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member
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member
Joined: Nov 2014
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I was thinking about nerfing the radius of some master spells.
Arrow Rain and Mass Disease come to mind. If they had a tinier radius, they would be more situational and less OP (it serves in all situation and godly damage).
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old hand
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old hand
Joined: Jan 2011
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Where is the Armor Specialist data at? If you look at the stats, for example a level 5 char of mine has 110 armor rating from armor worn and a whole +3 From the Armor Specialist Ability, and if I put another point in it, a whole +6. To me this would need a buff to make sense.
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old hand
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OP
old hand
Joined: Aug 2014
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I was thinking about nerfing the radius of some master spells.
Arrow Rain and Mass Disease come to mind. If they had a tinier radius, they would be more situational and less OP (it serves in all situation and godly damage). Okay, so I halved the range of mass disease but only slightly reduced the radius. I hear one of the big problems is that it doesn't activate combat or something? So now I think you'll have to be in range to start combat (at least with permanently hostile enemies) to actually cast the spell. Didn't reduce the radius too much since I thought I'd mostly start with one big nerf. Where is the Armor Specialist data at? If you look at the stats, for example a level 5 char of mine has 110 armor rating from armor worn and a whole +3 From the Armor Specialist Ability, and if I put another point in it, a whole +6. To me this would need a buff to make sense. Just one of many things we can't edit. Once we get the editor and can script, that'll open up a lot of roundabout ways to add abilities, attributes, and talents, with code something like "If PlayerHasAbility(X, 3) THEN AddEffectToCharacter(Y)" and define Y in the potion.txt files (as Rhidian did in the original game with his Lone Wolf mod.) The Armor Specialist reduced speed penalty makes it okay (though maybe you can just get rid of all those penalties with blacksmithing anywa?), and I think there are armor specialist requirements on high level body armor, though the armor bonuses do sound pretty pathetic.
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old hand
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old hand
Joined: Jan 2011
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Where is the Armor Specialist data at? If you look at the stats, for example a level 5 char of mine has 110 armor rating from armor worn and a whole +3 From the Armor Specialist Ability, and if I put another point in it, a whole +6. To me this would need a buff to make sense. Just one of many things we can't edit. Once we get the editor and can script, that'll open up a lot of roundabout ways to add abilities, attributes, and talents, with code something like "If PlayerHasAbility(X, 3) THEN AddEffectToCharacter(Y)" and define Y in the potion.txt files (as Rhidian did in the original game with his Lone Wolf mod.) The Armor Specialist reduced speed penalty makes it okay (though maybe you can just get rid of all those penalties with blacksmithing anywa?), and I think there are armor specialist requirements on high level body armor, though the armor bonuses do sound pretty pathetic. Sort of interesting why that isn't available but leadership is under potions.txt. Do you think if we got lucky and guessed Armor Specialists name, that is could kick in and work if we added it to potions?
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old hand
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OP
old hand
Joined: Aug 2014
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Meh, doubt that. Leadership actually grants a status effect, while armor specialist has a more behind the scenes effect. Maybe for character stats which don't seem to appear on the character.txt anymore. Kind of weird how they've migrated pretty much all specific character stats from the stats file to somewhere else. I REALLY want to buff specific bosses (like the last one), but I can't find their stats anywhere. In the orginal version, they were all in character.txt, but not anymore. While we've gained some things (like talent requirement stat file actually working), seems like other aspects are now harder to change. Makes me wonder if character stat editing is possible through the editor now.
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old hand
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old hand
Joined: Jan 2011
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Deleted. Never mind, bug on my end.
Last edited by Horrorscope; 23/11/15 12:18 AM.
