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Author Topic: AoD Mods and Modding  (Read 29333 times)
Sunfire
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« Reply #180 on: July 08, 2018, 09:25:15 am »

Next mods:
Airship Teron
Awesome Veteran
Broken Bridge
Bugs Fix 1.6.0.0119 (v.11)
Cassius in Feng home IG
Community Edition
Difficulty Levels
Down On Luck Fix
Feng Fled Teron Fix
HA Pass Fix
Hellgate Quest
Key to the Sky
Maadoran IG Fix
Mercato Seduction
New Items
Optional Fights
Praetor Free Training
Praetor Last Stand
Praetor Palace TA
RU Obscene Lexicon
Sky Metal Chopper
have been updated and re-uploaded.
« Last Edit: July 08, 2018, 02:44:50 pm by Sunfire » Logged

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menyalin
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« Reply #181 on: July 11, 2018, 04:22:08 am »

Whirlwind attack quite OP now (regular damage, big arrea of effect, big CS bonus and guaranteed bleeding on CS):
(click to show/hide)

Also, i'm not sure if second "//WHIRLWIND" attack definition still in use or not...
« Last Edit: July 11, 2018, 05:20:03 am by menyalin » Logged
Oscar
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« Reply #182 on: July 11, 2018, 09:52:46 am »

There are two different types of whirlwinds. One for bladed weapons, other for hammers.
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menyalin
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« Reply #183 on: July 12, 2018, 01:11:43 am »

There are two different types of whirlwinds. One for bladed weapons, other for hammers.
Then it is OP too: too much damage and no CS penalty.
« Last Edit: July 12, 2018, 01:21:33 am by menyalin » Logged
sthalik
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« Reply #184 on: July 12, 2018, 08:00:30 am »

Quick question: is there a mod to see exact skill check requirements? Or whether we'd pass?

Quick question 2: is there a mod to adjust SP gain by a customizable amount?
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Sunfire
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« Reply #185 on: July 12, 2018, 09:23:32 am »

Whirlwind attack quite OP now (regular damage, big arrea of effect, big CS bonus and guaranteed bleeding on CS):
(click to show/hide)
I agree that blade whirlwind attack is OP. Bleeding effect isn't guaranteed, only critical hit will cause it, bit I'll rather lower it a bit, say 2 damage per each of 2 turns.

Quick question: is there a mod to see exact skill check requirements? Or whether we'd pass?
No and not planned.

Quick question 2: is there a mod to adjust SP gain by a customizable amount?
Yes.
« Last Edit: Yesterday at 01:39:32 pm by Sunfire » Logged

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« Reply #186 on: July 12, 2018, 01:00:30 pm »

Whirlwind attack quite OP now (regular damage, big arrea of effect, big CS bonus and guaranteed bleeding on CS):
(click to show/hide)
I agree that blade whirlwind attack is OP.
Fix it in next bugfix version?
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Sunfire
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« Reply #187 on: July 12, 2018, 01:28:02 pm »

Fix it in next bugfix version?
Yes, something like this:
(click to show/hide)
« Last Edit: Yesterday at 01:39:52 pm by Sunfire » Logged

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« Reply #188 on: July 13, 2018, 01:40:59 pm »

Suggestions:
1) Elixir to extract in the temple.

2) Attacks:
(click to show/hide)

3) Power Armor:
it has very low vsCS and pretty low DR, which don't match description ("The finest pre-War armor, fashioned from tempered blue steel.") Just compare it to low-tech BS Lorica Hamata and Lorica Segmentata (similar by stats and weight) at max crafting skill. Also it has -5 helmet penalty, which outright wrong for expected quality. So, except stat boost not that much for superhigh-tech armor and THREE power tubes. My suggestion:
 - armor vcSC: 50 -> 80-90 (it's almost full armored suit, btw)
 - helmet penalty 5 -> 0
 - armor DR: 8 -> 9-10
 - shield vsCS and vsRanged: 35 -> 25 (it not that big, btw)
 - shield DR: 6 -> 5 (with raised armor DR would be more balanced for dodgers)
 - shield stats progression (3->5, 15->25) with power tubes if possible
 - max AP: 20 -> 15 (no sense in so big value and it has armor penalty)
 - weight: 20 -> 25 (too low for how it looks, IMO)

4) Prohibit whirlwind attack for short daggers. Don't know how, btw.

