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Minecraft 1.5.2 cape mod unblocked4/11/2024 Currently only supports C#, but VB support may be added in the future. Note that you do need some programming knowledge to utilize this feature. Since the resulting code is the same type of code the game runs on, it should run much, much faster. Switched to using runtime compiler (and increasing the size of the mod to 19 MB), using Roslyn, and more specifically Warning: MCM is now a hard requirement.Īdded exception handler to an occasional crash when the mission ended. Switched to using the skeleton version of MCM. Made the program multi-threaded to generally speed it up. Or you can define them in your own DLL mods and call Formula.AddFormula with your formula type (see documentation for details).Īll formulas will be loaded (and compiled) from mods' ModuleData folder, provided the mod that has them is active. You can define your own models using the three *.battleregen.cs files inside the mod's ModuleData folder. Localization has been updated accordingly.įormulas have been added, replacing the models present in the previous versions. The range is also increased from 10.0 to 100. Increased XP gains for heroes and commanders to 5.0 and 0.5 per 100% HP healed, respectively. You still need to install MCM and all of its dependencies, including ButterLib.įixed a rare crash caused by a race condition with hero XP gains. Read more Created By: Designer225 Version: 1.2.3 Links: Nexus Changes since last Mod MondayĪdded the Sine formula (credit to WrydOh: ), rewritten in VB and rebalanced. Unlike both of them, it does something more (see below).Īn agent (horse, camel, other mount, or human) heals a certain percentage of their maximum health every second (default 1%, configurable). Much like Combat Health Regen, healing in this mod is affected by the medicine skill of the agent in question. Much like J0schi Tweaks, this mod adds passive healing to all human agents. Much like Combat Health Regen, this mod adds passive healing to the player and their mount. So here's my take on the dumpster fire :P There also seems to be an issue with units regenerating health way too quickly. Mounts are unaffected however, and the medicine skill does not affect regen. The settings are configurable either via its own config (again liable to overwriting by Vortex) or via ModLib. () adds regeneration to all human agents. It uses its own config, though that's liable to be overwritten by Vortex after every update. Sadly, as the name suggests, it only works for the player and their mount. The regen rate is affected by the player's own medicine skill. () adds regeneration to, as the name suggest, the player and their mount. There are two known passive battle health regeneration mods, and each have its own features and issues: I will continue maintaining my mods, but if anyone is interested in working on them, contact me and I'll give permission to edit the mods' repositories (currently hosted on GitHub). See first stickied post for more updates and notes.īannerlord's on the backburner for me in general as I don't have as much interest in the game as I used to have. MCM is now a hard requirement, install ASAP.
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