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old hand
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OP
old hand
Joined: Aug 2014
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Sorry to bump this for the 10th time, but V1.2 is out! http://www.nexusmods.com/divinityoriginalsin/mods/68/?Changelog New skill! Lockpicking 2: Detonate! Able to sense the weaknesses in objects, you can throw a tiny explosive at a barrel to deal heavy fire damage, detonating the barrel if it contains oil or poison. 10m range, 3 AP, 4 turn cooldown. Buy it at ranger or rogue skillbook shops (looks like a rogue skillbook). Leadership Improved leadership bonuses (except I nerfed the initiative bonus from 5/10 to 3/6/7 and made it provide a primary stat bonus (int/str/dex) at leadership 3+, and a speed bonus at 5+. Made Obedient trait give +1 Bodybuilding (instead of willpower) and +5% elemental resist when in sight of a leader. Bodybuilding instead of willpower just makes it a bit more interesting of a decision, and the resist is a small bonus, but it should be just enough where Independent isn't obviously superior to Obedient. Fixed Obedient only using Leadership 5 bonuses even with leadership 6. Removed leadership bonuses on loot (though you can still get an extra point with Righteous). Helping Hand can appear on gloves with leadership 2 requirement, and Inspire on helmets with leadership 3 requirement. Items You can now buy Draughts of Endless Health (the 25 AP full heal potion) at potion vendors. Also added Draughts of Endless Poison for zombie characters (25 AP instant huge dose of poison, unlimited use.) In the future, I may change these to a heal over time, area effect skill to reduce the need to drink a potion on all characters and make them effect trap interaction less. Increased value of rare, epic, legendary, and divine items by 50+%. Hopefully this means good items will be expensive, and while you'll make more money from selling rare+ items, it should be made up by items that you actually want being more expensive. Increased AP cost of pyramid from 6 to 12. This may seem extreme, but a zero cooldown mass teleport is ridiculously strong. You should have to set up a pyramid transport, not use it whenever you feel like it. I would prefer if the pyramid just teleported the person using it (in combat), instead of everyone chained to that person, because a 12 AP teleport for one person is high, it's just when you're teleporting three people scattered all over to an advantageous position, that's when 12 AP makes sense. Reduced the resist rubies grant. (May have overnerfed these, but you shouldn't easily be able to get near max resists with just gear/crafting. Might return to normal, but only let you apply rubies to chest armor and shields.) Skills and Enemies Tactician NPCs now have +3 initiative. (They may need more, but I just decided to lowball it, especially since I nerfed leadership's initiative bonus. So far though it seems like there's a better distribution of player vs. NPCs going first. If you want to go first, wear initiative gear and stack speed and perception. Nerfed damage of Earthquake, Flurry, Chain Lightning, Infectious Flame, Deadly Spores, Death Punch, Hail Attack, and Meteor Shower by about 20-30% each. Rage increases damage by 40% (from 50%) and decreases armor slightly more, but increases your crit chance more. Nerfed soulsap to -3 Bodybuilding/Willpower (from -5), -30% damage resistance (from -50). Reduced AP cost from 8 to 6. Halved range of Mass Disease and slightly decreased its radius (1 meter). Dumbest part of the skill is not activating combat with it and using it as a devastating opener, so I think reduced range should help. Slightly reduced radius of rain of arrows. Slightly reduced elemental tortoise resist and movement speed penalty (from 40% to 35%) Buffed Immolate to 250% to apply burning (from 100%) (for a spell that claims it's all about making a target burn, 100% is stupidly low with all the bodybuilding enemies have). Buffed Winterblast freeze chance to 150 (from 100). Buffed Horrific Scream's fear chance to 125% (from 100%). Reduced Farsight chance to hit bonus from 50% to 35%, but slightly improved the sight bonus from 10 to 12. Nerfed Oath of Desecration damage bonus from 40% to 35%. Survivor's Karma now boosts hit chance by 15%, increased crit chance bonus to 10% (from 5). Increased damage of Splintered Arrow by 20%. (Dunno if this is a good idea or not. Seems like a really low damage ability, but maybe it gets better later? Figure I'm nerfing ranger a lot, he needs some love.) Reduced range of Drain Willpower from 15m to 10m. (I'm considering reducing the range of a lot of witchcraft spells so its more obviously the close-range schooltree). Blind now reduces hit chance by 25% (at least until it's fixed). Fixed Nurrid's endless beer item costing 0 AP instead of 2.
