MasterSmithFandango
Arcane
- Joined
- Aug 6, 2008
- Messages
- 7,269
Stealing isn't even a big deal. You can do it if you want - but it's hardly necessary, and the economy is broken without it.
So characters whose abilities cooldowns don't decrease with their primary stat (unlike mages) get shafted even more.First rebalance mod is out:
http://www.nexusmods.com/divinityoriginalsin/mods/9/?
Source DIfficulty 1.05
****Game Changes********************************************************************************
**NPC Changes**
1) Increased the Bodybuilding and Willpower by 1-2 for NPCs that had at least 1 point in either.
2) NPCs with the Opportunist or Zombie Talents have 20% more movement.
3) NPCs with the Opportunist Talent are 20% more resistant to debilitating status effects.
4) Some NPCs Level 10 and higher were given 1-3 points to some attributes.
The +2 Speed allows some enemies to now hit twice every turn or every other turn.
5) Some Enemies now have 1-2 more Skills (Ex: An enemy that had Fireball was given Flare).
6) Some Enemies now carry a Potion. Be wary of those melee units.
7) NPC FOV buffed from 90 to 180 (Sneak Pts now drastically decreases FOV and view distance).
8) Genereic Merchant BodyGuards FOV buffed to 350 and all Sentinels FOV nerfed to 30.
9) Generic Rats now have really low HP so they become easier to kill.
By default Sneak Pts drop view distance 1.5m with the average NPC view at 18m for Sneak 0.
**Player Buffs**
1) Player Health for all difficulties at +0% (That is 25% more than the default hard).
2) Player-Hit-Chance for all difficulties at +20% (That is 30% more than the Default Hard).
These buffs will help the player be less dependent on spells and AOE.
3) Players start with 4 Large Potions, 2 Resurrect Scrolls, and a Fireball Scroll.
**Difficulty Modes Changes**
1) Enemy-Hit-Chance for all difficulties at +20% (Just like the default hard mode).
2) Easy Mode gives NPCs +0% more Health. (Encase the other mod changes are enough for you).
3) Normal Mode gives NPCs +25% more Health. (Like the default hard mode).
4) Hard Mode gives NPCs +50% more Health. (25% more HP than the default hard mode).
**Extra Changes**
1) Enables for 4 players support.
2) Player movement speed is increased 30%. Animations look natural & does not effect combat.
****Madora and Jahan Changes******************************************************************
Madora and Jahan have been set to level 1 and have been given various changes.
Madora and Jahan will Auto-Level to the same amount as the player that recruits them.
Madora and Jahan were given 3 free attribute points to allow more customizability.
This will compensate for the lack of Traits that only the 2 main heroes can get.
The added attributes also won't help as much since they mostly help specific equipment types.
To compensate for the 3 attributes Madora & Jahan start with only 3 skills like a Lvl 1 hero.
You will be able to choose 2 attributes, 2 abilities and 1 talent by the time they are Lvl 4.
**Madora Stats**
1) Attributes = STR 8, DEX 6, INT 6, CON 6, SPD 6, PER 6
2) Abilities = Man-At-Arms x1, Bodybuilding x2, Willpower x1
3) Skills = Battering Ram, Crushing Fist, and Dust Devil
4) Talents = Morning Person(Revive at 100% HP) and Five Star Diner(Potion/Food x2 effect)
Madora no longer has 2 points into Two-Hander. A lot of people requested this.
Madora was given +1 DEX, INT, PER encase the player wants more control over her build.
**Jahan Stats**
1) Attributes = STR 6, DEX 6, INT 8, CON 6, SPD 6, PER 6
2) Abilities = Hydrosophist x1, Bodybuilding x1, Willpower x2
3) Skills = Minor Healing, Slow Current, and Water of Life
4) Talents = Morning Person(Revive at 100% HP) and Five Star Diner(Potion/Food x2 effect)
Jahan was given +1 STR, DEX, PER encase the player wants more control over his build.
Jahan no longer has Scientist talent. Encase you don't want him to be the smith/crafter.
I highly recommend recruiting Madora and Jahan while you are still level 2.
Both start with 4 Large Potions, 2 Resurrect Scrolls, a Fireball Scroll and a Backpack.
Imo great changes. IT has 20% flat chance to hit to player and monsters so you can hit now way higher lvl mobs.
Also this show how everything can be modified so soon we will have mod that will rival ToEE in therms of combat.
Pseudo increase of difficulty. Why increase amount of bodybuilding and willpower for enemies? Also completely unnecessary messing with both NPCs.
If you want real increase in difficulty, block stealing.
So characters whose abilities cooldowns don't decrease with their primary stat (unlike mages) get shafted even more.
Increasing BB and WP means shit if you can just cast Blind and Boulder Bash every turn.
True. While we're at it, damaging spells and abilities are also "free", since they take no resources, so we might as well just make every enemy topple over as soon as you can see them.
I hope you were trolling here. This is completely nonsensical. Healing spells are free -- outside of combat. That is the whole fucking point of the distinction, and why auto-healing outside of combat wouldn't change a fucking thing. It is the introduction of combat that makes healing spells a resource that you have to manage, since combat introduces the resource management mechanic (turns vs. AP vs. Enemy Attacks).
Your argument only makes sense if attacking enemies doesn't start the combat mechanic. It does, of course, which is the whole fucking point. That's why your flare spell is not a really a managed resource outside of combat, but is a managed resource during combat. Because it is the combat mechanic itself that introduces the requirement to manage it (and your other abilities) by virtue of limiting your AP.
Doesn't say it in game and I never got that far with mages, (Games was too easy) well, I guess there's +1 to my statement that mages >>> .
General Easy-Med-Hard difficulties are perhaps one of the easiest things to mod in the game. There are setting for all 3. Aprox 75 settings for players and NPC's for each difficulty level. You could so something very close and perhaps feather in a few more tweaks.
You unpak Main
Open characters.xslm in excel
From there it is pretty straight forward, save.
Then open All.xslm, click the Generate button.
It creates and updated characters.txt file you place in a mod folder (will supply details if one is interested in actually do this)
Play game with new settings.
Delete your profile and start a new game. This includes your save games unfortunately. But may just deleting the 'levelcache' dir on the savegame folder would fix it, i haven't tried. I do know this is a bug, and not a normal thing, because it happened to me and was 'fixed' after doing this (i wanted to restart at the time anyway). It hasn't happened again after the last patch after restarting fortunately, but i dont know if it wont.Is anyone else having trouble with the game running very choppy & slow, even on the absolute lowest resolution, video settings, etc.? The game recommends that I run it with graphics on the 'high' preset, but it's running so poorly it's unplayable at any setting.
I tried running this on my old laptop, and it works fine. Runs smooth and everything, even though I have to put the graphics on very low.