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Feedback on "Hotfix Mod" Beta 5i (by TDV)
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Feedback on "Hotfix Mod" Beta 5i (by TDV)
============================================================
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CONTENTS
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CONFIGURATION
GOOD TO KNOW
QUESTIONS
TO FIX
1) --| GAME ENGINE:
1.1) --| GENERAL:
1.2) --| .INI OPTIONS:
1.3) --| AI - PARTY:
1.4) --| AI - ENEMIES:
1.5) --| HIGHER DIFFICULTIES:
2) --| UI:
2.1) --| GENERAL:
2.2) --| TEXTS:
2.3) --| TEXTURES:
2.4) --| SOUNDS:
3) --| MAP:
3.1) --| GENERAL:
3.2) --| OBJECTS:
3.3) --| NPCS:
4) --| QUESTS:
5) --| CREATURES:
5.1) --| PARTY:
5.2) --| ENEMIES:
5.3) --| NPCS:
6) --| ITEMS:
6.1) --| GENERAL:
6.2) --| PROPERTIES:
6.3) --| EQUIPMENT:
6.4) --| SPELLS:
7) --| BALANCE:
7.1) --| GENERAL:
7.2) --| ITEMS
7.3) --| ENEMIES:
8) --| MINI-MODS:
9) --| NON-GAME:
9.1) --| WEBSITE:
TO CHANGE
1) --| GENERAL CHANGES
2) --| .INI OPTIONS
3) --| SKILLS
4) --| NPCS
5) --| GUI
6) --| ITEMS
7) --| REAGENTS
8) --| SPELLS AND CHANTS
9) --| SHOPS
10) --| MAP
TO ADD
1) --| SPELLS
----------------------------------------
CONFIGURATION:
----------------------------------------
* General:
- game version: v2.20
- language: english
* Installed mods:
- Mod-Hotfix-Beta5i.ds2res
- Mod-Hotfix-Beta5i-Fix.ds2res
- Mod-Pet-WarHound-Beta10o.ds2res
- Mod-Pet-WarHound-Canyon-Beta1.ds2res
- Mod-StorageVault23x19-Beta5a.ds2res (later changed to: 14x19-Beta3)
* Video settings:
- resolution: 1280x800 (widescreen)
- detail level: minimum
* System_detail.gas:
- b simple_render = true;
- b shaders_on_default = false;
- b below_min_spec = false;
- b cpu_requirement = false;
- b shadows_on_default = false;
- b no_standard_shaders = true;
- b no_advanced_shaders = true;
- b swapeffect_discard = true;
- b no_dest_alpha = false;
----------------------------------------
GOOD TO KNOW:
----------------------------------------
Items:
1) "Lumilla's Salve" and "Viperclaw" quests can be repeated any number of times to get the needed quantity of rare reagents
2) All grey items are enchantable, even if they don't have "enchantable" in their name
3) Useless items:
* All weapons and reagents that have magic damage bonuses instead of physical - because magic damage isn't increased by melee skills (Overbear, Dual Wield)
* Dual-wield weapons are always worse than Two-handed weapon, even if their damage is 2-3 times bigger - (enemy) armor eats a lot of small fast hits, so slow heavy hits are better
Item properties:
4) Weapon enchanting (Belligerence is usually better):
* Physical Damage = (weapon x bonus) + other sources
* Belligerence = (weapon + other sources) x bonus
5) Damage Reflection only works with damage that went through armor/resistances - if character doesn't take any damage, he doesn't reflect any too
6) [NOT SURE] Belligerence in "Trinkets of Assault (Reagent)" also increases spell damage
Enemies:
7) Enemies' life scales according to number of party members, including pets, by +25% per 1 companion
8) All creatures can have only 1 curse at a time
9) Enemies posessed by "Ghostly Spirit" get about +40% armor bonus and retain their abilities
Game mechanics:
10) "Skill Points of Omniscience" (for dual and multi-classing) are retroactive (every 7 levels)
11) Non-damage spells (Summoning Teleporter/Storage Vault/Creatures, Healing, Buffing, Cursing):
* don't increase magic skills - when used
* do increase magic skills - when they're selected and party members/summons damage enemies
12) Feed pets with armor only, because armor boost is huge, and dps loss is small
13) To cure "Warodym" war hound (added by "War Hound Pet Mod") and get 1 skill point (once per game) - give him "Mandrake Root (Reagent)" via dialogue
----------------------------------------
QUESTIONS:
----------------------------------------
Powers:
1) Does "Brutal Strike" do damage with both weapons, when dual-wielding (seems it's "Main Hand Weapon" only, because two-handed weapons hit a lot harder than dual-wielded weapons)?
Skills:
2) Does "Vampirism" work with "Death Damage" on weapons?
3) Do Combat Magic (Fire, Lightning, Death, Non-elemental) and Nature Magic (Ice) skills increase magic damage on weapons? --> NO
Items:
4) What are the new transmute recipes? Is there any info about them ingame? Are they only for v2.30?
5) Is it a bug that it's possible to aquire several of the same items from the starting "Nature's Vigilance Set", because some of the chests reset to unopened state after reload?
6) What's the condition for chests/barrels/etc to respawn - time (how much)? Sometimes half of them do, other - not.
Item properties:
7) Is Nimblefoots' effect cumulative (1 = +12%, 2 = +24%)?
8) Does "Restore x Mana per hit" and "x% Mana Steal" on weapons work when mage casts spells? And on non-weapons (armor, jewelry, books)?
9) Does armor decrease magical damage (fire, ice, lightning, death, non-elemental)?
Spells:
10) Is there an "Increased Armor" spell the party could use that is similar to the one that "Korven Boneslayers" use?
Game mechanics:
11) Do actors gain exp when unconsious (without tombstone icon)?
12) Is there a hidden game mechanic that makes it harder to kill high-level enemies (adds them damage/armor based on level difference) and easy low-level enemies?
13) What enemy stats (beside health) get scaled based on number of companions, and by how much?
