- Removed unwanted bonus damage from
Buckshot
explosion effect - Fixed current Ammo-Count display on AmmoBar when switching away from a fully loaded firearm
- Fixed
Steadfast
Movement Speed penalty. Now correctly slows by 75% instead of 35% - Fixed persisting
Out of Ammunition
tag that caused characters to be unable to attack with their weapon - Fixed Dynamic Rifle-Range for skills not applying correctly when the character was resurrected
- Fixed Dynamic Range Statuses not properly overwriting each themselves
- Fixed Dynamic Range Statuses not being applied for every kind of firearm
- Fixed Dynamic Range not correctly being cleared when unequipping a firearm
- Fix AmmoBar being shown during Character Creation
- Added missing
RangerLore 5
Memorization Requirement forSeeker Strikedown
Spell - Adjusted
HitStatus
retrieval to prepare for upcomingGetStatuses
fix in v51 - Fix Dynamic Range not being changed correctly when the Talent
Lone Wolf
is active. - Fix AmmoBar being shown when a player is respeccing
- Added
Death Sentence
Skill to available starting skills in Character Creation - Added
Buckshot
Skill to available starting skills in Character Creation - Adjusted
Final Act
to be available earlier than before
While dynamic range seems to work correctly when testing in the editor, playtesting revealed that this mechanic behaves differently ingame.
- [EXPERIMENTAL] Fix Dynamic-Range when character has
Lone Wolf
and is not in Editor
Playtesting revealed, that Musketeer's are not fun to play without using Lone Wolf
.
With the usual 4AP a character has per round and Reload
consuming 2AP, the player
is severely bottlenecked and starved of AP.
- Skill
Reload
and all versions ofEnhanced Reload
AP cost reduced from 2 to 1 - Skill
Tracking Shot
AP cost reduced from 2 to 1 - Skill
Blazing Flare
AP cost reduced from 2 to 1, Cooldown increased from 3 to 5 - Skill
Seeker Strikedown
SP cost reduced from 3 to 2 - Skill
Final Act
AP cost reduced from 2 to 1 - Skill
Rend the Marked
AP cost reduced from 3 to 2 - Skill
Buckshot
AP cost reduced from 2 to 1, Cooldown increased from 2 to 3
- Performing
Attack Ground
with a firearm now applies additional effects fromEnhanced Reload
- Replaced
Stunned
effect fromBuckshot
Skill withKnockdown
effect Enhanced Reload
Skillbooks now correctly use the source-version of the Skillbook iconsBuckshot
now correctly ignites surfacesBuckshot
now correctly causes a cone of fire behind it's impact target/location- Fixed a bug where tag-requirements were not always being refreshed on the skillbar
- Fixed a bug where
Buckshot
played the wrong impact-SFX - Updated
GetStatus
calls with fixedGetStatusObjects
calls (v51 fix) - Fixed a bug that caused piercing ammo to shoot off recursively from it's own instances
Buckshot might be too strong again and will be monitored closely.
Musketeer Skill Overview
Page updated- Leaving combat will automatically fully restore a player's currently equipped firearm's
Ammunition
- Added experimental compatibility with Odinblade's Hunstman overhaul (Load Musketeer AFTER Odinblade's mod)
- Fixed a bug where ending the turn immediatly after casting
Reload
would cause theReload
-State to persist for an additional turn - Fixed a bug that caused
Dynamic-Range
to not reapply after being removed from external sources
Elemental Arrowheads
is no longer compatible with rifles
- Added experimental custom
DeltaMods
for Rifles generated from treasures and vendors receive custom boosts instead of Crossbow specific ones.
