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Possibly add more clay based weapons and armor. Future:Īdd a final version of the Archer and Cleric sets. smod and copy/save it into your Stonehearth\Mods directory. STONEHEARTH MODS BLADE CLASS MODOriginal Content Some of what this mod adds:ĭownload the. They equate to the same damage types as the vanilla weapons with the exception of some of the fine weapons.īlack and white set are now complete (with the exception of the cleric/archers). Weapons to go with the Black / White sets or whichever. STONEHEARTH MODS BLADE CLASS UPDATEJust a small update to add a pair of recurve bows and fix the archer’s leather recipes to clearly show they create both the hood and vest. New in v2.6 - Small Recipe Update and Bows STONEHEARTH MODS BLADE CLASS PATCHSmall patch thanks to for her report! Again sorry for the lapse in quality control. Two downloads one of which is for A23 and the other for the current stable build A22 with small updates to correct descriptions. Please also note that these are for A23 only and have not been tested in previous builds. I may also create a knight’s talisman and other armors if I get feedback that there is interest. Please let me know if it seems unbalanced. Currently they are available via both kingdoms but I think I will eventually limit them to only the RC as they seem more spiritual. You WILL need an herbalist to make the tonics in order to cure the clay in order to weaponize it. Well you asked and they are in there…along with a few fixes. v3.3 - Update to fix poor use of tagsįixed a few bad tags which would allow your herbalist to reuse the tonics in recipes that would require herbs…such as themselves. Legendary and Epic Class Mods get 5 Bonus Points that are distributed randomly. Borderlands 3 Class Mods cant be anointed nor have a Mayhem Level. 100 Damage while Iron Bear is active, decreases as Iron Bear spends fuel. Just a really small update to organize the armor from this mod into their sets. The Legendary Moze Class Mod Flare comes from the Borderlands 3 Psycho Krieg - DLC. ![]() v3.5 - Small update to recipesĪnother small update to add actual effort to the recipes as well as realign the base requirements with those of the vanilla armors and weapons. v3.6 - Another small fixĪnother small update to correct the slot placement of some of the shields. A few warriors with these weapons and the target will have a very difficult time getting away.Ĭorrected the placement of the shields on the model as the offhand and leftArm slot are slightly different and was causing the shield to look more like a buckler. Also ALL the potter’s weapons now have a clip ability to briefly slow an enemy. Hopefully this assists the RC folks who have a very difficult time on hard. The talisman requires a potter and herbalist to make the required components. He is a significantly softer knight but can still hold his own. So it has been a while and after a bunch of testing I am introducing a new class called the blade. (Most of these weapons have very similar stats, they're just a way to add flavour.Small patch to ensure that the Blade does not equip ANY of the shields. For example, if you're from the Stannish Plains (think cossack/bedouin mashup) then you'd have the choice of sabre, falchion, javelin, light spear, and composite bow at a discount while if you're from the more "civilised" empire of Great Vale of Andion you'd be more familiar with bastard sword, two-hander, rapier, crossbow, halberd, and pike. ![]() ![]() I ask because I'm in the process or writing up different cultural origins for my players to choose from, with each having their own peculiar weapons, language, religion/culture, etc. Near as I can figure, the D
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