive merc line looks like in the hireling txt folder
    Desert Mercenary Def-Normal 0 7 338 2 1 12 198 merca201 merca221 750 50 330 9 50 10 34 6 37 6 110 25 2 9 23 5 30 58 58 58 58 pole spea PalMercExST1X 40 Jab 14 66 0 6 11 Defiance 1 10 0 1 11 Charged Strike 4 37 0 1 11 Venom 4 17 0 4 0 Pole Arm Mastery 4 0 0 7 0 Spear Mastery 4 0 0 7 0 2 6 2 20000 .
    I'm not sure if the skills pole arm and spear mastery work because they are passive and I'm too lazy to count the others work. I tried more skills some of them didn't work.
    as for the barbarian they can use shouts (just a bit of barbarian).
    War Cry 5 21 0 1 11 Shout 5 13 0 1 11 Battle Orders 5 13 0 1 11 Bash 5 77 0 3 11 Sword Mastery 5 0 0 6 0 2 6 2 20000
  7. Avsky666
    Avsky666
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    act 2 merc does not use zeal but stun works fine, you may want to look into that