----------------------------------------
TO FIX:
----------------------------------------
1) --| GAME ENGINE:
1.1) --| GENERAL:
* crashes:
* "Nightstalker Arbalest (Unique Arbalest)" - it had no item properties; game crashed after trying to pick it up in inventory
* inventory lock up (happens from time to time):
* usually when trying to auto-sort full party inventories
* in such cases it's impossible to move/drop/sort items in inventory and stash
* it can unlock itself after a while (reason unknown)
* laggy camera - camera always smoothly flies behind selected character:
* should be sped up or changed to be instant
* loss of items' properties:
* bonuses from set items are not activated after adding party member back from inn - SET items must be reequipped
* after character's death his items don't give ANY bonuses they have, although they're equipped and set bonuses are displayed - ALL items must be reequipped
* party powers:
* their effect zone isn't displayed while game is paused
* negative item properties:
* they get multiplied by skills (for example, "-x Armor" penalty from "Frenzy" sword is increased by "Reinforced Armor" skill)
* sudden death - sometimes party mages with "Ghostly Spirit" summons die all of a sudden (and get gravestone portrait):
* happens when Ghost posesses an enemy and when mages use AOE-spells (fireball) on it
* may be related to "Summon Bond" skill (overflow of any kind?)
* after mage's death posessed enemy becomes hostile and:
* untargetable by melee party members (they don't do anything when ordered to attack the enemy)
* untargetable by summons (they don't attack the enemy)
* targetable, but unhittable by AOE-spells (doesn't take any damage)
* curses are not blocked by chants/items:
* "Chants of Purity" (Lesser, Normal, Greater) - no immunity
* "Ankh (Unique Reagent)" - no immunity
* missing racial bonuses - all races (except dryads) don't have their race bonuses (as shown in "Resistances (MORE)" window):
* half-giants - no "+5% Health Restoration"
* elfs - no "+5% Mana Recovery"
* humans - no "+10% Magic Find"
* problems with ghost posession:
* Act 2, The Snowbrook Haven Throne Room - posessed Rust Guards are still considered enemies: they attack party members and can be attacked
* A Mysterious Cave - evil companions' doppelgangers can be posessed, which reduces this fight's difficulty to 0
* spells added by mod can sporadically change their name (in inventory, spell books and shops) - exact reason uknown (probably, happens if at least 2 party members have the same spells in their spellbooks):
* summoning spells:
* "Summoned Creature: Harpy 1" - can rename itself to "Harpy"
* "Summoned Creature: Ghostly Spirit 1" - can rename itself to "Ghostly Spirit"
* rending auras:
* can change their name from "Rending Aura: Aura_Name" to "Rending Aura"
* companion banters - very often get activated near enemies:
* double the radius for checking if there are enemies nearby (if such a check exists) when activating banters between companions
1.2) --| .INI OPTIONS:
* "buff_effect_duration = 0" - doesn't disable visual effects from:
* chants
* "Corpse Transmutation" combat magic spell
* "multi_summon = true" - creates log messages, when enemies see and attack multi-summons:
* "EFFECT: indicator_angry_summon / 0"
* "EFFECT: indicator_angry_summon / 1"
* "EFFECT: indicator_angry_summon / 2"
* "party_order_panel = false" - doesn't seem to work, since "regroup" and "party order" buttons are not removed
* "loot_drop_message = true":
* sometimes displays items, even when no monsters were killed - these items can't be found (they're not created or drop through level geometry)
* make it display item type too (armor, weapon, amulet, ring, reagent)
* "game_speed = 200" - should reset back to "game_speed = 100" during NIS, otherwise they may not work as intended or they'll end before all phrases are said (and can be read by player)
* "autocast_hurry_key = alt" - doesn't work when pressing "alt" (actually, doesn't work at all with any other key)
* "autocast_slots = 6" - 5th and 6th spell book slots are considered as reserve, so it's possible to put spells there that are not autocast-type
* "max_save_backups = 1" - causes game progress not to save; I guess, same goes to all non-default values (<5); or it's because this command is for v2.30 only
* "party_selection_key = 0" - some party members are still selected from time to time
* "multi_summon = false":
* summons info:
* no additional information about summons' armor/damage is displayed in top-center info panel
* however, "Controlling Summoned" icon on character portrait shows right information (Time Remaining, Life, Armor, Damage)
* mages do not buff summons when they don't have any buffs
* mages auto-summon in towns
* summons get automatically unsommuned after each teleportation (doesn't matter if in town or not)
* game performance is better
1.3) --| AI - PARTY:
* Potions:
* make party drink better potions first (Colossal - Super - Large - Normal - Small) - right now the order is opposite, which means that having low-level potions in the inventory actually hurts the player by slowing potion-healing down
* Autocast Spells:
* Mirror mode - party members don't listen to player's orders and prioritize auto-casting spells, which often leads to them "freezing" in place without doing anything for 2-5 seconds before auto-casting and still not doing player's orders
* Healing - party mages should prioritize party members over summons and allies
* Cursing - melee fighters that have curse in autocast often don't "listen" to player's orders and just freeze without doing anything for 5 seconds (or running in one place without moving) before casting curse on new enemy:
* SOLUTION: reduce curse casting time (a lot)
* Wrath of the Bear - isn't cast on "Rune of Might" summons
* All Summons:
* Can attack enemies through doors, walls and even on upper floors
1.4) --| AI - ENEMIES:
* Tacklar Basher - do not jump out of their hiding holes in Act II
1.5) --| HIGHER DIFFICULTIES:
* Veteran and Elite:
* the minimap is already explored (except secret areas) like it was in previous difficulty
* party size is lowered to 4 (if it was higher) and innkeepers ask to pay to increase party size: 10k and 65k, although the party size has already been maxed in previous difficulty
* game spawns companions that are already in party (at least remove Lothar and Deru if they're already in the party, since they're not needed for main quest)
* usable baskets in Eirulan rarely drop anything
* unlike other companions, additional companions' (Drovan, Kiernan, Nora) armor doesn't upgrade on higher difficulties; Nora's items and spells don't upgrade at all
* Veteran only:
* "Greater Chant of Melee Skill" - paper was taken from the stand, but chant wasn't added to the journal
* Elite only:
* "Hak'u Ceremonial Blade" - drops Hak'u blade from Mercenary difficulty (damage 10-15, needs level 10); for example, Veteran is: damage 28-46, needs level 44
2) --| UI:
2.1) --| GENERAL:
* [v2.20 only] Main hero portrait - after first save and reload it shifts to the right, so only half of the face is seen
* inventory:
* misalignment (for 1280x800 resolution):
* if there's more than 3 party members (when all opened inventories reduce their size), then "Inventory: Open All" followed by "Inventory: View" results in misaligned item position in every party members' inventory
* it's fixed by using "Auto-arrange Inventory" (for currently selected party member) or "Inventory: Auto-Sort" (for all party members)
* doesn't affect shops, only party members
* stats progress:
* inventory window doesn't show strength/dexterity/intelligence progress for current party members
* it does so for companions taken from inns, but it still doesn't update the progress
* summons:
* summons' info panel (at the top center of the screen) doesn't show chants' effects (for example, their armor doesn't change after getting "Chant of Fortification")
* "Rune of Might" soldiers - unlike mage summons, there's no info about their armor and damage
* journal - bestiary:
* change "Defense" to "Armor" in enemies' description
* missing enemy entries:
* "Bone Minion" (rarely spawns from breakables)
* "Plagued Veesh Man-Eater" (rarely spawns from breakables)
* "Ganth" (Act 3, mini-boss)
* training dummies:
* display damage per second
* display their armor
2.2) --| TEXTS:
* "Resistances (MORE)" window - change string: "'Magic-Find'" -> "Magic Find" [remove ' and -]
* items - status info, below item name - "(rarity, quality, type)":
* a lot of grey items added by mod don't have "enchantable" in their rarity (-, enchantable, magical, set, unique):
* Spell book
* Javelin
* Vai'kesh bow
* Nemesis Blade
* Morden-Viir Broad Sword
* Zombie Legionnaire Sword
* Cloth Robe
* blue items don't have "magical" in their rarity
* some item types don't have info about their quality (good, rare, exceptional, legendary):
* Plate helm
* items - properties, some are not numerical:
* Nemesis Blade - "Fast Movement Speed" - what value?
