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#461
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![]() Let me just express once again mine gratitude for your patience with me, as well as for final advice which turned to be winner
![]() Unfortunately Right mouse click is still broken on Defender / thief combo. And that's the actually atm only single bug I am aware of, which is realy not big deal. One can get the same by making Thief / Defender, and all works well. Anyway Thx again ![]() |
#462
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![]() What have I been working on lately?
I've finally gotten down to working on balancing the mage spell dmg/mana/monster HP balance, when I realized that my spreadsheet graphs don't work anymore! And I need those graphs to get a good idea of the damage vs HP ratios. The reason the graphs don't work is that I switched to LibreOffice recently (when I switched to a Mac) and LibreOffice doesn't have the exact graph features that excel does. But I should have those graphs back soon. Once I have the graphs up again, I'll try to do a quick iteration of rebalancing the spell damage so we can see what that plays like. I also want to try get the feel of the thief/trickster where I want it to be: with a high mana recharge rate, but minimal mana gain per INT. |
#463
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![]() I hope you get the graphs back. That's a lot of data to lose.
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#464
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![]() I've just posted version 0.801.
This version sat on my hard drive for a while. I was hoping to get the magic damage adjusted, but I never got to that. Between being distracted by the UI Mod (which I highly recommend you try out), then pressure at work, and finally a vacation with the family, I just haven't had time to work on adjusting those spells. So eventually I just decided to release what I had. In this version, I believe I fixed the Scarabus who wasn't doing his suicide attack thing properly. Also, I provided a fix for the Scarabus boss, who is completely ineffective as a boss in the vanilla game. In the mod, he's only supposed to blow up once you kill him. Let me know if this doesn't work properly, as this one is hard to test. Also, Gaseous Form now cancels once you use a skill. This gives you more control over the spell and I think makes it more useful. Another change is to passive weapon skills. These can really unbalance the game, and I decided they should have some penalty. Every level of passive weapon skill now takes away some of your total mana (right now it's not much -- only 3 points). This means that you *can* be a totally passive character, but you'll have a harder time using active skills unless you invest some in INT. I think this makes sense, but it's an experimental change right now. Yet another thing I changed is the way weapons work. I've always wanted them to modify your special hits (critical hits etc), but I didn't know exactly what percentages to use. Up until now I've had them modify your base special hits slightly, which wasn't quite what I wanted. Now they really make a difference to your percentages. A dagger, for example, does 50% less crushing blows but increases your deep wounds by 20%. Staves now do 10% less damage and 50% less deep wounding, but they boost crushing blows. I'm not done with the exact figures, but this is pretty close to the way I wanted it to be. Hopefully I'll soon have some time to work on the next version. |
#465
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![]() Is it just me or is the Dangerous Monsters option a bit too much? I understand that the monsters are supposed to be really dangerous when you turn this on, but I think that some of the modifiers are plain unreasonable. Would it be possible to tone some of this down a little?
The problem lies primarily in certain monster modifiers applying to the same boss. I just had one with "Major Berserker" (-40% Defense, -33% attack time, -40% armor, +300% Min Damage, +300% Max Damage) and Life Steal (25% life stolen per hit), and Quickness (-20% attack time, -20% cast time) . This combination is nearly unstoppable. Do you think that the +300% min and +300% max damage, in particular,are a bit unreasonable? |
#466
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![]() Quote:
In general, I think having bosses attack for a lot of damage is bad and I tried to reduce the default boss damage boost. It's much more enjoyable if a boss has a somewhat stronger attack and a lot more health than if he can wipe you out in one hit. Of course part of the problem is that bosses use the same enhancements that regular monsters do, and +300% damage is probably kinda ok for a regular monster. Naah, on second thought it's too much even for a regular monster. I'll make a note about this for the next version. |
#467
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![]() I'm using this mod that focuses in skill balancing http://www.soldak.com/forums/showthread.php?t=2266
is your balance mod compatible with that one? I don't know which one to use. |
#468
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![]() my doubt is still up
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#469
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![]() Quote:
My focus in this mod is to take Shadow's original intentions as I read them in the game, and to try take every element that feels weak or underused and make it better, with a focus on balancing the elements so everything 'clicks' as much as is possible with the modding system. That's why I've touched nearly every part of the game, including stamina, masteries and loot drops. I hate to speak for Magitek, but I would say that while his mod deals somewhat with skill balance (and I certainly borrowed quite a few of his ideas) , his focus seems to be on making the actual skills cooler by increasing the variety of spell effects, which is pretty awesome. In contrast, in my mod, I left the utility of most of the skills intact unless I found a good reason to change them. So while Magitek, for example, gave every mage type an elemental, which is extremely cool, I thought the vanilla game's choice to give only fire mages a fire elemental was a design decision, and I tried to respect the design choices of the vanilla game. Both approaches are fine -- they're just different approaches. Another goal of my mod is to try retain some compatibility with the vanilla game. That goal gets harder and harder as I make more changes, but it's still there. This is another reason I try to change as few skills as possible. So unfortunately you'll almost certainly have to choose between the two mods. I think Magitek's mod is great (and many others do as well), so feel free to give it a try. You can switch between the mods to see which one you like more. |
#470
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![]() Thank you. Yes,I installed your balance mod,from what I can see is also more like a general tweaking of the game, which is nice. You finished some details suchs as the torches in the dungeons (now they are useful lol),the running speed of monsters and the player (this is nice since it's almost impossible to escape from the monsters in the vanilla) also I noticed you moved Blood Lust skill to the Defender tree,that makes more sence for a tank ,the pets scale to your level,monster animations now adjust based on their attack times...etc. those little details are very important too. I hope you tweaked when a tornado happens,I lost like two towns because of it... I hate tornados LOL the hunger is annoying as well,they shouldn't die so fast.
But what I think it's a pretty neat change is that one to tweak certain skills to make them more useful and the ones that are OP aren't much important than the others. I can trust this since you are playing this game for a lot longer than me, so I'm sure you know pretty much about all skills in the game already. Definitely I will continue playing and help with some feedback,even though you got most of it in the previous pages ![]() Last edited by Kilgor : 05-09-2012 at 07:15 AM. |
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