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BG3 5.5 Mod Feedback and Question: Psion UA Playtest Subclasses and Future Updates #167
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First of all, man, you are the reason why I am playing bg3 till today, you made a nice work here, congratulations, you are awesome. I don't know if is here where I make questions, but I really want to know one thing. I saw that you adapt the psion from UA playtest in bg3 in 5.5 mod. I would like to know if you gonna add all UA playtest subclasses and update them when a new version has come. |
Replies: 17 comments
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it will be updated later |
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Amazing work! Will you be adding the new artificer or the old one? Crafting seems like a big deal with the new one since Artillerist is all about crafting wands, armorer armor , ect ect. |
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Really wish you didn't remove them as they would still prove valuable for you as we could then test them further. Edit: A friend of mine suggested even just making the other classes part of a separate mod that has this mod as the dependency. That way mod updates here dont accidentally screw them over as easily |
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Would you be able to post something so we can know what is not yet implemented vs. what is implemented for testing and feedback? I don't want to submit bug reports for things that you haven't implemented enough to give feedback on yet. I have to say though that your implementation of the PHB species, class, and origin material has been excellent so far in this and the PHB 2024 mod. I will say that I really think that something this extensive should be set up as a collection of mods instead of a monolithic structure. Think UNIX programming philosophy vs. Windows. |
As in serparate mod file for classes, spells, game rules, etc? |
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나는 사람들이 하나의 모드만 설치하면 되는 환경을 제공하기 위해 이 작업을 하는 것입니다. 이 모드의 이름이 무엇인지 다시 읽어보십시오. |
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Then dont remove the features that made this mod so cool, it has genuinely been really sad to see the classes disappear and has bricked our saves fully causing us to have to start from scratch again. |
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당신은 업데이트 하지 않는 선택이 있습니다. 컨텐츠는 빠르게 추가되고 있습니다. 불평보다는 응원을 부탁드립니다. |
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I am merely providing my feedback. A suggestion I wanna offer, (Granted I know not how hard it is to add this) would be to add a config file that enables/disables the new classes since they are still in progress to be made. This way the 'intended' way you have been making the mod to be played can still be done and others who wish to help in testing and provide feedback on balance and fixes can still do such. I wanna do all I can to aid you friend. |
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그럴 수는 없습니다. 나는 클래스들을 처음부터 새로 만들고 있습니다. |
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Ah understandable. |
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저는 이미 그러한 그룹을 소유하고 있습니다. 도움을 주시겠다는 의향 감사히 받아들입니다. |
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My only question so far is in regards to the items and enemy loadouts. My personal take on it was that the changes to items and enemies were welcome ones, but myself I didn't like extra enemies (especially because I already use a mod for that sometimes). But the other changes restrict common strong builds and force the players to adapt, making each playthrough different. Oh, one thing on Version 3 that I didn't enjoy at all was the mindflayer on the beach would die on his own very fast, I would have to go there asap without recruiting Gale or Astarion to be able to kill it for the exp. Didn't mean it as a complain, moreso feedback and curiosity btw. I appreciate all the work that goes into this project. |
V4에서는 의도적인 NPC의 추가 배치 또는 NPC의 스탯 수정이 없을 것입니다. 단, 모드의 변경점으로 인해 의도치 않은 NPC의 기능 변화의 가능성이 있습니다. 여러 아이템들은 추가될 예정입니다. |
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Hi, and thank you very much for your amazing work on this mode! |
왜냐하면 그것은 더 이상 존재하지 않기 때문입니다. |
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https://www.dndbeyond.com/sources/dnd/ua 의 Eberron Updates 까지 정식 릴리즈 되었습니다. 다음으로 출시된 UA인 Horror Subclasses 의 정식 릴리즈를 기다려주세요. |
https://www.dndbeyond.com/sources/dnd/ua 의 Eberron Updates 까지 정식 릴리즈 되었습니다. 다음으로 출시된 UA인 Horror Subclasses 의 정식 릴리즈를 기다려주세요.