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old hand
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old hand
Joined: Jan 2011
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Really good work here, too anyone if you feel hard is still too easy, you may want to give the Scales mod a go. My general combat goal is for each battle to have a mini-chesslike feel to it. I'm not sure anyone is there yet as it takes some real time to test. I'm taking your setup as my base now and tweaking my own thing from there for the most part. One thing I feel I did which was cool was on BoulderBash I changed: data "AreaRadius" "3" This way the targeting is accurate with what happens. Stock, the area of damage is smaller than what they gui shows. Some other main things I'm doing: -Tightened up skill cool-downs more so they don't scale down too fast. EE improved on this, I do a bit more. -Lowered weights on all things not Armor/Weapons/Shields or Items not meant to be moved. For less Inv management. -AI cannot hold me for no more than one round, I can't hold them for more than 2, with any direct skill. EE improved on this, I do a bit more. No one likes to be held long and the game challenge can really be trivialized by long AI holds. -Buff skills are made more favorable, to make them favorable to use vs another damage skill. EE improved on this, I do a bit more. -Keeping my Potion.txt prices in check, basically lowered to where I feel they are worth the one-shot cost, same for any one time item. Scrolls, arrows... That said control based items are still expensive. -HardNPC +2 AP and Max AP, +4 Init. Give them a little more AP to possibly impress me with their intelligence. EDIT: Adding Stench to the Summons is genius.
Last edited by Horrorscope; 25/11/15 04:54 AM.
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old hand
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old hand
Joined: Jan 2011
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Baard,
In TreasureTable.txt you made this change on some groupings:
new subtable "0,1;1,1"
Where the original was:
new subtable "1,1"
If you don't mind, could you explain what 1,1 means and then adding 0,1 to it does? I noticed in some code you have in the mod section, some of these have 3 parts of values semi-colon delimited.
Also when reading something like this, does mean you a Precious Item has a 5% change, Junk 15%, Wood 10%? Is there a link that describes these?
new subtable "1,1" object category "Precious",5,100,0,0,0,0,0,0 object category "Junk",15,100,0,0,0,0,0,0 object category "Wood",10,100,0,0,0,0,0,0
Thanks.
Last edited by Horrorscope; 26/11/15 07:04 PM.
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old hand
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OP
old hand
Joined: Aug 2014
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new subtable "0,1;1,1" That just means there's a 50% chance to get the item, 50% not. They're basically weightings, where 1 = 100, hence 1,1, means 100% chance to get 1 item, but half the time there will be 0% chance to get the item. I think that's how it works. Yup on the weightings in the object categories. object category "Precious",5,100,0,0,0,0,0,0 The first number is weightings. These don't have to add up to 100 with the main subtable weightings. If I recall correctly, the next four numbers represent common, uncommon, rare, purple/orange items (depends on your level when you find epic, legendary, or divine items.) The last three numbers (always 0s) don't seem to do anything. Big news for Scales: I'm attempting to edit the AI. Charscripts are easy to edit and don't need the editor. I think I've already made melee attackers ignore charmed entities. Unfortunately, every skill has its own targeting protocols that override this, so I need to modify every single skill. For example, the enemy charming arrow skill has FOURTEEN conditions. This one is a bit extreme and unusual in that it already actually has a line for charmed, where I think it promotes recharming their own allies, but I think it also encourages recharming someone who's already charmed (the idea behind this I think is that enemies almost never have more than one opportunity to charm anyway). ON
OnIterateCharacter(_Char, "CalculateTarget_WPN_Arrow_Charming_A")
ACTIONS
// [CALC_CHAR_TARGET_ACTIONS_PRE]
Set(_ClassScore_WPN_Arrow_Charming_A, %ClassScore_WPN_Arrow_Charming_A)
Set(_Score, 0.0)
// [~CALC_CHAR_TARGET_ACTIONS_PRE]
// [CALC_CHAR_TARGET_ACTIONS]
IF "(!c1&!c2&!c3)&((((((c4)|c5)|c6)|c7)|c8)|c9)&(!(c10))&(c11)&(c12)&(c13)&(c14)"
