FreeKaner
Prophet of the Dumpsterfire
Firearms should not be affected by Strength but subsequently get their damage increased. Making them a viable weapon choice for those not investing in weapons or those specialising in defence.
Resolve having both deflection, heal and spell damage sounds really overkill. They should remove spell damage from it. Specifically, I think spell damage should not be affected directly by attributes at all if they scale with power source already.
I think resolve is fitting name for casting. Higher your resolve, stronger your spells should be, isn't spells tied to that sort of mental capability anyhow? Still, it's all rationalisation in the end.
I think it was necessary because after removal of concentration resolve became a dump stat for basically all classes and roles.
Now that I think of it, "no bad builds" as a design priority seems designed specifically for a dice roll system where you can end up with any mix of stats. It makes less sense to me that every stat would need to be useful for every character when I am building the character from scratch anyway. Sure, if I rolled a wizard character and he had shit intelligence and high resolve, I will be glad that resolve lets that character still be useful. But if resolve is shit for wizards and good for other classes then why not just not put any points into resolve when I'm building my wizard?What's wrong with changing attributes to be more sensible and provide better gameplay opportunities in terms of character creation and progression? Attributes in D&D were already vestigial from pnp days where you would roll for them, anything after is simply rationalisation.
Now that I think of it, "no bad builds" as a design priority seems designed specifically for a dice roll system where you can end up with any mix of stats. It makes less sense to me that every stat would need to be useful for every character when I am building the character from scratch anyway.
So this makes it two games in a row proving that a 6 attribute system was a mistake and 4-5 would have been better
I just assumed you had to overwrite the same json data files but it will load anything you put in there as long as its formatted correctly. I suspected this was the case but I was more interested in finding what was possible.
What I thought was the case:
-You had to edit the bb_items.gamedatabundle directly and add things to it
-This would be a nightmare if the game updated or you wanted to add more than one thing
What is actually the case:
-You can make a file called mort_is_dumb.gamedatabundle and add in anything you can think of, with properly formatted json, even just a single item or ability etc, and it'll load it into the game.
-You could technically have a self-contained single file that adds tons of items, skills, characters, etc.
-Entries are overwritten by the latest loading file. If you make a new file and copy estoc's data, then change the value to 9999 and save it, all estocs will inherit those stats.
-No overwrite folder is necessary, it's built in.
The good news for modders:
-Your life is going to be a lot easier than I thought
-A modding tool is as simple as a fillable json page
The good news for everyone:
-Mods are going to be very easy to install and uninstall.
The bad news:
-I can't seem to add or change custom strings in the same way. All entries in the data don't have their display names or descriptions in the json, they reference a number which pulls from the localized stringtable depending on what language you choose.
-I can add custom strings by editing the original stringtables but that will get sloppy.
-I also cannot edit original strings in the same way that I can edit the gamedatabundle entries by making a new file and overwriting
-I still don't know if custom assets can be loaded or things can be placed in world by modders.
tl;dr modding is good, I'm dumb and assumed the worst but we're in good shape folks, its very similar to BG modding