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laViperParticipant
In my mod I made that engaged fleeing enemies drop their loot when you press “It’s over”.
Also you can press “Run them down” next engage enemy and only after that use retreat button.I can try to take out only this feature or you can ask rap about it – it’s just 2 lines of code and brackets :)
laViperParticipantAfter all, I think only 3 moments need to be resolved in nearest future.
-Barbarians should gain Nimble instead of Dodge, cause they are created as high INI fighters. In any cases with new Dodge they lose their strength a bit.-About Killing Frenzy – I tried to make it depended on Hitpoints, but any brother has 50-60 hitpoints, so he will gain +15-18% bonus damage. That enormous. But I still want to give a lot for 100HP men. So may be I change calculation of bonus from this perk. Like +0.5% damage bonus per each HP over 50. So it will give +25% per 100HP men and just 5% for 60HP men.
-About Dodge – I don’t decided about how profitable it should be. Main problem that all bonus disappear next turn. So currently I’m thinking about concept – slow gain + slow down. Gain +2 or +3 defence per each tile, and than lose only 1-1.5 stack each turn.
About pathfinder, it definitely becomes stronger. But with new DLC it perfectly fit into Bow vs Crossbow and Polearm Mastery.
Now man with crossbow can make a step and shot-reload, but with bow not. So pathfinder resolves this moment.
In original you can make 2 steps and polearm attack only with Polearm Mastery, with my mod pathfinder gives it from 2lvl – that moment makes me worry about it.But now with rebalance crossbow skill cost, it’s really cool that Pathfinder and Polearm Mastery work together.
Hybrid can make a step (1), crossbow shot (2) and polearm attack (5). Man with just Polearm Mastery and Berserk can make 2 steps (1+2) and 2 attacks if kill someone (5+5).laViperParticipantAbout talented in perks. Point fo balance here is also money. As you can see, I pay more for my guys if they have a lot of stars and good traits.
I even pay more than in original version if they have no talents at all cause they have stars in stats. Each star over one cost 10% – so even my basic brothers ask 110-120% wage. Of course I don’t pay for Try Out – I think it’s a bit unfair, it’s gambling without your ingame skill.
Finally this changes just improve a bit low-quality background – they can have same price as “noble” without talents.
For example this guy ask about 200% – Iron lugs, 3+2+2 stars and 5 talents. And I start spending more money from first level when he didn’t have any profit from talents, and no guarantee that I’m wishing to take all five talented perks.Generally I spent 50% more for wages (400 vs 270) for having talents. Is it fair? It of course depends on what I get from talents.
Such as Colossus gain extra 10% (Student and Fortified Mind) and student is common among citizens, you will never get it on knight or raider.
Fast Adaptation and Dodge keep 50% of bonus on reset (hitting or turn start)
and so on.For me most valuable in tactical way became Taunt (it gain +2 range), so my man with perfect defence stats can get fire on him from archers.
Next one – Rotation, talent decreases cost of skill after fisrt in turn. So you can change an positions of your guys in better way.
Brawny – starts also influence on weapon and shied, so it just a bit fatigue bonus.So I can’t say it makes my brothers overpowered, but it makes them different, and now I spent a lot of time to check avaliable men during hiring.
Not trying to be mean, imho, it will save your time in the long run. Focus at one thing at a time.
About crafting – I have some ideas about few new recipes, but anyway crafting is limited in two ways: what trophies you need to spent and what you will get as result. Also potions influence on balance, cause you take in battle more “value” even if you spend money on it.
About perks – I think I’ve finished main part and than I need to make only balance and bug fixes.
Next and I hope last part of changes will be around Origins, cause most of them dont’ have proper influence on game and battle at first.
*I also make some Quality of Life changes if something annoy me a lot.
For example – Beast Slayers in my mod start with Taxedermist in first town. By this origin I gain 50% more trophies but can’t use it to craft! It’s really stupid.
Also I write about morale chack problem or problem with charmed persons – so I decided to fix it by myself.
Or another one – Puncture don’t get bonus with free off hand. Looks balanced? But it means that you don’t get penalty with heavy shield in offhand – it’s also a bit strange. I don’t want to improve this kind of attack, so -10% hitchance with free offhand and -20% with shiled or something else.laViperParticipant1)There is one problem with spliting mod into several parts – I modify whole files, so these parts willn’t work together cause will have changes same files in different ways.
Crafting contains bags and changes around “Bags and Belts” perk and Mod with perks changes contains new “Bags and Belts” perk as one of new. Report – Budget Screen – touch Assets Manager file cause spenting and earning money go through this Manager, but again “Bags and Belts” needs this manager to refill ammo.So if someone needs only part of this changes I can try to get out into separated mod.
2)Don’t catch the message a bit. Such type of table was chosen cause new data will be added on bottom as row and also UI has vertical scroll. So amount of columns is constant and I take them as most important (for me to) – contracts and looting are main flow of income. Wages and assets are daily or at least weekly spendings. Other – column for events and all small money changes.