- Fixed a issue that caused the projectile from the
Tripwire Flare
Skill to explode too soon Tracking Shot
Skill can no longer applyMarked
on itemsSteady Shot
Skill now correctly deals bonus damage onMarked
characters- Fixed a bug that caused bonus damage from
Marked
interactions to not trigger execute effects Tracking Shot
Skill now no longer has 2 differentBeamFX
when cast and will only use the default oneSpecial Arrow
Consumables are no longer usable with a rifle equipped
- Changed visuals of all
Ammunition Type
projectiles to better reflect their damage type Piercing Ammunition
Damage increased from 35% weapon damage to 70% weapon damage, removedBleeding
effectPiercing Ammunition
can now apply bonus effects, based on the original Skill that was used:- The piercing
Tracking Shot
Projectile appliesMarked
for 2 turns when hitting a character - The piercing
Rapidfire
Projectile heals the attacker for 5% of its maximum vitality, if the target isMarked
- The piercing
Rend The Marked
Projectile grants the attacker aRend
stack when killing a character
- The piercing
- Skill
Final Act
AP cost increased from 1 to 2
Knockdown
Status caused by hittingMarked
targets with theBuckshot
Skill is now correctly resisted byPhysical Armor
Seeker Strikedown
Skill's ingame name has been correctedSteadfast
Skill Description has been updated to match it's actual effectSeeker Strikedown
Skill Description updated- High Rarity
Rifles
sold by vendors can no longer beunidentified
- Adjusted Icons of some
Matchlock Rifles
to correctly use theMatchlock
Weapon Icon - Added experimental Tooltip-Support for
Rifles
, Tooltip no longer showsRifles
asCrossbows
Steadfast
Skill now grants 2m range, 20% accuracy, bonusPhysical Armor
and bonusMagic Armor
Seeker Strikedown
SkillDamage Type
changed fromFire
toPhysical
and now requires the caster to have aRifle
equipped- Changed base
Movement
andInitiative
ofMusket Rifles
from -2m to -1m and -2 to -1 respectively - Removed base
Movement
ofMatchlock Rifles
and changed baseInitiative
from -2 to -1 - Increased
Level
Requirement of allEnhanced Reload
Variations from 3 to 5 - Slightly increased Droprate of
Rifles
andCrossbows
to compensate for diluted Weapon-Pool - Increased
Crossbow
Weapon Droprate - Added additional
Matchlock Rifles
of various rarities to the Weapon-Pool
- Introduced a new Source Skill:
Scattershot
!Scattershot
fires 5 projectiles in a arc, dealing heavy damage. This Skill greatly benefits from specialAmmunition
types. Deals bonus damage and inflictsBleeding
on marked targets.
- Tooltips of
Rifles
were further improved and fixed when used in item comparisons
Reloading
now reduces a charactersDodge Chance
by 15% for it's duration, along the other Debuffs- Skill-Descriptions structure equalized for all Rifle-Skills
Seeker Strikedown
Skill now occupies 3Memory Slots
Scattershot
Skill Skillbooks are now correctly included in the correspondingTreasure Tables
Rifles
no longer grant a passive skill that was inherently unusable- Added
Out of Ammunition
Info-Text onRifle
Tooltips
The Musketeer Mod has finally reached V1.0 and is now released!
- Introduced a new Skill:
Blitzkrieg
! Dash a short distance and reload 1Ammunition
. Additionally grantsBonus Damage
, a small amount ofPhysical Armor
andHasted
for 1 turn.
Steadfast
Skill stats updated
Musketeer
andHeadhunter
Class Presets improved- Increased
Bleeding
Status duration fromScattershot
Skill from 1 to 2 turns
As multiple Players have reported freezes when rifle wielding characters get hit control removing statuses such as Mad
, I've attempted to implement a possible fix for this. Along with this, a similiar freeze that was reported to happen after
using a Reload
should hopefully be fixed with this patch.
- [Experimental] Game-Freeze caused by reapplying Statuses fixed
- Traders now correctly remove stale generated
Rifles
from their inventory - Improved consistency of AmmoBar visibility between characters
- All
Enhanced Reload
cost 1Memory Slot
and should no longer be removed after respeccing - GM compatibility improved
- AmmoBar UI is no longer visible when a summoned character or a party follower is selected
- All
Blunderbuss
variations base damage reduced, from 170 to 155 and from 180 to 165. - All
Blunderbuss
variations critical damage reduced from 185 to 175
- Fixed a bug that caused
Rifle
-based Skill Ranges to be set to 4m AmmoBar
is no longer visible when returning to GM-Mode after possessing a character
- Fixed a bug that could possibly cause
Rifle
-based Skill Ranges not to update due to stale Database entries.
- Updated required minimum Extender Version to correct value
- Experimental Fixed a bug that caused Rifle rarities to change to
Unique
after loading a Savegame
NOTE: Rifle's that were set to Unique
will not be restored, but it should hopefully fix it for any rifle that was generated after this patch was applied. Was sadly not able to fully test this because of time constraints.