* Cloth Robe - "Small Magic Damage Reduction" - what value? (+ that string should be after item requirements)
* Summoned Creature: Ghostly Spirit - "Small Health Regeneration" - what value?
* "Icestrike (Unique Spear)" - "Freezing" - what chance and duration?
* items:
* "Tanned Skins" - fix description: "( Mug)" [remove space] -> "(Mug)"
* reagents:
* all - if reagent can be sold in shops, remove "unique" from its name (Prospector's Map, Ankh, Necromantic Skull...)
* melee/ranged weapons - double check reagents that improve melee and/or ranged weapons and fix their description accordingly
* Patterned Shell - fix description: add "," before "and" to match other items' description style
* Ankh - doesn't give curse immunity:
* change description (if it gives immunity): "Curse Immune" -> "Curse Immunity"
* change description (if it gives resistance): "Curse Immune" -> "+x% Curse Resistance"
* Hawk Feather:
* rename "+x% Physical Damage" to "+x% Damage" (to match other reagents and item properties)
* Whetstone:
* rename "+x% Physical Damage" to "+x% Damage" (to match other reagents and item properties)
* Nimblefoot:
* remove empty string before "Fast Movement Speed"
* rename: "Fast Movement Speed" -> "+x% Movement Speed"
* fix description: "Boots" -> "Can enchant boots."
* reagent - should be renamed to "(Rare Reagent)":
* Lumilla's Salve (Reagent, 2x1)
* Viperclaw (Reagent, 2x2)
* reagent - has an error in its name: "( Reagent)" -> "(Reagent)" (space after "("):
* Agallant Standard (Reagent, 2x3)
* Engraved Plating (Reagent, 2x3)
* Azunite Insignia (Reagent, 2x3)
* Lion Crest (Reagent, 2x3)
* Phoenix Crest (Reagent, 3x2)
* reagent - Has an error in its name: "Rare Reagent" -> "Rare Reagent" (double space between words):
* Azunite Insignia (Rare Reagent, 1x3)
* Wormwood Essence (Rare Reagent, 1x3)
* Rowan Leaves (Rare Reagent, 3x1)
* Engraved Plating (Rare Reagent, 3x1)
* Meteoric Alloy (Rare Reagent, 1x3)
* Dragon Scale (Rare Reagent, 2x2)
* reagent - Has an error in its name: "Unique Reagent" -> "Unique Reagent" (double space between words):
* Verbena Flowers (Unique Reagent, 3x1)
* Dragon Scale (Unique Reagent, 3x1)
* spells:
* all buffs/debuffs and utility spells (teleport, transmute, rending auras...) should display their casting time, like damage spells do
* "Summoned Creature: x":
* rename all summon spells (added by mod) to match original formatting style: "Summon x"
* text "You have maximized this spell's power." is white (should be green)
* text "... spell's power.Requires ..." doesn't have carriage return symbol after "... power."
* "Summoned Creature: Harpy":
* there's no info about them casting "Curse of Focus" (-x% Magic Attack Damage) on enemies
* "Summoned Creature: Ghostly Spirit":
* change "Inhibitions" property to "Posession chance" (if "Inhibitions" means "Posession chance failure", then "Posession chance" = 100% - "Inhibitions")
* Rending auras - description formatting:
* all - change their style to meet original spells' descriptions (for example, check how original embrace spells are formatted)
* all - if spell requirements are not met, then it's not clear what each one does, since only Latin text is shown (remove Latin and add normal English description of all aura's properties)
* all - remove empty strings
* all - remove "Level:" and "--- X ---" strings
* "Rending aura: Dragoon":
* improve general description: works with what kind of attacks (melee, ranged, spells)?
* fix description: "Stun x %" [space before symbol "%"; "x %" on a new string - should be on the same] -> "Stun chance: x%"
* add description: "Stun Duration: x Seconds"
* "Rending aura: Repulse":
* string "Returns ... Damage Dealt" is printed 2 times
* string "Repulse" is incomplete, change to "Knocks Enemies Back"
* shops:
* all spells that are added by the mod (auras, transmute II-V) are not sorted by their magic level requirement, but placed randomly in shop's stock
* snowbrook training dummies:
* have excess string in their name: "Training Dummy (Requires Skill: Level 33) (Requires Skill: Level 3)"
* Act I, "Dire Wolf" quest - "Nawl Beast War Hound" should be renamed to "War Hound (Tamed)"
* Act III - during the fight with 3 Dark Wizards in "The Mines of Kaderak", when 1 of them dies, a message appears in the log window (lower left corner of the screen) that should be fixed:
* "Dark brothers, take of my strength!" -> "... take all my strength!"
