I just started playing the game on normal difficulty (in the goblin fortress now). My part is a fighter/barb, tempus cleric, bard/thief, wizard, morninglord of lathander and deep gnome monk.
I am planning to finish this game with this part and then play HoF. I am curious on what people think about Ease of Use (dmg resistance from armor) mod in HoF. Will I be able to use my plate wearers efficiently in HOF?
Also how unbalanced game will become in normal mode if I install this mod? I was thinking of isntalling it but upping the difficulty setting.
HoF and dmg resistance mod question
I beat the game playing insane difficulty straight all the way through in the normal mode using the mod. I misjudged some races and classes, but I still managed to succeed. I didn't notice any detrimental effects from the mod. I only have two characters with plate armor though since either other characters' DEX are too high or would impede arcane spellcasters. In HOF, I likewise haven't come across any noticeable setbacks.
I'm not sure what you mean by unbalancing? If you mean will it make the game a cakewalk, I wouldn't say that it does for me. There are moments when some PC's can take their time as enemies fail to make a scratch against them, but I found those moments to be excessively rare. You don't have to worry about walking around as if in godmode, anyway.
My main enjoyment from the mods is that ammo stacking. I think with most of these kinds of games the inventory mechanics are usually horrible, and IWDII's bags of holdings were a great supplement. Now, ammo stacking has made inventory control much more manageable.
I'm not sure what you mean by unbalancing? If you mean will it make the game a cakewalk, I wouldn't say that it does for me. There are moments when some PC's can take their time as enemies fail to make a scratch against them, but I found those moments to be excessively rare. You don't have to worry about walking around as if in godmode, anyway.
My main enjoyment from the mods is that ammo stacking. I think with most of these kinds of games the inventory mechanics are usually horrible, and IWDII's bags of holdings were a great supplement. Now, ammo stacking has made inventory control much more manageable.
"Secret spiders collecting waiting the venom
Something more twisted than their smiles" --
excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005
Something more twisted than their smiles" --
excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005
Yes, from my experience it makes the game perhaps too easy. For example, at the Prologue and Chapter 1, almost none was able to make any damage to my characters.
Of course, it makes the armors more... real...
Of course, it makes the armors more... real...
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
What I do find entertaining though, is that the characters will still make sounds (grunts, screams, groans, yelps) when struck even when no damage is actually taken.
My characters still took damage in Prologue and Chapter 1. I thought I'd mop the floor with the goblins, but I still had to use some buffs and strategery.
My characters still took damage in Prologue and Chapter 1. I thought I'd mop the floor with the goblins, but I still had to use some buffs and strategery.
"Secret spiders collecting waiting the venom
Something more twisted than their smiles" --
excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005
Something more twisted than their smiles" --
excerpt from Zoroastrian Pattern by Eric Tenneson, c. 2005