itch.iohttp://itch.iohttps://itch.io/t/4720237/mod-creators-assembleMod Creators ASSEMBLE!!!https://itch.io/t/4720237/mod-creators-assembleMon, 31 Mar 2025 15:53:06 GMTMon, 31 Mar 2025 15:53:06 GMTMon, 31 Mar 2025 15:53:06 GMT^~ ^I love this Game any Modders Have some Free Time?~!

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https://itch.io/t/1792201/creating-new-locationsCreating new locationshttps://itch.io/t/1792201/creating-new-locationsWed, 01 Dec 2021 16:15:54 GMTWed, 01 Dec 2021 16:15:54 GMTWed, 01 Dec 2021 16:15:54 GMTSorry for asking this question, but I currently am modding Axu and now stand before a big problem. I can mod and add new items, NPCs, Felonies and such without any problem. Even caves work fine, but I cannot add any aboveground locations. I wanted to create a Monster Hunter Guild with a NPC who gives missions like the bounty hunter one, but I cannot make the location spawn properly. How can I define more numbers for Tile Index? It gave an error when I used an index not used by other locations, but  for testing, I gave it the tile 0, like villages, and it got spawned instead of one random village tile, but it was broken. It was half guild hall and half random created village houses. 

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https://itch.io/t/406822/so-i-want-to-spawn-a-npcso i want to spawn a npchttps://itch.io/t/406822/so-i-want-to-spawn-a-npcTue, 05 Mar 2019 01:23:24 GMTTue, 05 Mar 2019 01:23:24 GMTTue, 05 Mar 2019 01:23:24 GMThow do i spawn npcs like grum?

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https://itch.io/t/152986/custom-towersdungeons-comments-requestsCustom Towers/Dungeons: Comments, Requestshttps://itch.io/t/152986/custom-towersdungeons-comments-requestsThu, 19 Oct 2017 02:52:54 GMTThu, 19 Oct 2017 02:52:54 GMTThu, 19 Oct 2017 02:52:54 GMTSo, I have been building a mod with custom locations. The way I've found to do this is by

  1. deleting all tiles of the original location's type (e.g. "Arena") in the Map Editor;
  2. creating a new tile of that type.

I used the Arena because it doesn't disrupt the plot, but there are some quirks there. First, any NPC I want to spawn there has to have the Arena_Master flag. Second, if I want to add more floors there, they're just generic cave floors.

With respect to that second point, it seems locations like Arena, Ensis_Interior, etc. are hard-coded. Would it be possible to add a few more "dummy" locations for modders to play with? Also, would it be possible to support "towers" in addition to dungeons, i.e. floors with elevations greater than 0?



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https://itch.io/t/152260/quest-rewards-and-the-consoleQuest Rewards and the Consolehttps://itch.io/t/152260/quest-rewards-and-the-consoleMon, 16 Oct 2017 16:18:59 GMTMon, 16 Oct 2017 16:18:59 GMTMon, 16 Oct 2017 16:18:59 GMTHey! Apologies for continuing to spam this subforum :). In developing my mod, I've run into a situation where I want to grant specific traits after a quest is completed. Something like

"Rewards" : [ { "Trait" : "exleg" } ]

would work, but an even more flexible solution would just be to run arbitrary console commands, e.g.

"Event" : "OnComplete", "Run Console Command" : "givetrait exleg"

Yet another tall order; apologies :). Also, would it be possible to implement a "removetrait" console command? Sometimes I want to remove specific traits/mutations to assess particular behaviors.

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https://itch.io/t/146823/coordinate-referencesCoordinate Referenceshttps://itch.io/t/146823/coordinate-referencesThu, 28 Sep 2017 06:01:09 GMTThu, 28 Sep 2017 06:01:09 GMTThu, 28 Sep 2017 06:01:09 GMTHey, all.

