Thrall Skill, Thralls Kill. Having some fun

Oh, yes, I know, leaving them to fight, bla bla. I am having fun. I gave them 25 of my attribute points so they better be strong.

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The mod was updated to work in dedicated servers, and to use setup for vitality and dodge builds. It is also updated to avoid the “inactivity” during combat “as often as it can”.

Cant believe I had forgotten this video for this mod posts:

Anyways, the mod was uploaded with the latest updates discussed on discord.
Archers should now correctly change dodging, if at all, to a more archer strategic way.
Dancers will be slightly more defensive than fighters.
Bearer vitality builds will be more effective.

Thrall Skill Thralls Kill mod will soon require the Social Contract mod to work.
Why would I do that ? To try to merge the two communities into one ?
Maybe that too. Can you blame me ? :rofl:

But seriously. A lot of the components I use in both mods are identical, and often I work on one and then copy to the other. Using the same framework will save me work and ensure the updates of one go to the other seamlessly.

Plus, I am working on content to create vendor items and character arcs to enhance thralls. So you can have that nice thrall you have been keeping from lower levels all the way to end game, and instead of discarding the poor thing when some other upper tier comes along, you can instead use the whole data and controls in the Social Contract framework to level the thrall as a player would.

Maybe you can make that thrall a companion in your own story, of your own making, rather than living someone else’s … who knows ?