Ergo's FixPack [mods]
Way to go on all the work.
I'm a little bit confused by all the changes. You should also make a General change log that shows the final changes. It is because the xp penalty kept changing and then canceled or how pick locks works for example.
Regarding specialized mages, I think the +-2 to skills makes it easier. Because it would be easier to spend points to get back the -2 then to get a +2. Although it is only a little difference probably.
I agree like the others, there shouldn't be an xp penalty.
I'm a little bit confused by all the changes. You should also make a General change log that shows the final changes. It is because the xp penalty kept changing and then canceled or how pick locks works for example.
Regarding specialized mages, I think the +-2 to skills makes it easier. Because it would be easier to spend points to get back the -2 then to get a +2. Although it is only a little difference probably.
I agree like the others, there shouldn't be an xp penalty.
Well, I wanted the talent bonus items to have a moderate bonus. +1 basically means +5% chance of success in many cases, thus so every point matters.
I really hate the idea of having that locksmith's knife, because you can get it at early game and after that you won't be needing hairpins (or lockpicks) anymore.
How about this?
+1 Locksmith's knife
+2 Hairpin
+4 lockpick
+5 master key
I really hate the idea of having that locksmith's knife, because you can get it at early game and after that you won't be needing hairpins (or lockpicks) anymore.
How about this?
+1 Locksmith's knife
+2 Hairpin
+4 lockpick
+5 master key
Ergo's Fixpack v1.62
This version will fix some possible bugs and make fights more tougher, but more rewarding (+15% exp). Also increased running speed of every creature in the game, thus increasing the gameplay speed.
Changelog:
v1.62 (hotfix)
- Fix: Some static monsters/npcs got easier instead of getting tougher.
- Faster +25% running speed for everyone (including npcs and monsters)
v1.6
- Miscellaneous bug fixes
- Pick Lock items talent bonuses changed *3)
- Monsters: +25% vitality (ex. 400 -> 500)
- NPCs: +25% to attack value (AT)
- NPCS: +20% to parry and dodge values (PA/DV)
- NPCS: +10% to magic resistance (MR)
- Level cap increased to 25
- More experience points, +15%
- Witch trees will have additional parry per round
*3) Pick Locks:
+1 Locksmiths Knife (was +2)
+2 Hairpin (was +1)
+4 Master Key (was +9)
+5 Lock Pick (no change)
Download: [url="http://rapidshare.de/files/46806015/Ergo_s_Fixpack_v162.zip.html"]Ergo's Fixpack v1.62[/url]
This version will fix some possible bugs and make fights more tougher, but more rewarding (+15% exp). Also increased running speed of every creature in the game, thus increasing the gameplay speed.
Changelog:
v1.62 (hotfix)
- Fix: Some static monsters/npcs got easier instead of getting tougher.
- Faster +25% running speed for everyone (including npcs and monsters)
v1.6
- Miscellaneous bug fixes
- Pick Lock items talent bonuses changed *3)
- Monsters: +25% vitality (ex. 400 -> 500)
- NPCs: +25% to attack value (AT)
- NPCS: +20% to parry and dodge values (PA/DV)
- NPCS: +10% to magic resistance (MR)
- Level cap increased to 25
- More experience points, +15%
- Witch trees will have additional parry per round
*3) Pick Locks:
+1 Locksmiths Knife (was +2)
+2 Hairpin (was +1)
+4 Master Key (was +9)
+5 Lock Pick (no change)
Download: [url="http://rapidshare.de/files/46806015/Ergo_s_Fixpack_v162.zip.html"]Ergo's Fixpack v1.62[/url]
Would it be possible to do the bugfixes seperately from any actual gamerules alterations? Personally, I think these are widely different things and people who are just looking for a less buggy game shouldn't be forced with your rulechanges.
P.S.: I'm not saying the changes are bad, just that they are different from actual fixes.
P.S.: I'm not saying the changes are bad, just that they are different from actual fixes.
