Seems the changelog on page 18 wasn't added to the first post, sorry.
To answer your question: kRPG is now compatible with Magic Storage. The reason why it wasn't before is because both mods change the UI and this mod author didn't know Magic Storage existed.
I have the same problem, except the goblins aren't pink and walk perfectly level with the crystal. A lot of weapons don't damage them at all. Not just "0 damage" - I mean they don't register as hits, yet still stop projectiles dead in their tracks.
I appreciate these fixes and compatibility adjustments. Magic Storage in particular is great to have running alongside your mod, and WeaponOut compatibility is a very nice touch.
That said, are you aware of the Old One's Army issues? A lot of weapons simply don't damage the mobs that spawn from...
This is intentional, because in case you haven't noticed: all the modifiers are different. "Warding" doesn't exist anymore (but it does have a similar counterpart).
They seem to drop from any mob, but I'm pretty sure there's a progression-based gating system. Which is to say: the types of...
Yeah, I figured Wits wasn't supposed to be a main stat despite being listed below the other three. Perhaps move it to the right, at the top of the second column (with dodge chance, crit avoidance etc)?
I like this mod, judging from what I've played thus far. My only major complaint appears to be addressed; Magic Storage compatibility will come eventually, right? It almost seems like an oversight on the author's part; this mod adds a huge number of items - to the point of adding 2 extra...
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