2.3) --| TEXTURES:
* items:
* misaligned textures:
* Mythril Alloy (Reagent) - item icon should be shifted to the right by 2 pixels and its shadow shortened by 2-3, since now the icon seems to be shifted too much to the left (instead of being centered)
* Meteoric Alloy (Reagent) - item icon should be shifted to the right by 2 pixels and its shadow shortened by 2-3, since now the icon seems to be shifted too much to the left (instead of being centered)
* missing inventory icon (little pink square instead):
* Agallant Standard (Reagent, 2x3)
* Engraved Plating (Reagent, 2x3)
* Dragon Scale (Unique Reagent, 3x1)
* creatures:
* missing textures (caused by "b simple_render = true" in "system_detail.gas"):
* Dark Orthrac (Act 1)
* Dark Orthrac Predator (Act 1)
* Iraca (Act 3)
* Mythrilhorn, Tamed (Act 3, from "Mythrilhorn" quest)
* Xzenthoranth (Act 3, Dark Wizards' minion) - doesn't have texture (is invisible) even with "simple_render = false"
2.4) --| SOUNDS:
* spells:
* "Summoned Creature: Harpy":
* harpies are too loud - disable their voices and considerably lower their attack sound
* "Summoned Creature: Harpy":
* ghost's movement sounds similar to Hak'u - make it silent (so it won't seem like there're enemies nearby)
3) --| MAP:
3.1) --| GENERAL:
* teleporting from the tutorial area doesn't work as intended - it just teleports without:
* removing all items
* removing Drevin from the party (removes him after save and reload)
* getting Drevin's medalion (quest item)
* [v2.30]: after NIS with Amren during tutorial level (at the beach) camera turns south, facing game start, but it should turn north (or not change direction at all)
* [v2.30]: after getting to the Temple at the tutorial level and then going back to the game start location, this location resets to the unmodded version, where:
* all (destroyed) walls are replaced by the scenery walls (non-destroyable)
* all (unkilled) 2-3 level enemies are removed
* Act I, Ruined Crypt ("A Family Heirloom" quest):
* small NIS with Deru (Deru's Treasure Hunt):
* plays each time after game reload
* Deru doesn't always destroy 2 urns when playing with "game_speed = 200" (no problem with "game_speed = 150")
3.2) --| OBJECTS:
* sanctuary Doors - sometimes they don't disappear after getting their health down to 0 (if the last attack isn't strong enough to brake them to pieces), but become incorporeal; after leaving from the zone and then returning back, the door restores to full hp and can be damaged/destroyed again
* Act I, An Underground Shelter (with Feldwyr) - some of the "Torches" can't be reached, some are not even usable
* Act I, Ruined Crypt ("A Family Heirloom" quest):
* "Heirloom Sword" can respawn after completing "A Family Heirloom" quest
* Act I, Azunai Desert - "Chest" hidden from Alarbus (that skeleton has note about) is highlighted blue even after being open; after some time it can be opened again, each time dropping "Treasure Map (Unique Reagent)"
* Act I, Windstone Fortress (near Sartan's prison) - one of the dropped "Mana Potions" from mana bush can't be picked up
* Act II, A cellar beneath Aman'lu - "Lever" that open secret passage to the elevator below (to ghost #11) is highlighted blue and can be pressed (without any result) even after being used before
* Act II, Azunite Burial Grounds (cavern with big columns and ice falling from the ceiling) - some of the gold and "Larga Mana Potion" can't be picked up from ledge in the wall
* Act II, The Snowbrook Haven Throne Room - after game reload, the "Throne" is highlighted blue and can be activated again, but nothing happens
* Act III, Kalrathia - "Elves and Elven Culture" book floats in the air (caused by lowest detail settings - should be fixed the same way you fixed "floating" Mida in Eirulan)
* Act III, Kalrathia - "Spell book" in Advisor Kynos' house book floats in the air (caused by lowest detail settings - should be fixed the same way you fixed "floating" Mida in Eirulan)
* Act III, Kalrathia - "Urn" (and its loot) near lever to "A Cellar Beneath Kalrathia" (that leads to "Rebels' Hideout") can't be reached/taken
* Act III, A Morden Arsenal ("Sartan's Suspicion" quest) - one "Skull" in the sourthen part of the dungeon can't be used
* Act III, The City of Darthrul ("The Morden Riders" quest) - one of the "Big Chests" can be opened after finishing the quest (with a sound signal that quest's updated, but nothing happens)
3.3) --| NPCS:
* Act II, Aman'lu - if "game_speed = 200", then "Archer Guard Alwen" doesn't greet party (dialog doesn't start) when entering Aman'lu the first time
4) --| QUESTS:
* difficulty - all:
* Act I, Chapter 2, "Prisoner of War" - if "Dryad Guard Jera" isn't healed at the "Dryad Outpost", then after reload she'll be at her start position with her starting dialog ("I'm to take you to the Outpost") and won't join the party
* Act I, #13: "The Missing Squadron" - if killed, missing soldiers (Nolan, Banos, Caiden; in my case - Banos) can't be resurrected, leading to inability to finish the quest
* Act III, #1: "Dwarven Song of Ore" - some of the chests can reset after game load (can be opened again), if opened after completing the quest, that leads to "Historian Leonia" getting an orange quest mark above her head (quest stays completed and there's no dialogue about it)
* difficulty - veteran:
* Act I, "Secrets of Xeria's Temple" - there was no item reward, only money
* Act II, "Mark of the Assassin" - the assassin (Luun) only drops "Giethaa" from "Luun's Deathblades Set" (he should drop 2 weapons)
* difficulty - elite:
* Act II, "Mark of the Assassin" - the assassin (Luun) only drops "Giethaa" from "Luun's Deathblades Set" (he should drop 2 weapons)
5) --| CREATURES:
5.1) --| PARTY:
* Drovan (The Aman'lu Hills):
* has excess experience in "Ranged" and "Nature Magic" - more than it's needed to have them on levels 5 and 1
* Nora the Nature Mage (Kalrathia):
* has Naiad's "Arboreal Rejuvenation" power - it's not in the power list ("Specialties" character tab), it's impossible to see what it does and to level it up
5.2) --| ENEMIES:
* all casters:
* Curse spells level - independently of their level, all of them cast curses with maximum effect (for example, blind is always "65% to miss in melee", even when cast by monster level 14)
* "Infect" curse - those, who can cast it (for example, "Plagued Windstone Fortress Mage"), cast its bugged version, that gives -500% health regeneration instead of -75% (as shown in "Resistances (MORE)" window), which kills cursed party VERY fast (even while under "Invulnerability")
* "Drown" curse - those, who can cast it (for example, "Snow Va'arth Avalancher"), cast its bugged version (same as "Infect")