CharacterIsDead(_Char) // c1
CharacterHasStatus(_Char, INVISIBLE) // c2
CharacterHasStatus(_Char, SNEAKING) // c3
CharacterHasStatus(_Char, HASTED) // c4
CharacterHasStatus(_Char, BLESSED) // c5
CharacterHasStatus(_Char, SHIELD) // c6
CharacterHasStatus(_Char, FORTIFIED) // c7
CharacterHasStatus(_Char, CHARMED) // c8
CharacterIsBetterOrEqualClass(_Char, %ClassScore_WPN_Arrow_Charming_A, _ClassScore_WPN_Arrow_Charming_A, 5, 2, 0, 3, 4) // c9
CharacterHasStatus(_Char, FEAR) // c10
CharacterIsEnemy(__Me, _Char) // c11
CharacterGetHostileCount(_HostileCount, _Char) // c12
CharacterGetSkillRange(_SkillRangeMin, _SkillRangeMax, __Me, %SkillID_WPN_Arrow_Charming_A) // c13
GetDistance(_DistanceToChar, __Me, _Char) // c14
THEN
Set(%ClassScore_WPN_Arrow_Charming_A, _ClassScore_WPN_Arrow_Charming_A)
IF "(c1)"
CharacterHasStatus(_Char, HASTED) // c1
THEN
Add(_Score, 5.0)
ENDIF
IF "(c1)"
CharacterHasStatus(_Char, BLESSED) // c1
THEN
Add(_Score, 5.0)
ENDIF
IF "(c1)"
CharacterHasStatus(_Char, SHIELD) // c1
THEN
Add(_Score, 5.0)
ENDIF
IF "(c1)"
CharacterHasStatus(_Char, FORTIFIED) // c1
THEN
Add(_Score, 5.0)
ENDIF
IF "(c1)"
CharacterHasStatus(_Char, CHARMED) // c1
THEN
Add(_Score, 5.0)
ENDIF
// Hostile count score calculation
IF "(c1)"
IsGreaterThen(_HostileCount, 2) // c1
THEN
Set(_HostileScore, 10.0)
ENDIF
Add(_Score, _HostileScore)
// Range score calculation
Set(_DistanceScore, _DistanceToChar)
IF "(c1)"
IsGreaterThen(_DistanceScore, _SkillRangeMax) // c1
THEN
Subtract(_DistanceScore, _SkillRangeMax)
Multiply(_DistanceScore, -1.0)
ELIF "(c1)"
IsLessThen(_DistanceScore, _SkillRangeMin) // c1
THEN
Subtract(_DistanceScore, _SkillRangeMin)
Multiply(_DistanceScore, 1.0)
ELSE
Set(_DistanceScore, 0.0)
ENDIF
Add(_Score, _DistanceScore)
// Can see score calculation
IF "!c1"
CharacterCanSee(__Me, _Char)
THEN
Add(_Score, -10.0)
ENDIF
IF "c1"
IsGreaterThen(_Score, %SkillTargetScore_WPN_Arrow_Charming_A)
THEN
Set(%SkillTargetChar_WPN_Arrow_Charming_A, _Char)
Set(%SkillTargetScore_WPN_Arrow_Charming_A, _Score)
ENDIF
ENDIF
// [~CALC_CHAR_TARGET_ACTIONS] There's a .bat file in a "generator folder" which references ruby files to generate the baseline of each script, but those ruby files don't exist in the EE files. They do in the original D:OS, and there's also this really neat excel file that lists all the priorities for skills, and if I could get that to work for the EE too, that'd be awesome, but not sure how different the base scripts are for the EE. I don't want to move backwards with the AI. So I might have to wait for the editor for this (assuming these files will come with the editor) because I don't think I want to manually inject conditions for enemies to not attack charmed enemies for every skill. I should also probably wait for the Blind and taunt fixes before modifying too much so I have a solid base to work on, so it might be a while before I really can tackle the AI, as much as I want to.
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old hand
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old hand
Joined: Jan 2011
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Thanks, I did some searching here at these forums, lol yes I went that far and you reminded me about the old excel files, as you say you can get a bit more from that. Thanks for the explanation, very similar to how 7D2D's weighting system works.
Holy smokes, you can actually see the AI code, wow. What is one of the file names you are opening to see this?
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old hand
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OP
old hand
Joined: Aug 2014
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All the char and item scripts are in the Public/Shared/Scripts folder. Just open with Notepad++, no need to convert. It's a bit hard to really understand the scripts without knowing what characters have what scripts (which you may be able to figure out by looking at the lsbs of particular characters, but that might be a hassle.) See this thread for a primer, though I think it's easier to actually look at examples first and then read that thread after to clarify things. http://larian.com/forums/ubbthreads...Words=scripts&Search=true#Post563932
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old hand
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OP
old hand
Joined: Aug 2014
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New version out: new Man-At-Arms master ability for tanks, unique cursed book drops for lucky charm, enemies hopefully won't target charmed enemies with basic attacks anymore!