5) Add dodge-block synergy (it is quite logical judging by description "You've finally learned to read the telltale signs of an incoming attack." for both skills) - coul be impossible without source code changing or need some quite complex workaround by scripts.

6) There are THREE blue steel shamshirs in game (6 blue steel swords total, counting gladius from market, gladius at Senna's villa, and handar from Dead River) and ZERO blue steel spears. So, how about giving spear (say, Dori) to Hamul with appropriate skill change? Player will already have one shamshir from the previous champion by that time in any case.

7) Make possible to kill Iola (through dialogue or "start combat" button) in catacombs and add canister to her inventory, so it could be used in monastery healing machine. Also, could be bodycount and streetwize options to threaten her to give it without fight. And maybe bodycount option to force her to make operation for free with some custom death screen, wich will tell you how stupidd it was. :-)

8) Add some additional alchemy items to traders in Maadoran and Ganezar: say, midgrade acid, berserk and hemostasis potions.

9) Crafting techs for weapons: lower max CS bonus to 15-20, and raise max hardness bonus to 25-30 (and armor hardness too). +25 to CS is too strong and in existing configuration it is pretty hard to think for a situation, when you prefer hardening instead of serrating for third or second upgrade slot. Also, CS bonus additionally indirectly lowers enemy armor efficiency because of DR-ignoring critical hits.

10) Crafting: separate masterwork progression for helmets, if possible( from 2-10 to 1-5) so light helmets wouldn't became completly obsolete with high crafting skill.

11) THC penalty and maybe PER damage for critical hits by bombs (contusion and stunning).

12) Return skill-dependant THC and CS chances for nets and bolas. I understand, why it was made fixed, but it's still feels wrong.

13) PER check to find all-forgotten Grooved sphere in Gracius' room for merchants.
« Last Edit: July 15, 2018, 04:03:30 am by menyalin » Logged
Pladio
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« Reply #189 on: July 14, 2018, 05:13:55 am »

Sunfire, I hope you keep this passion for when the new game comes out Smile

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Erhog
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« Reply #190 on: July 14, 2018, 09:43:18 am »

Quote
3) Power Armor:
it has very low vsCS and pretty low DR, which don't match description ("The finest pre-War armor, fashioned from tempered blue steel.") Just compare it to low-tech BS Lorica Hamata and Lorica Segmentata (similar by stats and weight) at max crafting skill. Also it has -5 helmet penalty, which outright wrong for expected quality. So, except stat boost not that much for superhigh-tech armor and THREE power tubes. My suggestion:
 - armor vcSC: 50 -> 80-90 (it's almost full armored suit, btw)
 - helmet penalty 5 -> 0
 - armor DR: 8 -> 9-10
 - shield vsCS and vsRanged: 35 -> 25 (it not that big, btw)
 - shield DR: 6 -> 5 (with raised armor DR would be more balanced for dodgers)
 - shield stats progression (3->5, 15->25) with power tubes if possible

In my opinion power armor is already are ok and shouldn't be best defense armor in the game coz bonus stats already gives you a huge advantage in combat especially if you a dodge character with 1handed weapon.

My suggestiob:
Berserker potion - for each 2 levels in alchemy it gives you more damage bonus and lower THC penalty but it's realy useless at lower level coz THC is too low at all. I think more balanced would be if THC penalty will be 10 at all levels but damage bonus will be 10-20-30-40-50 or 20-25-30-35-40 at 2-4-6-8-10 level of alchemy.
« Last Edit: July 14, 2018, 09:55:58 am by Erhog » Logged
menyalin
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« Reply #191 on: July 14, 2018, 11:28:35 am »