* Hive Queen - doesn't drop any items, only money
* Veteran Durvla - are lower level than non-Veteran Durvlas (during Snowbrook fight with Talon)
* Damaged Talon - "Corpse Transmutation" can be used on him right after he's killed, which results in:
* his corpse disappearing (but ground under him still being inaccessible)
* and Bestiary entry about him remainig empty
* Qatall Minions - very often (~50%) Gravity Stone doesn't work on them
* ??? - according to "Bestiary" entry, he has -960 armor on Elite difficulty
5.3) --| NPCS:
* missing soldiers (Nolan, Banos, Caiden) from "The Missing Squadron" quest can be killed and can't be resurrected - they should be made invincible
6) --| ITEMS:
6.1) --| GENERAL:
* loot holders (Chests, Urns...) - sometimes drop nothing
* shops:
* "spell books" - their level is too high to use for melee/combat and ranged/nature dual classes:
* make it so they would sell a bit older equipment too (for example, not only books that "Require Combat Magic 19", but with "... 14" too)
* or add new type of spell books for dual classes (in the same manner as, for example, special Nemesis swords for melee/combat), that have dual requirements: melee/combat or ranged/nature
6.2) --| PROPERTIES:
* "Fortitude" (melee skill) and "Earthen Embrace" (nature magic buff):
* don't increase health gained by "+ Health" property on items (unlike "Brilliance" skill, that works with "+ Mana")
* only increase by "+ Strength/Dexterity/Intelligence"
6.3) --| EQUIPMENT:
* torches - are enchantable, which is wrong (they already have "+ fire damage")
* special items:
* "Hak'UBER Ceremonial Blade (Unique Hak'u Ceremonial Blade)":
* has lower damage than it should: 22-37 instead of 26-44
* doesn't scale with difficulties
* if 3 "Hak'u Ceremonial Blade" are brought to "Brian Fricks" (in "A Mysterious Cave"), then last 2 "Hak'UBER Ceremonial Blades" disappear when they land on the ground
* "Rune of Might":
* summons should be made weaker - now they're sturdier than melee party members
* should be a unique and guaranteed reward - 1 per difficulty, 3 per game:
* from "normal" quest - "The Aman'lu Arena"
* or from "secret" quest - "The Mysterious Mystery Quest" (final chests)
* summoned soldiers attack enemies through doors and get attacked themselves (by melee)
* reagents:
* Gold Nugget (Reagent) - isn't present in the game
* Ankh (Reagent) - isn't sold in shops, unlike info on website
* Prospector's Map (Reagent) - isn't sold in shops, unlike info on website
* Prismatic Bauble (Reagent) - becomes available at shops at level 2 (right after the tutorial), but should be 40 (according to http://ds2.bplaced.net/reagent/index.php)
6.4) --| SPELLS:
* [NOT SURE] melee/combat mage rending auras split exp "melee 35%/mage 65%" instead of "65%/35%", if character attacks with spells instead of melee weapons; but in all cases it should have been "70%/30%"
* "Enveloping Embrace" (Nature Magic skill) - doesn't improve "Rending aura: Dragoon" effect and duration (and, possibly, other "melee/combat magic" rending auras as well)
* "Summoned Creature: Ghostly Spirit" and "Summoned Creature: Harpy":
* inconsistency in main magic requirements:
* spell I - Combat
* spell II - Nature
* spell III - Combat
* spell IV - Nature
* can be used without meeting the second skill requirements, examples:
* "Summoned Creature: Ghostly Spirit I" (Combat Magic 14, Nature Magic 6) - can be cast with Nature Magic 0
* "Summoned Creature: Harpy I" (Combat Magic 20, Nature Magic 10) - can be cast with Nature Magic 0
7) --| BALANCE:
7.1) --| GENERAL:
* remove change that lowered max skill point reward to party members (from 2) to 1:
* it doesn't fix the problem with rewards being non-retroactive, it only makes it worse, because now even having constant 3 party members throught the whole game won't net them full reward
* as a workaround, add .INI option "bonus_points_to_main_hero_only" (look in ADDITIONS section)
* cap necromancer's fee for returning party equipment after death depending on difficulty:
* mercenary - 25%, but no more than 10k
* veteran - 25%, but no more than 50k
* elite - 25%, but no more than 100k
7.2) --| ITEMS
* reagents:
* melee/ranged weapons - remove inconsistency in item types:
* either unify all weapon reagents to be applicable to both melee and ranged weapons - the best approach
* or revert your changes for Hawk Feather and Viperclaw back to original (ranged only) - the worst approach
* because right now Whetstone is worse than Hawk Feather - the bonus is the same, but the price is higher
* Patterned Shell - considering "-x% Power Recharge Rate", it should have better bonuses:
* lower "-x% Power Recharge Rate" - from 4/6/7 to 3/4/5 (mercenary/veteran/elite)
* change "+x to Fortitude and Toughness" to "+x to Fortitude, Toughness, and Reinforced Armor"
* Viperclaw:
* damage bonus should be increased: 26% -> 30% (to be equal to 2 "Mythril Alloys" - since otherwise it's worse, because on weapons elemental damage is less important than physical)
* Nimblefoot:
* add armor bonus - otherwise it's a useless reagent, since armor is way more important than movement speed
* spells:
* "Spirit Embrace" - should give better curse resistance (at least 50%) than constant 5%, that aren't increased by intelligence or class level
* "Grave Beam" - is about 15% weaker than "Lesser Grave Beam", when it should be at least equal or stronger
* remove skill requirements from all utility spells - they should not have any (same as "teleport"):
* "Summoned Creature: Storage Vault"
* "Transmute" (all grades)
* "Summoned Creature: Ghostly Spirit":
* Posessed enemies should have "+25% Movement Speed" bonus, because some of them are very slow and always lag behind party
* Change attack type to "Death Beam", since lightning makes it impossible to see what's going on the screen
* "Rending aura: Dragoon" - overpowered, because, unlike stun chance, stun duration is set to permanent 5 seconds, that can stunlock all enemies except bosses:
* stun chance and duration should be removed from the aura
* dodge bonus should be changed to block (that better fits melee fighters), so that the aura could be used together with "Rebuke" skill
* stun chance and duration will depend on "Rebuke" skill level
* as compensation for reduced stun duration, "Rebuke" has small in-built damage to enemies
7.3) --| ENEMIES:
* overpowered enemies (and proposals for their stat changes):
* Mages that cast healing spells (Morden-Viir, Morden-Gral) - sometimes even 1 of them can outheal whole party concentrated damage to 1 enemy:
* healing: -25%
