Yup it takes some time to learn and there's plenty of quirks, but it's a fairly adaptable and not THAT difficult to get into. I'll probably release an intro guide to the stat modding and basic character scripting fairly early on if Larian doesn't do that first.
Haven't started working on this idea yet except little tests, mostly with the old game. Just concepts. After all, who knows what will change.
I did start messing with it but then there were all those annoying "little" problems with the editor, especially with making and saving maps and then real life took over so i didnt continue. Its not that difficult but it does require time. I will sure look into any guides you make and who knows maybe ill make my definitely too ambitious Pl.. ups, nothing to see here move along...
It depends on how it will all go with the new editor.
And if i make any large overhaul i would trim a lot of stuff out... because there is really too much stuff in the game, especially this new one.
I'll keep the rest of your feedback in mind. Chilled does slow down characters some I think.
If it does then its fine like that. Of course, your mod so your choice. These are just general ideas and suggestions, not demands.
Feared is pretty limited right now. Not even sure if players can cause fear except with terror grenades.
Yeah, im actually not sure either... as i said its not really something i notice or something that has great effect.
Running away can be not so bad sometimes, but you still lose your turn, and the rest of the characters can often get focused down while that character flees and then has to run back into position.
Yeah but, since usually your group is opposite to enemies and you each stand in your own space of sorts, if a character gets frightened he usually runs away from enemies and so out of danger.
Its only a problem if more of your guys get affected so you are left with one or two characters, but that rarely happens.
I was considering a fear that debuffs you to relative to the character that feared you, but not sure how that would work.
I thought about that but it seemed too complicated to actually do.
Maybe the "shackles of pain" or similar skill can be re-purposed and changed into something appropriate for that?
Maybe someone else will come up with a good idea.
I really don't know what I'd do about armor. I see your point that 1 armor being as good as 100 armor for resisting statuses is a bit strange. So maybe there could be some scaling down, where having 100% of your armor grants you 50-75% status resist, while 10% armor might grant you 15-25% status resist.
Anything would be better than nothing at all. I at first liked it because it seems like it removes the 100% chance to apply any magic effect, but it actually only delays it. Once you remove the armor the system works like it use to in that sense. So its only a delay to do the same as before.
By resist, I mean like how willpower and bodybuilding worked before, only using a combination of factors to determine your ability to resist statuses. Unfortunately, willpower and bodybuilding may have been hardcoded, so I might have to build a whole system of status resistance.
Generally speaking, the less factors go into it the better, right?
The nitty gritty of it is that I'd potentially have to do something like:
When you get X Status
Then calculate your resistance chance and roll the dice
If you succeed, then immediately remove status
I'm not sure if that would really work, since the effects might apply right before you resist it. So I'm nervous I might have to essentially replace every skill that applies a fake version of the status, that can be resisted, and if not resisted, than the real status is applied. Real time consuming and clunky.
Yeah, thats too clunky and prone to various bugs and failures.
I may be wrong but, what if those resistances are calculated just through elemental resistances that each hard CC is ascribed to?
So, resistance to Air would also resist stun, resistance to Water would resist frozen, Earth would resist petrified, the only problem is that knockdown is a man at Arms skills effect so its not tied to any elemental magic...
Constitution? That would make it more valuable for sure but other types of builds would suffer... fire, maybe...?
eh, thats all i got for now...
Anyway, if you manage to just soften a few of these as you plan it would make for a much better gameplay.