Repairing and buing items – that moment I want to gather information about.3)Balance. It’s a bit hard cuase I don’t try to abuse my changes and don’t play as perfect as someone play.
At first new recipes already break balance cause you get something extra as tactical tool in battle. But you pay money for it – is it fair? I think yes, cause I could spent these money on better guy or equipment.
About first wave of per changes – I don’t try to improve good perks, so don’t forget for each perk you also pay using Perk Point. If you take a changed perk, you take it instead of another perk.About improved perks – enemies also use new version with all bonuses.
Some of these perks are amened a bit like
Bags and Belts (+50% quiver amount instead of 2 bag slots). This changes has appeared cause I add bags as items, this perk gives nothing for archers in late game in comparison with version without mod in which you can make large quiver with 15 ammo.
Taunt (next using these turn cost 33%), Steel Brow (50% protect against stun and daze once per turn) and Shield Expert (start with shieldwall if possible) – just slightly improved.Nimble (as old Dodge with 20% bonus), Lone Wolf (Gain stats based on Resolve and has penalty instead of total removing when allie stays near), Fearsome (Decrease enemies resolve based on your Resolve as Wolf wear), Killing Frenzy (Gain damage bonus based on HitPoints 0.3% per each current) – this high-level perk becomes based on character stats, you just can’t take it for every one.
Dodge – Gain +5 defence per each tile moved. I think this perk is so powerful at start when you don’t have heavy gear. In fact I just replace Nimble with it. This version is a bit hard-estimated cause on the one hand you can get +20 defence just move 4 tiles, on the other hand Barbarians have 115 INI and Dodge, what means they have up to +17 defence in original game, but drop it down when they start fighting. In my mod when they get position they lose all bonus – so may be I have to replace their Dodge perk with new Nimble, but It will take some time.
As player I use Dodge for few guys who will go in backline and I don’t worry a lot about engaging enemies with them.Pathfinder Restore 1AP with first move each turn.
I have big doubts about powerful of this changes. At first – old pathfinder gives nothing if you fight on flat-grass battleground. It gives nothing if you don’t move. With my changes it can give you extra attack like an 1+4+4 (1+2+2+4) or 1+2+6 AP spending on moving and skills. It really increase battle speed for me, cause I don’t wait till enemy comes to me.
But as I said before – enemies also use new pathfinder, for example ghouls also gain extra attack if they stay in one tile distance. Acients move 5 tiles instead of 4. Only Direwolf don’t get anything cause they have 12AP total and 4AP skill-cost.It looks extremly good, but still don’t work when you just stay and fight. You can’t just over your man having 3AP or spend like this 4+4+1 for archers.
laViperParticipantGhouls and spiders don’t disappear – 20+ ghouls “very funy” battle even for 11 lvl bros, cause half of them is swallowed :)
Spiders have the same strength as ghouls, vs 20+ spiders your company need a lot of fatigue or you will be neted at all.What is I am agree with that it should be more tunable parameters of the game. Cause anyway it’s unreal to create game for everyone. It’s better to give players a bit freedom to control a some details of the game.
laViperParticipantModding – hard to start, but hard to stop :)
Also I have some plan about economic system, but firstly decide to cgather more information.
So create Budget Screen – income/outcome for each day, but better show by week.I will release new version of mod after several tests in one or two weeks, cause I even can’t pass through the 100th day. And unfortunately still find small bugs.
laViperParticipantHah, finally I’ve finished general work under Talented in Perks and start to test all changes.
So, I decided to make each brother more defferent than other and also make an influence of background to brother capacity. As I wrote before, every background has 6 possible perks to improve and brother has 50% chance to get each of them. It creates more specific place in fight if you decided to use it.
For example “Shield expert” being Talented reduces cost of next turn Shieldwall skill, so your brother can hold position longer than other one. Perks like “Colossus” just give more stats and you will really desire a brother with Talented Colossus and 3 stars in Hitpoints, and if he also has trait for +10 Hitpoints – be sure, you will never find similar one.Also we had a discussion on this forum about try-out and gambling around hiring brothers. For this reason, I removed try-out and made all stats initially visible. But you must pay more for better man – daily wage now has modifier depended on talents, perks and some trait.
Some Quality of Life:
1)Fleeing and engaged enemies drop their loot when you press It’s over button.
I was fed up with “knife game” for several rounds, so it just saves time and a bit items, cause you need only one guy to engage enemy. Also if anyone doesn’t know – after showing dialog about retreat, you can arise it again from menu.laViperParticipantWhat do you mean?
Now you can repair your gear in smiths instantly, just pay 2 crowns per each point of repair. It’s normal price for late game, but in early game often it’s cheaper to buy new armor instead.laViperParticipantContinue working under mod and it would happen sooner or later – I’ve decided to touch perks :)
The main idea of this changes is making brothers with different backrounds and stats have a bigger diversity. To achieve it I planed few steps:
-High-level perks should depend on stats if it possible. For example Fearsome, Killing Frenzy or Nimble – any brother can take it and get similar profit.
