#501
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StatMultMaxDamage 5.00 DamageMultLightning 5.00 Neither of these had any effect on the spell Thunderbolt, however " DynamicStatMultSkillDamage " works fine. I can't seem to find another modifier that will however. |
#502
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#503
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StatMultMax/MinDamage is only for static values, ie. your weapon damage ratings before you roll an attack. Spells don't go under that because they're only active dynamically. So for spells you have to use DynamicStatMultSkillDamage. DamageMultLightning type commands are only for status effects. |
#504
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DynamicStatMult - - SkillDamage - TotalTime - PowerRegen - CriticalHit - MagicCriticalHit (Difference?) - CrushingBlow - MagicCrushingBlow (Difference?) - StunningBlow (not sure if that happens with spells) - Deepwounds (not sure if that happens with spells) - PowerNeeded - PowerGainMult Any others? I'd love a way to modify damage a little more specifically, say % increase to maximum damage, which was easy with weapons. And weapon skills. If " DamageMultLightning " works in a status effect perhaps I can make it work on a spell, I'll have to try. |
#505
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First time poster here, not that it's important to note but it's kind of an internet tradition to state the obvious once in a while so... yeah.
Anywho, I recently tried out this mod after having found the main game to be awesome in many ways but, unfortunately, lacking in just as many ways. The major turnoffs being how caster skills scaled, or rather didn't. So I did some research, found both of your mods, downloaded them and loved them to death and felt like I'd offer some of my notes and suggestions as some kind of payback for your amazing work. Also I may be able to do some playtesting depending on my schedule. 1: I personally like the way that item drops and gold management works in your mod. It's basically impossible to gather a sizeable fortune which adds to the feeling of hopelessness in Din's Curse and I especially like how you get most of your gear from chests. Problem though is that I just don't feel like you get enough, or rather, good enough gear from chests. I've more than often come across an empty chest, which makes it really difficult to find appropriate gear replacements. 2: I likewise don't really get why you decreased the number of monsters, especially not with the low drop rates you've got going on seeing how fewer monsters mean fewer chances to get gear. Personally I thought that the Dangerous Monsters setting were more than enough for people, myself included, who wanted to decrease the amount of monsters in the dungeons. 3: Honestly I don't really like your changes to how repairs work and it seems like I'm not the only one who thinks that it a tad silly that neither the weaponsmith or the armoursmith can repair your stuff. Especially seeing how getting a town without someone who knows how to swing a hammer just makes me create a new world. 4: Maybe making the unique items and sets better and/or more interesting'd be an idea somewhere along the road? 5: Random suggestions for certain skillchanges: - Make Gloom Bolt deal poison damage and remove the defense buff. It's way too powerful when compared to the other starter nukes and as an added bonus of making it deal poison it'd make poison resistance gear way more attractive to Necromancers seeing how Blight also deals poison damage and it'd create an ice-v-fire'esque situation for the Conjurere with Necromancers wanting poison resistance and Sorcerors wanting lightning resistance. Not to mention the flavor as undeads resist poison damage and it keeps the DOT effect it used to have as a fire spell on virtue of being poison damage. - Give Dark Bolt the defense debuff from Gloom Bolt to help out the Screes. - Boost the Warlock curses, I don't really have that much to offer but... boy are they "meh". Maybe adding a minor DOT effect to all of them would be an idea? - Impale is in it's current form quite the underachiever, if you ask me that is. Especially seeing how it's part of a caster skilltree, sure the Demon Hunter is a warrior class but Demonologists wear clothes, use daggers and gain mana bonuses. Maybe changing it into a DOT, ranged debuff, make it into a nuke or flat out buffing it'd be appropriate? *just me wondering why Demonologist and Warlock has so little synergy going on between them considering the obvious*. - Make Lich Form actually turn you into a lich. Y'know, you pick the talent and huzzah! You're a lich permanently. Shouldn't be that difficult to do seeing how all the animations are already there. Admit it, you thought it worked like that when you rolled your first necromancer! - Seeing how Lightning-, Fire- and Ice Mastery are all pretty much useless now it might be an idea to replace them with something entirely different like say a random blink spell for Sorcerors, a pet for Icemages and a super DOT for Firemages? That's all for now, I'd offer to help with something other than random notes and suggestions but I can't code for sheeeeeet. Thanks yet again for an amazing mod for an awesome game! |
#506
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Now, the problem here is that it's not integrated into the game's conceptual model. Try telling yourself that the particular smiths are not so knowledgeable, or that they're out of supplies. I still think it's a very important change to the game, even if I would have preferred to do it differently. Quote:
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Glad you like the mod, even with the reservations |
#507
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This mod and 1.029
Hi - been wanting to get back into this great game.
Does this mod support the later versions of the game? It's stated for only patch 1.025, but now i see patches beyond that - up to 1.029. Would this mod still work? |
#509
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Oh... I went ahead and installed it. It seems to work. The only strange thing i noticed was that sometimes creatures that rely on ranged attacks (Big sister pixies, undead mages) would sometimes stop attacking if you got close to them - they just stand there and allow you to beat on them. Anyways - hope you are able to get the mod fully compatible with the latest version soon. It really makes the game much more interesting :-) |
#510
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404 Mod not found
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