Mirondor wrote:Wowowow!
What's happened to the game since last update?
No light elves or dwarfs available at start, and if i install a Templayer's patch - game crashes as i right-click on any skill...
Have you used the new prototype of the Racial Skills? Rodril changed the table structure for that, so you cannot use the old version anymore. When I tested it (unlocker + racial skills) I did it by learning a few skills and seeing by right clicking if the maximum proficiency has been raised (didn't crash for me).Templayer wrote:Here's a prototype of a new version of the Racial Skills mod. Also it looks like they are no longer learned at the game's start.
https://ulozto.net/file/lx0rXuLwpIZU/race-skills-txt
I did try to address some issues with the Racial skills. I finally forced myself to do it, now that Rodril revamped the table structure.
Dwarves were given expert repair (lore-based) and expert item identify, since they only had master axe and expert bow.
Since humans tend to be Jacks of all trades, and so they even are in the MM universe, and they had no Mastery or GM racially, I decided to simply give them a boost to all utility skills by +1. Quite a lot of people told me that they were hands-down the most underpowered in that little mod of mine. So now if there is an utility skill (like alchemy) that you can master class-wise, being a human will enable you to GM it. Good enough for you?
That means normal meditation, perception, regeneration, disarming, dodging, unarmed, identify monster, armsmaster, stealing, alchemy, identify item, merchant, repair. When the +1 max expertise boost is gained through a class that can already have these skills, it becomes adaptability at its finest (i.e. the human-specific trait).
Character Creation created zombies now get base regeneration at start. "Hold together, pal!"
The tutorial on the Tracker has also been updated. (so anybody can modify it by using the tutorial)