-Make depending on Hitpoints and Resolve – these stats are less valuable and moustly have few connected perks.
-Improve some weak perks to make more choicesAbout backgrounds – it influence on stats, but it’s also not enough. So instead of making extra perks for backgrounds, I decided to improve current perks if bro is “Talented” at it. So each background will have 6 possible perks to improve and bro will have chance to be talented at them.
So right now I’ve changed/imroved totaly 10 perks (with belts and bags).
1)Bags and Belts – partly changed: instead of 2 slots, gain +50% ammunition of ranged weapon
2)Pathfinder – improved: regain 1AP after first step
It gives you opportunity to make step and 2 attacks or 2 steps and 6-ap attack. During test it looks a bit op.
3)Dodge – changed to: gain +5 M/R defence per tile moved till end of turn
AS low level perk it gives weak bro to gain defence in some situation
4)Nimble – changed to: works as basic Dodge, gain M/R defence based on Initiative (20%)
As High-level perk should be based on stats
5)Lone Wolf – changed to: gain M/R skill and defence bonus based on Resolve. Have penalty if allie stay near instead of total removing (gain only 25% if stay in 2 tiles and 50% in 3 tiles)
6)Fearsome – changed to: gain Treaten (as wolfs items) based on resolve – decrease enemies resolve in melee
As High-level perk should be based on stats
7)Killing Frenzy – changed to: gain damage bonus in melee based on current HitPoints (0.3% per each)
As High-level perk should be based on stats
8)Taunt – improved: decrease first use cost a bit and all next uses during this turn cost 66% less (ap/fatigue)
Make more valuable
9)Steel Brow – improved: has 50% protect against stun or daze (ones per turn)
Make more valuable
10)Shield Expert – improved: start with shieldwall
Make more valuableAnd I’m working under talented perks system. How perks will be improved I will write late.
laViperParticipant@Paul, ok, no problem. Actual icons I already have access to them, but using it can confuse players – at least I have to recolour or modify with another way. Or as before convert icons from another game/projects.
laViperParticipantIf you have any specific icons or images in mind let me know and I’ll see if I can share them with you – as long as they’re not commercially used of course :)
@Paul I don’t know exactly what I will do in future about images. Right now I have a pack of images used in my mod. So I would be glad if you can check them and amend bad ones. Cause I just took it from WoW icons, removed background and put into frame if nedeed. So I’m not good at working with images and I was a bit impatient during making this. And it is not in BB-style a bit.Attachments:
laViperParticipantLooks like you are new player. About world map – there are a lot of special events which fire if you have a bro with right background. Poachers and hunters can give you a food supplies, but not by pressing a button, just randomly. Also houndmaster can get a wolf pet and so on.
laViperParticipantSad but true – after few current small patches, my mod breaks on save-load. Try to find problem :(
Looks like now files of mod are loading by time created. After delete-revert mod start working correctly. Plus mistype with event name :(
So, reload version
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laViperParticipantFinally version 2.0 with some balance fixes and 3 new events fot building in town.
Mod now works with new DLC (Warrior of the North)The principles:
1)Variety of backgrounds provides new game experience.
As I wrote before, v2 adds 7 new recipes which you can use only after a special event. Each event fires if only you have brother with required background – no hedge knight or sellsword, most of them is lowborn.-add Blessing Oil – coats your weapon to deal extra damage to Undead (+10 damage up to 4 attacks)
-add Deadly Poison – coats your weapon with poison which starts with 5 damage and increases it by 3 per turn. Last 5 turns or 3 with Resilient
-add Bull Potion – halves penalty from some kind of permanent injuries. Last 2-4 days
-add Flashing Potion – blinds target and bystaders (33% change) and descreses their vision
-add Medical Kit – kind of bag, but “keeps” bandages and antidotes. Has 3 charges to cure your brothers, recharge with Medical Supplies after battle
-add Dope Salt – makes your man “high”, allows to ignore morale during battle, but halves gained exp. Lasts 1 day, addictive
-add Scare Potion – decreases target morale based on its resolve (up to making it flee). Like range attacks can hit wrong target, so be careful2)Town-morphing
Sometimes we have lack of specail building on the map or at least on the edge of civilization when you are exploring new places.
For this reason I add 3 similar events to build weaponsmith/armorsmith (at random), fletcher and temple. Each event fires if town is small, has no building from this list and isn’t military. Just 5000 crowns, your brother with apprentice/monk/bowyer background and that’s all.Currently I’m testing this mod with new DLC, I hope I merged changes rightly – but be careful to use it. Write here if you find any errors or mistakes.
I will try to update mod as soon as possible after new patch goes live. As I understand first few weeks after release it will be hard to keep it update with new patches :(Attachments:
laViperParticipantAdd all others potions, but in scenarios you can’t use bull potion and snuff. Fix overlay icons.
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