Most of the actual "fixes" are about localization. Rest of fixes are not just simple fixes, like with the special abilities. So it's a bit hard to isolate the actual fixes, but I try to come up with some small package with only the fixes at some point...
Any other comments? Ideas?!
PS. Also summons are now more powerful.
Any other comments? Ideas?!
PS. Also summons are now more powerful.
Yeah, I've been thinking about increasing the running speed, but NPCs use the same running speed so I guess I need to increase those too and monster's running speed also.
EDIT: Done, now EVERYONE have +25% running speed, increasing the whole gameplay speed.
And also little bugfix related to static npcs (summons etc).
EDIT: Done, now EVERYONE have +25% running speed, increasing the whole gameplay speed.
And also little bugfix related to static npcs (summons etc).
It keeps getting better.
Any chance for a summarized change list?
People would probably like it if they could choose what to add from the fix pack, like old IWD patches. Not sure if its possible for you.
I would also like the elves to have another offensive spell, but I guess that doesn't fir the game or its balance
Also, I might be able to host your file for you if you want.
Any chance for a summarized change list?
People would probably like it if they could choose what to add from the fix pack, like old IWD patches. Not sure if its possible for you.
I would also like the elves to have another offensive spell, but I guess that doesn't fir the game or its balance
Also, I might be able to host your file for you if you want.
Yes, I've been thinking of making options to choose what updates you want to use, like with WEIDU installer... Maybe in next release.
Go ahead and host the file, though rapidshare.de works for my purposes...
More ideas about game balance?
Perhaps new items? What kind of items you would like to see, Leggings of Running (+25% running speed)? Or perhaps some new archetypes?
Go ahead and host the file, though rapidshare.de works for my purposes...
More ideas about game balance?
Perhaps new items? What kind of items you would like to see, Leggings of Running (+25% running speed)? Or perhaps some new archetypes?
- Damar Stiehl
- Posts: 4
- Joined: Mon Apr 06, 2009 8:50 am
- Contact:
There's not a single magic user among these archetypes though...
Side note: the political correctness of using the "she" pronoun in archetype descriptions is hilarious. Especially when you are reading about a swordfellow.
Oh, and it looks like the Scout isn't wearing anything above her waist other than some body paint...
Side note: the political correctness of using the "she" pronoun in archetype descriptions is hilarious. Especially when you are reading about a swordfellow.
Oh, and it looks like the Scout isn't wearing anything above her waist other than some body paint...
Advantages
I also like Caravan Guide. I've been thinking about adding atleast one of these archetypes:
Caravan Guide:
- A light-armored novadi warrior with some thief skills.
- Strong Pick Pocket Perception and Survival talents.
- High intuition and courage
- Weapon: Sabres
Tribal Warrior:
- Melee version of classic ranger build.
- Strong Animal Lore, Sneak and Traps talents.
- High agility and courage
- Weapon: Spear
The Witch
- A half-mage with bonus to herb- and animal related talents.
- A mixture of a classic druid and alchemist.
- Strong Alchemy, Plant Lore and Seduce.
- Animal control or summoning spells as starting spells.
- High cleverness and charisma
- Weapon: Daggers
But I first would need to come up with unique advantages and disadvantages, any ideas?
I also like Caravan Guide. I've been thinking about adding atleast one of these archetypes:
Caravan Guide:
- A light-armored novadi warrior with some thief skills.
- Strong Pick Pocket Perception and Survival talents.
- High intuition and courage
- Weapon: Sabres
Tribal Warrior:
- Melee version of classic ranger build.
- Strong Animal Lore, Sneak and Traps talents.
- High agility and courage
- Weapon: Spear
The Witch
- A half-mage with bonus to herb- and animal related talents.
- A mixture of a classic druid and alchemist.
- Strong Alchemy, Plant Lore and Seduce.
- Animal control or summoning spells as starting spells.
- High cleverness and charisma
- Weapon: Daggers
But I first would need to come up with unique advantages and disadvantages, any ideas?