I'm working on a quest line involving the mutant villages, but I've run into a major issue: while it's possible to reference towns ("Coordinate": "Closest Town") in quests, it doesn't seem to be possible to reference mutant villages. Similarly, since static locations (cathedral, Ensis headquarters, Kin hideout, etc.) are hard-coded and not generated from the .json data, it's not possible to add new locations. Has anyone found ways to work around these restrictions?

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https://itch.io/t/116109/translate-the-game-to-spanishTranslate the game to spanishhttps://itch.io/t/116109/translate-the-game-to-spanishFri, 30 Jun 2017 20:36:38 GMTFri, 30 Jun 2017 20:36:38 GMTFri, 28 Jul 2017 09:02:26 GMTI like roguelike games, recently searching for one, I found your game. I would be very happy to translate to Spanish (or at least try it, my English level not is high) because there are few games of this kind in Spanish language. Is it possible to include language support for this?

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https://itch.io/t/136024/my-observations-from-moddingMy observations from moddinghttps://itch.io/t/136024/my-observations-from-moddingWed, 23 Aug 2017 04:17:34 GMTWed, 23 Aug 2017 04:17:34 GMTWed, 23 Aug 2017 04:17:34 GMTI am writing this after having spent some time playing around with modding axu.

Here is the save location: Users/[username]/AppData/LocalLow/Ravensong Games/Axu

It took me forever to find it, more so because I did not see it on https://cynapse077.itch.io/axu-rl for some time.

I suggest before you start modding to back up any save you want to keep, and extract a new copy of the game for modding.

Note that I am pretty certain this is covering 5.2 , which at the time of writing this a 5.3 has come out, so some things my not be the same.

In the folder that you extract the files to is Axu_Data , within that is StreamingAssets .

In side StreamingAssets is Data.

Data is basically your options menu for deciding what sort of modding you want to do.

Within each of the files below data are .json files, these can be edited in notepad or similar text editor. Remember if you use a text editor other then notepad to make sure the editor does not have tons of format code that will mess things up.

To make a profession you go to entity Data and open up profession.

Each profession starts with a { and ends with a }

Commas separate out each profession.

I recommend if you want to make a new profession to copy a pre-existing one and edit that. Make sure that the last profession does not end with a comma because I have done that many times.

The first profession I tried to make was the unstable, a ball of instability that is constantly morphing. My method was to give the unstable leprosy to remove limbs, and radiation blast to grow new ones.

Leprosy is a trait, and radiation blast is an ability. You can replace the pre-existing traits in the profession with the trait id you want. Same with abilities.

I was going to give the the unstable 3 random starting traits but it seems that the

Random traits of a mutant are hard coded rather then something in the profession data.

Otherwise the combination of leprosy and radiation blase almost worked, but leprosy works faster then radiation from radiation blast.

It seemed that you would lose one limb, before you would mutate once.  That made it almost fast enough, but if your mutation did something other then grow a limb you would be doomed. Also unless you grow a head before it falls off you are doomed.

In addition I lost my off-hand and grew an extra hand, but sadly an extra hand can’t serve as a replacement for an off-hand.

That was when I tried to figure out a way to make radiation work faster.

I attempted making a radiation blast that would apply the effect "Radiate_Self" multiple times, however it seems that abilities can only have one effect.

I also tried making an ability that produces items so I could radiate myself, but I couldn’t figure out how.

A thing that would be a nice addition is more control over effects. Maybe if they had their own data file so that they could be modified at a numeric level.

After that I tried making a creature with 6 extra arms, 6 extra heads and 6 extra legs.

Turns out if you simply use the id for each trait it doesn’t add the body slot. I also set all stats starting values to 1.

This experiment also showed that speed changes not just movement speed but attack speed. I noticed this because my attacks did little but I got a large number of them quickly increasing my proficiencies far faster then normal.

While I am on the topic of proficiencies, I noticed that thrown and abilities level up with usage, but the other proficiencies and your main level only go up when used against an enemy. I am also not entirely sure how most of the stats work, or how damage for abilities is determined.

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