Mod articles
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Magic finally comes to Hearth & Home!
I updated the mod to work on the new version, while also doing some major changes on how everything works! The goal is to make the mod more rpg-like, while also tuning down runes a bit so they're not the main source of damage. The idea is to have runes as a NEW tool to the players, not as the MAIN tool.
The idea on the "resting" limitation (read more below) is to have players "prepare" their spells before venturing into the wild. I really like how it changes the mod gameplay and I'm satisfied with it :)
- Removing "Craft All" button below "Craft" button (it's now its own mod).
- Reduced class runes stack size to 10 (was 100).
- Reduced recall runes stack size to 1 (was 100).
- Runes now h... -
Bug fixes:
Fixing CreateRankTab exception when relogging ingame.
Fixing bug that would allow players to stack multiple buffs for ranks of the same rune.
Changed how extended data is stored to avoid using unnecessary memory.
Fixing a very weird bug that was spawning runes somewhere in your world whenever you crafted a rune.
Fixing the bug that would duplicate runes when you dropped/picked them up (please don't try this. It can messes with your runes and make you lose them!).
Adding some debug.logging so you can know exactly what rune effects are on your character (good for testing stuff, if you're into that kind of thing).
About buffs and ranks:
If you re-cast a buff (same rank), it'll simply reset the buff duration... -
Bug fixes:
Fixing the tooltip position when the inventory's spellsbar position is set to BOTTOM.
Fixing some positioning problems when changing the game's UI scale.
Improvements:
Rune recipes will now ONLY appear when you're NOT on a crafting station.
New Features:
Rune Ranks! (read more below)
New Configs (check all configs here):
Added CONFIG to enable/disable the rune ranks tabs.
Added CONFIG to move the rune ranks tabs horizontally.
Added CONFIG to move the rune ranks tabs vertically.
RUNE RANKS
Right now, a warrior level 1 would need a flint to craft Bladestorm (level 1). At level 100, it would also need the same flint to craft a B... -
Bug fixes / Improvements:
I changed how the mod stores its extended/temporary data in an attempt to avoid hurting the game's performance in the long run.
New Features:
Class Control was added (read more below).
New Configs (check all configs here):
Added CONFIG to adjust the class control level.
CLASS CONTROL
Right now (with enough time and patience) any character can max all classes to level 100. This is fine, but some people requested some way to force characters to pick a single class and only use runes from it. So, to make everyone happy, I added a new feature called Class Control. It's a number between 0 and 100 (defaulted to 20) that you can set on the mods configuration, a... -
Bug fixes:
Improving visibility updates so the hotkey's bar won't appear alongside the building panel.
Runic buffs should now correctly be removed when the rune expires.
Fixing error related to hotkeys-bar being disabled.
Fixing errors related to craft-all being disabled.
Improvements:
Inventory spellsbar's position now defaulted to bottom.
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Bug fixes:
Fixed bug that when picking up runes from the ground.
You should now be able to craft runes if the spells' bar is 'full' but with free stacks.
Fixed bug where crafting could grant extra runes when stacks were at 99.
Fixed elemental damage not being applied right away with runes.
Improvements:
You should now be able to cast runes using the right-modifier as well (right-alt, right-ctrl, right-shift).
New features:
Added "Craft All" button below the "Craft" button. When you click this, it'll start crafting the rune while there are materials available. Click again to stop.
Most runes now have cooldowns. The cooldown reduces a bit as you level the class. -
Bug fixes:
Fixing skill problem which was preventing the skill list to be displaying and games to be saved.
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