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Combat Dryads

Gave most dryads a combat upgrade. -The Woodmaker dryad was given a rapid leaf attack. -The Carrier dryad was given a sturdy rock throw attack. -The Berryemaker dryad was given toxic needles. -The Medicinemaker dryad was given a toxic grenade styled attack. (dryads are naturally toxic immune) -The Clawer dryad got a short ranged leap that it will auto-use to get in close or jump over other dryads. -The Barkskin dryad gained 15% melee dodge chance and is now draftable. Can't enter a healing pod but has "Barkskin Vigour", a passive regeneration that quickly heals and regrows body parts and grants damage reduction. -The Gaumaker dryad was not changed. Compatibility: Vanilla Ideology Expanded - Dryads; The awakened form of the base dryads gained the new combat powers. Expect the carrier, it turned into a cow creature so throwing a rock didnt make sense. When a dryad is awakened they must be trained to guard and attack to really be useful for combat. Dryads & Gauranlan Trees Reworked; Seems to work fine together Dryad & Gauranlan Trees Reworked + VE-Dryads; The Greater Dryads where given the combat powers of their base form, some with slight upgrades. Due to them being connected to the tree you dont need to train this version. They will follow and fight right out of the tree. Disclaimer: I can't write code, I can hardly understand the xml stuff im looking at. Feel free to report any issues or bugs. Just taper your expectations. But if you do know what your doing, and can do better: PLEASE DO! I'm out of my depth here and the dryads really do need more mods to bring them inline. ========================================= 1.6 update: Iv done minimal testing. So if anything isnt working do let me know.