- [Experimental] Fixed a bug that caused Deadlocks/Freezes during combat when control altering
Statuses
are active
This patch aims to fix some compatibility issues with WeaponEx
, most notably how Musketeer Weapons do count towards crossbow masteries instead of firearms.
NOTE: There will be additional patches to further increase compatibility and fix additional bugs. Some bugs will be patched together with the v53 release of the Extender, this includes projectile trajectories from inserted runes and some other stuff.
- Musketeer Rifle
WeaponType
is now actuallyRifle
- Complete
Item Tooltip
logic rework
Concerns WeaponEx Vending machine stock/inventory
- Vending machine items should no longer get deleted
Concerns WeaponEx Weapon Mastery
- "Old" (Rifles that were generated before the release of v.1.2.0.0) no longer count towards the
Crossbow
Weapon-Mastery in WeaponEx - Fixed an error message that showed up when a session was loading
Musketeer Masteries! Patch 1.3 adds advanced interactions with Laughing Leader's Weapon Mastery system, introducing a unique Mastery tree for each Musketeer Firearms. Each Mastery has been designed to highlight their weapon's characteristics and offer you more profound ways to unleash destruction upon your foes.
Also, a big thank you to all players that have been so kind to take their time and write very detailed feedback and bugreports! You've been a huge help.
- Requires Laughing Leader's Weapon Expansion Mod to be loaded before the Musketeer Mod!
- Muskets, Blunderbusses and Matchlocks count towards the
Firearm
Mastery - New Mastery category for each Musketeer weapon type!
Control the battle and inspire your allies! Musket Mastery-Ranks grant your whole team an edge in combat by bolstering defensive and offensive options alike!
Up close and personal. Blunderbuss Mastery-Ranks enable a aggressive playstyle from close range by increasing your lethality and giving you more tools for positioning and closing the gap!
The hunter's choice. Obliterate your prey and shatter your enemies defenses with precise strikes and fire superiority.
- Rewrote
Covering Fire
logic, no longer does nothing when using it would leave you at 0 AP.Ammunition
used byCovering Fire
is no longer subtracted all at once, but instead whenever a shot is fired. - Fixed inconsistent naming for
Doom Ammunition
- Fixed
Reload
debuffs being removed at the end of the current turn, instead of at the beginning of the next turn. - Runes inserted into
Rifles
no longer change the trajectory to an arc - Fixed a bug that caused issues when identifying if a character is wielding a
Rifle
or not - [Experimental] Fixed a bug that caused softlocks when a character wielding a
Rifle
was charmed, taunted, mad or under similiar status influences
NOTE: Damage
and Critical Damage
value changes can defer slightly from the listed changes, as multiple variations with different stat baselines exist.
From general observation, Muskets
, Blunderbusses
and Matchlocks
appear to be overperforming quite a bit.
The balance changes in this patch aim to reduce the overall damage output of Musketeer Firearm's and skills, whilst increasing
bonus damage values from Marked
interactions.
The intention of this rebalancement is to bring the Musketeer Mod in line with the game's original classes in terms of strength and increase
the importance of Marked
interactions to encourage strategic decision making.
Musket
Damage decreased from 120 to 110 andCritical Damage
decreased from 160 to 155Blunderbuss
Damage decreased from 155 to 135 andCritical Damage
decreased from 175 to 170Matchlock
Damage decreased from 145 to 120 andCritical Damage
decreased from 165 to 160- Adjusted
Blunderbuss
andMatchlock
price values to fitMusket
price value stat Tracking Shot
Damage decreased from 110 to 80Buckshot
Damage decreased from 120 to 100Steady Shot
Damage decreased from 110 to 105, Damage onMarked
targets increased from 50% to 65%Final Act
Damage decreased from 180 to 160, Damage onMarked
targets increased from 60% to 75%- All
Reload
Variations do no longer break stealth when cast. (Additionally, allReload
bonus effects gained from masteries can be cast from stealth)
Covering Fire
Skill can target characters and items againRapidfire
Skill no longer misses the target on the 2nd and 3rd shot on certain occasionsBuckshot
Skill now properly knocks down marked opponents for 1 turn- Musketeer Skill Requirement tooltips in languages other than english are now visible (not translated, but appearantly were completely missing before)
- Musketeer
Source Skillbooks
are no longer available for purchase in Fort Joy Treasure Tables
are no longer overwritten and instead merged. (Improves compatibility with other mods that change the sameTreasure Tables
)- Fixed bad code that could possibly be causing freezes/softlocks when characters with
Rifles
equipped were Mad/Taunted/Polymorphed
I think the balance changes introduced in 1.3.0.0 worked out pretty well and brought the damage values of Musketeer
Weapons and Skills more in line with the vanilla classes. Matchlocks
are still a bit too strong and are basically just better Muskets
in nearly every aspect. Matchlocks
have the highest Ammunition
capacity of all 3 Firearms, thus I'm reducing the damage values of Matchlocks
to balance them and distinguish them more from Muskets
Matchlock
Damage decreased from 120 to 105 andCritical Damage
decreased from 160 to 150
This patch completely reworks Ai-Behaviour with Musketeer weapons and skills. Ai-controlled characters now work properly and are compatible with this mod. There were quite a few crashes caused by incorrect Ai-Behaviour of Musketeer-Class characters that were fixed as well.
