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#381
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On the shader change - I'm not understanding what that does. Does it change the way they look? (Maybe i will understand better when i actually try the new version out...) For the lighting changes - making the dungeons darker - that was something i wondered myself. The torches didn't have any use and the "Light" buff on equipment was meaningless. Really looking forward to trying this version to see the new light/dark effects play out. I assume then that if you have altered the base values for dungeon lighting, that a Darkness Machine is now truly scary? :-) Again - great work. |
#382
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![]() Earlier, you mentioned fixing the rylor bomb so that it's not insanely powerful. I was planning on doing that myself, but I'll just get your mod instead. Did you follow through with that fix? How about reducing the range? I like the bomb idea, but the range is just so huge that I never know if I'm far enough away. Also, how well do your skill changes work with already-existing characters? Will my points get screwed up?
The work you've done with this mod is really impressive. I look forward to trying it out. Last edited by desophos : 02-08-2012 at 04:17 PM. |
#383
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#384
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I'm not too crazy about the rylor bomb, because I don't think bombs are fun when they don't also hurt the other monsters, when it really seems like they should. The bomb hurts other monsters if it sets things on fire, but otherwise it doesn't do anything to them. I'm considering making it fairly rare and having it hurt all monsters (except rylors -- there's no way to make it hurt rylors). I've reduced the other annoying attacks from the expansion, which are the rylor bull head-butt that stuns you, and the range of the vortar slam, which is almost impossible to get away from in the vanilla game. Quote:
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#385
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Also, can I use your balance mod with my existing characters? I'm worried that the skill changes will mess up my assigned points. Last edited by desophos : 02-08-2012 at 07:58 PM. |
#386
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Additionally, item durability is different with the mod. With the vanilla game, items start with very low durability and by the mid game durability never comes up since they're so durable. With the mod, items retain more or less the same durability throughout the game, which is to say they'll break every once in a while. The other change is that armor in the mod will be stronger than without the mod -- not only will the armor be more effective, but it'll spawn with higher values. Other than these caveats, characters should be fully compatible. |
#387
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![]() So, I tried it out and took a Conjurer up to the early 20s. A few notes:
Thank you for your dedication to balancing Din's Curse. It's really a better game with your mod installed. |
#388
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![]() Excellent! I need the feedback!
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What I can recommend though, is that you try to find more stuff via chests than through killing monsters. I also want to improve the vendors' stuff, but that's more difficult. The emphasis in the mod is on exploring and finding chests as opposed to trying to find good loot by killing mobs. One thing I didn't fully consider is the fact that there's competition with the shared stash. To be honest, I don't like the shared stash. I think it's a balance-breaking concept. Why would one be excited about being lucky enough to find a new unique (albeit weaker) item when one can have a stronger item waiting in the stash? It homogenizes the games and... ugh, I really don't like it. The only use it really has is a. helping characters that are doing really badly -- but that should be worked out by good game balance and good gameplay choices, and b. helping to assemble sets. I think there should be a different mechanism for that though, like a magic spell that allows you to move a set item from one character to another, but only once -- once you've moved it, it ain't coming back. EDIT: I guess there's no avoiding the stash in a multiplayer game like DC since you can just take 2 characters into a multiplayer game and trade between them... so the stash just simplifies what would be doable but annoying. BTW how are you finding the cash situation? And what do you think of item durability so far? Quote:
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Last edited by Bluddy : 02-10-2012 at 10:09 AM. |
#389
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Cash is fantastic. Inflation is so low that I find myself actually caring about how much cash I have and trying to conserve it. However, leprechauns no longer drop money -- is that intentional? I haven't noticed it that much. I've only had one item worn so far, because I just repair all every time I go back to town. Me too. I'd be glad to test this mod as much as you need. I could even help develop the mod if you'd like. |
#390
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![]() I think that the new monster speed may be such that characters who have slow spells (like ice bolt, etc) can't use those spells to slow certain monsters enough to run away from them anymore. In other words, now that the monsters are faster the effect of "slow" is drastically negated for many monsters (thus decreasing incentive to get "slow" spells).
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