* Magrus (Act II, "Lothar's Innocence" quest) - has too much health and armor (especially for a mage), it takes minutes to defeat him:
* health: -75%
* armor: -25%
* Guardian Commander Wethril (Act II, "A Servant's Haunt, Part II" quest) - unreasonably tanky:
* health: -50%
* armor: -25%
* damage: -25%
* Mage Boden (Act III, "The Mage's Apprentice" quest) - has rediculous amount of health (100k/200k on Veteran/Elite) and armor (especially for a mage), it takes minutes to kill him, and he hits like a truck:
* health: -75%
* armor: -25%
* damage: -25%
* Archmage of Valdis (at Zaramoths Horns) - on Elite, his 3 protective barriers are too thick (having +20% health with difficulty_mode_ratio = 10) and he casts them too often, almost immediately after they're destroyed:
* barriers health: -25%
* barriers spawn frequency: -25%
8) --| MINI-MODS:
* STORAGE VAULT - "Mod-StorageVault23x19-Beta5a.ds2res" - when the first row of the storage vault is filled, adding item with Right Mouse Click results in item being put into (max_row + 1) position, beyound the window [for example, if STORAGE is 20 columns wide, item will be put in column #21] - the item can still be taken, but only if mouse cursor can navigate to that place (rightmost column's position is less than resolution's width)
* WAR HOUND - "Mod-Pet-WarHound-Beta10o.ds2res":
* Act I, Eirulan - openable basket near storage vault and teleporter is usually not reset to being closed after game reload
* Act I, Eirulan Waterfalls - lever in the form of "Statue" (and rocks that it removes) resets after a while and must be used to clear the access to the chest and basket
* rename War Hound's "x% Belligerence" stat to "+x% Total Damage" (to use default terminology)
* WAR HOUND CANYON - "Mod-Pet-WarHound-Canyon-Beta1.ds2res":
* some of the area at the end of canyon (near "Mimics") doesn't have ground textures (level is incomplete)
* a lot of explosive barrels are situated inside other objects' models
* morden enemies are scaled based on player level
* "Hardened Forest Va'arth Brute", "Pyrokinetic Morden-Gral Igniter", "Morden-Viir Cavalry" and "Morden-Viir Crossbowman Captain" respawn each time after teleporting from canyon or getting far from their spawn locations
* "Garganturax" (near 2 Mimics) can be posessed by "Summoned Ghost" - then it won't drop any loot, even if killed by enemies
* 2 "Mimics" are totally invulnerable - they aren't damaged by:
* any type of attack/spell
* "Hak'u Blade"
* "Hak'UBER Ceremonial Blade"
* "Morden-Viir Cavalry" and "Morden-Viir Crossbowman Captain" mini-bosses and their minions don't always spawn at the western part of canyon
* rename "Mysterious Portal, Direct Connect" to "Mysterious Portal Destination" (to sound more RPG and less "computery")
* rename "Select Locations" to "Teleport Destination"
9) --| NON-GAME:
9.1) --| WEBSITE:
* update "http://ds2.bplaced.net/mods/options-hm-alm.php" to include all working "*.INI PARAMETERS"
* update "http://ds2.bplaced.net/reagent/index.php" to display current "REAGENT" stats
----------------------------------------
TO CHANGE:
----------------------------------------
1) --| GENERAL CHANGES:
* pause game during conversations
* improve two useless racial bonuses to make these races somewhat equal to others:
* Half-giant: +5% health regeneration -> 10%
* Elf: +5% mana recovery -> 10%
* make all companions' level equal to main hero's level (like with pets):
* change all companions' level to 1
* when adding them to the party from inns, increase their level to main_hero_level (not main_hero_level - 2)
* remove ability to levelup in training arena by sacrificing items, since with the changes above it would be possible to level up the whole party with less items than intended in the mod
* remove exp penalty for killing high-level enemies (it just doesn't make any sense - killing them is way slower and harder, so even without exp penalty exp gaining is slower that way than killing yellow enemies)
* automatically select Lore-Chants menu, if Journal is opened while standing at incantation shrine
* training dummies:
* set their armor to ("Attacker level" x 5) - so it would always be equal to an average armor of party level enemies
* party AI:
* rampage mode:
* selected hero too should attack enemies
* party members should not regroup when changing to rampage mode
* reduce summons' distance, after which they teleport back to its owner, to 20 meters (from current ~40) - they should be close to their master, not fighting alone far away (which happens from time to time)
* enemy AI:
* remove monster flee when they get on fire - forces melee party members and summons to chase after them, makes it harder to hit them with non-instant spells (fireballs)
* change "+1 skill point" reward from "Mod-Pet-WarHound":
* move it:
* from "Mod-Pet-WarHound" MOD - remove it from rescuing "Warodym the War Hound" mini-quest
* to "Mod-Hotfix" / "Mod-Aranna-Legacy" MODS - add it to "The Aman'lu Arena" quest (so the final reward is +3 skill points instead of +2)
* make it work in all difficulties (+1 per difficulty, not +1 per game like it is now)
* REASONS:
* we don't have to use the mini-mod ("Mod-Pet-WarHound") to get +1 skill point
* we get a better (and more justified) reward for the hardest quest in the game ("The Aman'lu Arena")
* we get a beautiful +10 additional skill points per difficulty (instead of +9)
* ADDITIONAL CHANGES:
* lower "#6 - Arinth the Mad" quest reward from +2 to +1 skill point (in comparison to Arena, this quest is ridiculously easy; it's even way easier than killing Magrus, Wethril or Boden)
* increase "The Aman'lu Arena" quest reward from +3 to +4 skill points (more justified reward)
* [v2.30]:
* disable needing to hit numerical keys 2 times to choose a dialogue option (first time doesn't choose the option but only shows all of the dialogue text in the dialogue window)
* change map's transparancy as it is in DS2 without the addon: transparent map borders, but non-transparent map
2) --| .INI OPTIONS:
* REMOVE:
* "difficulty_pet" - there's "difficulty" option for that (which should affect all party members and pets)
* "half_as_skilled" - if anyone wants a harder game, there's "difficulty" option for that
* "power_rebalance" - can be abused by setting to "1" before fighting bosses, besides, powers are balanced as they are
* "brilliant_regeneration" - refer to "SKILLS - improvement" section
* "run_speed_tweak" - refer to "SKILLS - improvement" section; there's "game_speed" option and "Nimblefoot (Reagent)" for that, otherwise it's cheating
* "run_speed_by_dex", "run_speed_cargo_bonus" - refer to "SKILLS - improvement" section; complicates things where it's unneded