- Fixed a bug that caused long lagspikes when a Ai-Controlled Character was calculating actions
- Fixed a softlock that occured when a Ai-Controlled Chracter used any
Reload
Skill - Fixed a crash that occured when a Ai-Controlled tried to use the
Blitzkrieg
orCovering Fire
Skill (Right now, those are simply disabled for Ai) - Fixed a bug that caused special versions of
Reload
to break stealth
Musketeer
Skills deal a lot more damage than the game's original Hunstsman
Skills. While they should do more damage due to the shorter range of Firearms and the Ammunition
restriction, the damage values are still too high.
Steady Shot
Skill Damage decreased from 105 to 90 and Marked-Damage decreased from 65% to 35%Scattershot
Skill Damage decreased from 60 to 50 and Angle changed from 30 to 35 and Marked-Damage decreased from 20% to 10%Scattershot
Skill Description updated to display bonus damage against marked targetsBuckshot
Skill Damage decreased from 100 to 80Rapidfire
Skill Damage decreased from 65 to 55Tracking Shot
Skill Damage decreased from 80 to 75Final Act
Skill Damage decreased from 160 to 120 and Marked-Damage decreased from 75% to 45%Final Act
Skill Description updated to display bonus damage values instead of percentageGrenade Assault
Mastery-Skill Damage decreased from 135 to 115
These nerfs might seems to be quite extreme, but especially Final Act
was simply extremely powerfull with it's high base damage and 75% bonus damage on marked targets.
Concentrated Terror
Mastery-Skill is no longer available during Character Creation
Bedroll
Tooltip updated to show information about auto-reloading your weapon when used out of combatRanged
Combat-Ability Tooltip updated to show information aboutRifles
being affected by it as wellGrenade Assault
Mastery-Skill Damage decreased from 115 to 35
Grenade Assault
scales with Finesse
, that was something I forgot about when balancing it's damage values. I'm bringing it in line with other skills with this change.
Concentrated Terror
Mastery-Skill is now properly granted at Mastery-Level 3 instead of Mastery-Level 2
The AmmoBar
UI would not work correctly when playing with a controller and would overlap the skillbar of the player. This patch improves controller support by moving it next to the skillbar and fixing some related bugs.
Concentrated Terror
Mastery-Skill now correctly requires Mastery-Level 3 instead of Mastery-Level 2
AmmoBar
UI is placed next to the skillbar when using a controller
The duration of the Marked
status matched the cooldown of skills such as Tracking Shot
and Death Sentence
, meaning you could always apply a new Marked
status as soon as the old one expired.
- New Talent-Interaction for
Glass Cannon
: Restore 1Ammunition
at the start of your combat round, if you are out ofAmmunition
and have a Rifle equipped.
Marked
Status fromTracking Shot
,Death Sentence
andBlazing Flare
duration reduced from 3 to 2Marked
Status fromPiercing Ammunition + Tracking Shot
duration reduced from 2 to 1Counterstrike
Mastery-Status bonus damage increased from 15% to 30%
- Positioning of the
AmmoBar
UI in controller-mode improved, will no longer cause issues with some resolutions - The
Reload-Debuff
from specialReload
Variations now correctly persists until the start of your next turn Grenade Assault
Mastery-Skill is now properly granted at Mastery-Level 3 instead of Mastery-Level 2- Updated tooltips for some Mastery-Skill requirements