In my opinion power armor is already are ok and shouldn't be best defense armor in the game coz bonus stats already gives you a huge advantage in combat especially if you a dodge character with 1handed weapon.
Well, stats for some metal BS armor om max crafting skill:
1) manica, the litest: 6 DR and 15 vsCS;
2) auxilar: 7 DR, 55 vsCS
3) lorica hamata: 8 DR, 60 vsCS
4) lorica musculata: 9 DR, 75 vsCS
5) lorica segmentata: 10 DR, 85 vsCS
6) praetorian: 11 DR, 85 vsCS
7) imperial: 13 DR, 100 vsCS

It is for blue steel, with sky metal +1 DR. So, the point is: "the finest pre-war armor" is so far from "best defense armor" that it actually not even moderate in terms of protection, but pretty closer to the worst. Stat bonuses are good but nothing incredible, you can have additional AP, damage and regeneration by other means which not so rare as power tubes. And even if low DR can be correct balance-wise, the vsCS rating is obviously wrong.
« Last Edit: July 14, 2018, 11:32:19 am by menyalin » Logged
Erhog
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« Reply #192 on: July 14, 2018, 12:24:06 pm »

Quote
It is for blue steel, with sky metal +1 DR. So, the point is: "the finest pre-war armor" is so far from "best defense armor" that it actually not even moderate in terms of protection, but pretty closer to the worst. Stat bonuses are good but nothing incredible, you can have additional AP, damage and regeneration by other means which not so rare as power tubes. And even if low DR can be correct balance-wise, the vsCS rating is obviously wrong.

Only heavy armors at max crafting got better vCS stat. But for getting power armor you don't need crafting at all. Again - you could wear crafted armor and it's worth ton of SP to get max crafting. Or you can just get pwoer armor for 1 word of honor. Yes, it's late game but still. AoD balanced pretty well in choises like this - you should sacrifice something to get other and vica versa. Example - you can make excellent fighter with high str/agility/con and going stright through the game killing anything on your way but you will gimping your con/int/cha and some quests and interractions will be closet for you. Or you can make a peaceful walktrough with social stats. And ofc you can make a hybrid that will be fine in many situations but will lack some strength of pure fiter and lack some stats/skill for pure talker checks. I personally think this challenging is what make AoD different by many other rpgs and gives alot replayability.

A little suggestion to mini modfix:



In monastery safe we found several potions include Amaranthus Extract. Would be great to add this elixirs like  some neurostimulants, berserker potions, maybe vial of dragon's blood.
« Last Edit: July 14, 2018, 12:28:29 pm by Erhog » Logged
Sunfire
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« Reply #193 on: July 14, 2018, 02:51:29 pm »

Sunfire, I hope you keep this passion for when the new game comes out Smile

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I'll try my best if I'll have time - you know, kids are growing, etc...

I'm disagree with it:
(click to show/hide)
'cause you can whirlwind with 2H weapons too. I'll better try to add another whirlwind attacks - for 1H weapons only.

4) Prohibit whirlwind attack for short daggers.
Why?
Don't know how, btw.
ItemGen editor can set attack type for each weapon (not group or class). Btw, some bladed weapons (Scimitar, The Chopper, Qantari Sword, Shovel - it's a spear-class weapon, btw) do hammer whirlwind attack (ID 16), not blade one (ID 27). Got to check if devs are expected to use it with an axes (Zaghnal, Skeggox, Mineb, Shadavar, Labrys, Pickaxe, The Pendulum of Judgement, Black Dow, Qantari Axe) - no, judging by:
(click to show/hide)
« Last Edit: Yesterday at 02:28:14 pm by Sunfire » Logged

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menyalin
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« Reply #194 on: July 15, 2018, 03:07:58 am »

I'm disagree with it:
(click to show/hide)
'cause you can whirlwind with 2H weapons too. I'll better try to add another whirlwind attacks - for 1H weapons only.
Agree, in such case separate attack script for 1h weapons needed. I thought that there is no whirlwind for twohanders for some reason and didn't check it.

4) Prohibit whirlwind attack for short daggers.
Why?
Don't know how, btw.
ItemGen editor can set attack type for each weapon (not group or class).
Isn't it too short for current big area of efect? For lesser AoE it will be correct, i think.
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