* CHANGE:
* "loot_drop_message = true" - should only give messages about unique/set items, not rare ones (as it does now)
* "multi_summon = true" - should be rebalanced to 1 additional summon per 10 skill points in "Summon Bond" (seems more logical than "Summon Might"), because:
* an army of summons is almost impossible to kill by enemies - they'll be summoned faster than they are killed
* an army of summons makes it impossible to see what's going on the screen
* each of them worsens game performance
* ADD (balance):
* add ability (as option: "opt__skill_points_to_main_hero_only") to double all bonus skill points from quests (1 -> 2, 2 -> 4, 3 -> 6) and give them to the main hero only:
* REASON #1: playing solo will be easier (unlike now when it's very frustrating without companions)
* REASON #2: while playing with companions it won't be needed to gather all teammates before completing quests that give bonus points, since otherwise these points are lost
* ADD (gameplay):
* add ability (as togglable keybind: "key__toggle_summons_behaviour") to change summons' (including summons from runes) behaviour from aggresive to defensive, so they won't be constantly attacking enemies two screens away, but only those that are very close to the caster
* add ability (as option: "opt__disable_summon_autoheal") to completly disable auto-healing summons and allies (to only heal party members)
* add ability (as option: "opt__disable_party_banters") to disable all banters between party members
* add ability (as option: "opt__disable_critters_from_breakables") to disable spawning non-hostile creatures (such as frogs and scorpions) from breakables (chests, barrels, urns...) - since they clutter the minimap (it's not clear if there's a hidden item, NPC or a critter)
* add ability (as option: "opt__pure_class_Lothar" [1 - melee, 2 - combat mage]) to make Lothar pure class at the mercenary difficulty
* add ability (as option: "opt__pure_class_Deru" [1 - ranged, 2 - nature mage]) to make Deru pure class at the mercenary difficulty
* add ability (as option: "opt__disable_additional_companions") to make additional joinable NPCs back to non-joinable (Kiernan, Nora) or remove them (Drovan), since their quality doesn't come close to original game
* ADD (visuals):
* add ability (as togglable keybind: "key__toggle_critical_numbers") to disable non-critical (red) damage numbers, that fly above enemies
* add ability (as option: "opt__disable_warhound_barking") to remove warhounds' barking in the log window (at the lower-left corner of the screen)
* add ability (as option: "opt__hidden_levers_depend_on_magic_find" [0 - default game behaviour, 1 - magic find is needed]) to make your change of showing hidden levers (blue dots) with high enough magic find optional
* add ability (as option: "opt__disable_pc_battery_icon") to remove little green icon that indicates "Percentage of battery life remaining" (at the lower-right corner of the screen above minimap) when using notebooks
* add ability (as option: "opt__disable_sparks_and_flames_on_spells") to reduce number of sparks/flames when using lightning/fire spells (they lower performance a lot)
3) --| SKILLS:
* MELEE AND SUMMONS - attack and movement speed:
* Alacrity (melee):
* add "Movement Speed" bonus (= "Alacrity level" x 2) - so that warriors wouldn't be so slow to get to their targets (right now enemies are usually dead my mages before meleers can even get to them)
* correct description accordingly: "... to hasten their attacks" -> "... to hasten their attacks and movement"
* remove .INI options as unnecessary: "run_speed_tweak", "run_speed_by_dex", "run_speed_cargo_bonus"
* Summon Alacrity (combat magic):
* add "Cast Speed" bonus (= "Attack Speed") - if "Attack Speed" doesn't include that already (for summons whose main attack is magical)
* add "Movement Speed" bonus (= "Summon Alacrity level" x 2) - so that melee summons wouldn't be so slow to get to their targets
* correct description accordingly: "... increasing their attack rate" -> "... increasing their attack rate and movement speed"
* MELEE AND SUMMONS - health and mana regeneration:
* Fortitude (melee):
* add "Health Regeneration" bonus (= "Fortitude level")
* no need to change description
* Summon Fortitude (nature magic):
* add "Health Regeneration" bonus (= "Summon Fortitude")
* no need to change description
* Brilliance (nature magic):
* add "Mana Regeneration" bonus (= "Brilliance level")
* no need to change description
* remove .INI option as unnecessary: "brilliant_regeneration"
* MELEE - attacks:
* War Cry (melee):
* remove "Smite" skill requirement - there's no reason to limit this power to two-handed weapon users only
* remove "Enemies Flee in Fear" bonus - it only hinders melee fighters
* add "Stun Duration" bonus (= "War Cry level")
* correct description accordingly: "... causing them to run in fear and leave ..." -> "... briefly stunning them and leaving ..."
* Whirling Strike (melee):
* remove knockback effect - it only hinders melee fighters
* increase range to 3.8/4.7/5.6 - make it "Staggering Blow" equivalent, but with emphasis on damage instead of stun
* decrease stun to 3/4/5
* Waves of Force (melee):
* increase damage by 25% - make it less underpowered, since it uses one 1h weapon only
* change recovery to fast - to make it somewhat equivalent to "Brutal Attack", but for use against tight crowds
4) --| NPCS:
* Erasira (Eirulan):
* Simplify the process:
* set permanent price for all difficulties - 1000 coins (it's always possible to change back to Mercenary not to pay 10k in Elite, which only consumes player's time)
* make her reset all class skills (melee, ranged, combat, nature) at once
* remove ability to reset skills to non-selected party members - skills should always be reset for selected party member only
* hasten her services:
* remove "damaging + healing" part from her services - it takes a lot of time, especially when resetting a lot of skills, and it's just unnecessary:
* if it can't be removed due to some technical limitations - then max her heal amount and casting speed, so that she would only heal once and do it very fast
* make her non-movable - it takes time to chase after her, even if that chase is 5 seconds long, it irritates
* simplify her dialogue:
* Erasira: "Good day. What class skills do you want to reset?"
* Party [if selected character's class has 0 skill points, then do not show option]:
* "Melee."
* "Ranged."
* "Combat Magic."
* "Nature Magic."
* [if all classes have 0 skill points] "Sorry. Nothing at the moment."
* Erasira: "It will cost you [price]."