Changelog 1.3
Modified default AI melee (and maybe ranged) scripts so that they won't attacked charmed enemies with normal attacks. They will still use skills on them, however, since I have to edit every skill's AI to not count charmed enemies, and that will take a while. Let me know if you see characters targeting charmed enemies with normal attacks, especially melee units. Hopefully they will include certain tools with the editor that will streamline the AI editing process so I can do more.
New Man-at-Arms master ability. Defensive Rush: rush through the battlefield to defend your allies. Help your allies up and put them out, giving them knockdown immunity and improved physical resist for 2 turns. Requires a shield, level 14. Costs 4 AP, 4 turn cooldown.
Added certain cursed books to lucky charm 4+ tables. These will provide stat trades like the Codex of Pestilential Thought (+1 int, -1) perception, Biography of My Shadow (+1 speed, -1 constitution), and more.
Paintings, gold cups and spoons are no longer considered precious so you won't find them in random drops or from lucky charm.
Increased the variety of boost types for rare items, and added a chance for rare items to have a single legendary bonus (such as a skill bonus.) Only about 1 in 10 rares will have a legendary bonus, but it should be a bit more exciting to get a rare at least.
Reduced the cost of Detonate skillbook (lockpicking skill) and the draughts of endless health and poison.
Buffed the damage, stats, and on-hit chance effect (like bleeding on hit) of adventure kit weapons.
Reduced NPC's max turn time by 5 seconds, so when they sit around doing nothing it'll be for less time. Hopefully that doesn't cut off long turn times by bosses and whatnot.
Telekinetic Rush now chills characters you hit.
Added a skill single variation on level 1 and 6 water wands to grant you charges of Cleansing Water. Not sure if this is working, so let me know if you see any slightly different water wands. I want to do this for all wand levels, but it's somewhat tedious and I may wait for the editor for this.
Each main character now starts with 2 diamonds instead of 1.
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old hand
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OP
old hand
Joined: Aug 2014
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Bumping once again, sorry!!! Version 1.4 is out.
Changelog:
Boosted the run speed animation of many enemies so you spend less time waiting for them to move during their turns. Since enemies usually walk outside of combat (when they're wandering around) this shouldn't affect them outside of combat very often. Note this is just run speed, not general animations, though I'd love to speed those up too somehow. If you notice a situation where their fast runspeed has an unintended effect on the game let me know. If you dislike these run speed changes, you can delete the following files: Enemies.lsb, Animals.lsb, Characters_Summons.lsb. The lsx files don't matter.
Also boosted the actual movement amount (meters per AP) that enemies get even more than I already have. Enemies are just so susceptible to any sort of kiting that they need a big advantage on that front.
New abilities:
Novice ranger ability: Lobshot. Lob a blunt arrow in the air with an arc like a grenade to deal crushing damage to an enemy. Chance to knockdown. 4 AP, 5 turn cooldown. (I didn't feel like Marskman had enough active, offensive abilities. This ability should be fun to use and gives rangers a nice power ability against skeletons in the beginning of the game when they're somewhat weak.)
Novice Hydrosophist ability: Transfer Vitality. Heal a nearby ally for 40% while causing the caster to bleed for two turns. 3 AP, 4 turn cooldown. (Probably more of a Witchcraft spell at heart, but there needs to be at least one more hydrosophist novice abilities.)
Telekinesis 2 Ability: Kinetic Enhancement. Increase your or an ally's movement speed by 25% for 2 turns. 2 AP, 8 turn cooldown.
Lucky Charm 3 ability: Luckbomb. Throw a bomb that has a 30% chance to ignite, chill, poison, and stun enemies. 4 AP, 8 turn cooldown. (Purchase at ranger trainers. I want to figure out a way to make this scale so it isn't worthless at high levels, but not sure how to do that yet.)
Wands can now come with small movement, initiative, and elemental resist modifiers.
Reduced Rain of Arrows, Meteor Shower, Hail Attack, Storm range to 10m (from 15m), so it's hard to open with them before combat even begins.
Increased Arrow Spray cone of fire to 90 degrees (from 45) so it's less useful as a single target shotgun ability.
Slightly increased the damage of Rogue's Trip skill.
Removed cursed books from vendors I used to test.
The requirements for leadership/telekinesis on items doesn't seem to be working. Tried adding a stat requirement as well, and not sure if that will fix that or not.
You can no longer boost resists with essences for gloves, boots, belts, and helmets. Too easy to get full resists that way.
Slightly reduced the price of some potions.
Player's charm arrows now only charm for 1 turn instead of 2.
Last edited by Baardvark; 03/12/15 09:38 PM.
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old hand
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old hand
Joined: Jan 2011
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After patch, has the movement speed mod stopped working?
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old hand
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OP
old hand
Joined: Aug 2014
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Have you renamed or moved your MainLSF.pak again?
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old hand
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old hand
Joined: Jan 2011
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LOL.... these updates kill me. Thanks.
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old hand
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OP
old hand
Joined: Aug 2014
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Update to V1.5 for compatibility with the latest patch 1.103. If for some reason you want to keep V1.4, delete the animals.lsb in the RootTemplates folder or the game doesn't seem to load (note that this will make some animal enemies like wolves have slow animations again). With either V1.5 or 1.4, also rename your MainLSF.pak to MainLSF.pak.original (patching generates another one of these files.)
Changelog 1.5
At level 4+ pickpocket, whenever you curse someone, remove the following positive buffs from them and apply them to yourself for 2 rounds: Oath of Desecration, Haste, Avatar spells, Become Air, Blessed, Fortified.
Transfusion has been changed to a novice Witchcraft skill, from Hydrosophist. Now heals for 40% like the description says (not 50%). Also now weakens the caster for 2 turns. You won't unlearn it if you already know it as a hydrosophist spell and have no witchcraft, but I think if you remove it from your skillbar, you'll essentially forget it because you can't get access it in the skills menu anymore.
Malediction now causes bleed and weak instead of cursed and weak. I had to do this because I had to sort of co-opt the cursed status for pickpocket. You can still find curse-on-hit effects on weapons, though.
If you have the guerilla talent, you gain oath of desecration for 2 turns on turning invisible. If you have speedcreeper, you gain haste for 2 turns upon going invisible.
7 New skills:
Midnight Frost (Hydrosophist Novice): Create a small patch of ice within 15m.
Release from Suffering (Witchcraft novice): sacrifice an ally (non-summon) to apply haste and oath of desecration to yourself for 2 turns, and heal for 40%. 2 AP, 4 turn cooldown. (Best used as an oh-crap, gotta sac my overextended rogue who's going to die anyway kind of skill. Or anytime, for selfish teammates )
Song of Life (Loremaster 4): resurrect an ally with 35% health and 1 turn of haste. Smaller teleport radius than the scroll or witchcraft resurrect. 8 AP, 8 turn cooldown. (Loremaster skills at ranger vendors.)
Burden Bearer (Leadership 2): Cleanse an ally of various negative statuses while taking them on for 1 turn yourself. Works with Burning, Poisoned, Chilled, Crippled, Bleeding, Blind, Muted, Diseased, Infectious Disease, Slowed, Frozen, Stunned, and Petrified. (Purchase leadership skills at warrior vendors.)
Fall for All (Leadership 3): sacrifice yourself to give your allies haste for 2 turns and a 40% heal. 0 AP, 0 cooldown. (The corollary to Release from Suffering.)
Whisper of Pain (Charisma 2): Terrify a badly injured enemy (25% health or less) with the prospect of their death. 3 AP, 6 turn cooldown. (Purchase at rogue vendors.)
Steal Magic (Pickpocket 4): Slip a cursed voodoo doll onto an opponent and steal the following statuses and apply them to yourself for 2 round: Oath of Desecration, Become Air, Avatar spells, Blessed, Fortified, Hasted. (Purchase at rogue vendors.)
Thrill of the Hunt (Man-At-Arms novice stance): Deal and take more damage depending on your health. Serious credit to Aria Boop for this skill. Charscripts open up a lot of new avenues for buffing skills.
Coup de Grace now can be used on an enemy with less than 25% health, not less than 20%.
Slightly nerfed my leadership bonuses (armor and crit chance, mostly) since you can now learn 2 abilities with it.
Nerfed Rapture's range to 10m (from 15). Really requires good positioning to utilize, now.
Better healing potions now cost more AP. Minor = 2, Medium = 3, Large = 4, Huge = 5. All potions now have some use, and they shouldn't be as OP.
Reduced food AP cost to 3 (from 4.)
Some scrolls increased to 5 AP cost, from 4.
Increase the pickpocket gold and maybe weight by 33%. Not entirely sure what effect upping the “Pickpocket Multiplier” from 12 to 18 has. I think it's also worth noting that pickpocket is already way more useful with gold being a lot more rare.
Vendors that carry resurrect scrolls now carry 10+ of them so it's not as annoying to buy them. Nothing says fun like looking through 3 vendors to get enough scrolls to rez 3 dead people! Also forgot to document from a previous update that res scrolls are slightly more expensive (about 180 gold instead of 100ish).
Slightly reduced the range of Throw Weapon (by 2m) and made it use your weapon type damage instead of always doing crushing damage.
Lobshot now ignores vision block so you can hit someone behind a wall (though walls still usually get in the way of the projectile because their hitboxes are so big.)
Increased Cursed chance to hit penalty to 35% from 30%
Loremaster bonuses on amulets and armor replaced with movement speed bonuses. You can still find loremaster bonuses on rings for now, but I didn't want the loremaster resurrect spell too easy to get with just gear (not that's it's that OP or anything, but I'm just setting the stage for future changes to loremaster which will require the editor.)
Made Winged Feet an adept spell and Eye Gouge a novice one. While rogues need help in the early game, I think Winged Feet is just way too good to be a novice skill. Too easy to throw a point in scoundrel and suddenly surfaces are a non-issue. If you have a character with 1 point in scoundrel and Winged Feet, it just becomes a adept spell you know, doesn't break anything (but you should probably forget the spell or increase your rogue skill for balance!
Toned down the item chance of my improved luck treasure tables for levels 4-6 a bit (from 25% chance to get an item to 15%, max). Removed Rich knives from precious list so you won't get them from luck anymore.
Gave all starting skillbook vendors in Cyseal all adept and novice skills for their skilltrees (e.g., tornado now sold by Cylia the Enchantress).
Removed Detonate skillbook (lockpicking skill) from ranger vendors (only at rogue vendors now)
My custom skills now use the ability/talent icons that as far as I know are unused in the game.
All immunities (except bleeding) are now legendary modifiers (instead of some being “large” that can often appear on rares.). Shouldn't be quite as easy to stack a bunch of immunities anymore, though I might get rid of some of these immunities entirely.
Serious credit to Aria Boop for showing what's possible with character scripts for making custom skills, and for her new warrior stance, Thrill of the Hunt, which lets you deal more damage at the cost of taking more damage, depending on your health. Also lets you deal fire damage if you have 5 points in pyro, and lets you heal on hit if you have 5 Man-at-Arms. Really great stuff.
Unfortunately didn't include sneak buffs in this version. I'm close, but need some more sophisticated scripting to get it really right. I don't think I can directly reduce the AP cost, but I can make you haste on sneaking, which can sort of give you a refund for sneaking on the next turn in a way. Might do something like: Sneak 1: bless for 2 turns on sneaking. Sneak 3: haste for 2 turns on sneaking. Sneak 4: Winged feet for 2 turns on sneaking. Sneak 5: Heal 40% on sneak? Hopefully this stuff will make it in the next version, but still have to figure out how to get it to apply right.
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enthusiast
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enthusiast
Joined: Jan 2015
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Careful with the enemy resists, now! I played the highest difficulty on Source for D:OS and, come Lucretta Forest, pretty much every enemy resisted every status effect from a thoroughly optimized party. I let IceBrazuca know that this was too much.
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old hand
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OP
old hand
Joined: Aug 2014
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I only added +1 Bodybuilding and willpower as a universal modifier. That's 15% more chance to resist. You still apply plenty of CC, but it's just that extra amount where even weak enemies have a chance to resist.
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