* Party [agree]: "Here you go." [- party money, + skill reset for selected party member's class, leave]
* Party [disagree]: "Sorry. I have changed my mind." [leave]
* Lirrit (Eirulan):
* Remove dialogue entries:
* "Would you tell me more about pets, please?" - reply and voice is taken from another NPC (Eolanda the Combat Mage)
* "Well, let me see how powerful the ones you have in stock are..." - continues abovementioned entry
* "I would like to make use of your services" - leads to nothing
* Change two entries about pets to a compact one:
* "Let me see what you have in stock" -> open shop window
* Remove "War Hound" from her stock:
* Lirrit should have only basic pets in stock
* War Hound should be available exclusively to "Pet Merchant Neda" for completing her quest
* Kiernan (Snowbrook Haven):
* has other NPCs' voice (Feldwyr, unnamed npc) - better make him voiceless, like Drevin
* Narus (Kalrathia):
* has other NPCs' voice (Magrus, Lothar) - better make him voiceless (+ his voice and text don't correspond)
* text error (his whole dialogue should be rewritten):
* "Spear" without "." -> "Spear."
* "What? For the what?" -> "What? For what?"
* "Share Gold" -> "Pay up."
* rewritten dialogue:
* Party: "A nice spear you have there. Is it for sell?"
* Narus: "Yes. 500 coins and it's yours."
* Party [agree]: "Here you go." [- party money, + spear, leave]
* Party [disagree]: "Maybe next time." [leave]
* Marcie Finnila (Kalrathia):
* has other NPCs' voice (little girl npc, Taar) - better make her voiceless
* Nora the Nature Mage (Kalrathia):
* has other NPCs' voice (Deru, Taar) - better make her voiceless
* remove "the Nature Mage" from her name
* change dialogue entry:
* "Sorry, but I must ask: What sort of skills do you have?" -> "What sort of skills do you have?"
5) --| GUI:
* minimap:
* double green and blue dots size
* change hidden levers back to blue, since green is for allies and summons
* remove neutral critters from minimap
* Journal - Chants:
* update their description to have numerical values (like in v2.30)
* if chant gets a better version (name changes to "... =>" or "... =>>"), then change that chant's name color to grey (the same as enchantable items)
* "Resistances (MORE)" window:
* EXP: add 1 more decimal number [example: "Level 3.1" -> "Level 3.14"]
* DPS: there's currently no DPS info
* Leech: there's currently no health/mana steal info (add it below "Regeneration")
* "Dodge, Barricade" -> "Dodge, Block"
* weapons:
* add numerical notation of attack speed [example: "Slow attack speed" -> "Slow attack speed (1.04 sec)"]
* spells:
* add damage type to their name [example: "Frost Beam" -> "Frost Beam (Ice)"]
* enemies:
* add damage type to their info panel; for example:
* Plagued Boggrot: Health 2706/2706
* Attack: Melee (or Ranged/Fire/Ice/Lightning/Death/Non-Elemental)
* rename "funny" stats from "The Mysterious Quest" items using default DS2 terminology:
* Mysterious Bucket:
* Belligerence -> Physical damage reflected to enemy (or "+ Physical Damage"?)
* Looking Like a Fool -> Power recharge rate
* Spirit of Bolivar:
* Liberator Power -> Max damage
* Latino Flavor -> Fire resistance
* Latino Beat -> Ice resistance
* Futbol Love -> Death resistance
* Chibcha Soul -> Lightning resistance
* Hak'UBER Ceremonial Blade:
* Dancing -> Dexterity
* Noise Antipathy -> Physical damage reflected to enemy
* Eli's Bucket:
* Life of the Party -> All stats
* Happy Oblivion -> Melee resistance
* Sarah's Mug of Frothing Goodness:
* Foaming Damage -> Fire damage
* Great Taste -> Health
* More Refreshing -> Health regeneration
* Less Filling -> Physical damage resistance
* Inhibitions -> Intelligence
* Borgrim Thull:
* Pure Evil -> Combat Magic damage
* Evil Intensity -> Armor
* Evil Resistance -> Death resistance
* Evil Skills -> Combat Magic skills
6) --| ITEMS:
* item rewards from strong enemies and rare chests should be made better:
* bosses - 100% chance to drop unique/set items only (and no gold)
* mimics - 100% chance to drop 1 unique/set item
* skill sanctuaries - 100% chance to drop 1 unique item
* big golden chests - 100% chance to drop 1 set item
* mini-bosses - 25% chance to drop 1 unique/set item
* all non-magic items (white) should be changed to enchantable (grey), because:
* there's always a shortage of enchantable items
* white items are completely useless (especially white rings and amulets)
* change all inherent "+x Chance to Block ..." bonuses on weapons from 4%/3% to 5%/5% (on items that are added by mod)
* quality of all "Enchanted Items" (looted and sold in shops) should depend on max party level (party member with highest level) and should always be:
* lvl 0-9 - good only (not better)
* lvl 10-29 - rare only (not better, not worse)
* lvl 30-49 - exceptional only (not better, not worse)
* lvl 50-... - legendary only (not worse)
* potions should restore % of max health/mana instead of absolute value
* unique items:
* "Mace of Agarrus" - underpowered, considering its story and ability to craft much better weapons, needs tweaks (for Mercenary/Veteran/Elite difficulties):
* strength: 30/60/90 -> 50/75/100
* damage: 40%/45%/50% -> 100%/100%/100%
* max damage: 22/25/30 -> remove
* attack speed: 0.74/0.74/0.74 -> no changes
* REASONS:
* in average, all those changes will increase weapon's damage by 17%
* +100 strength in Elite looks much better than +90 (and can be considered giant's weapon)
* "Vanguards Platemail" - underpowered armor (considering its level and alternatives) that should be improved:
* armor: 204 -> 300
* power damage: 3% -> 10%
* hit points per hit: 4 -> 20
7) --| REAGENTS:
* reagents for melee and ranged weapons - make them universal:
* all of them should be compatible with any kind of weapon
* higher level reagents should have higher effect and cost (refer to "TO FIX - BALANCE - ITEMS" section)
* Lumilla's Salve - "Health Regeneration" bonus should be doubled, otherwise it's too low (and, generally, "Health Regeneration" property is very underpowered)
8) --| SPELLS AND CHANTS:
* "Magrum Erupto" chant - should not kill party members outright, damage should be lowered from 100% to 95% (because sometimes this chant is selected by accident)
* all rending auras' general properties should be tweaked:
* range: set to 1 (since can only be cast on self)
* duration:
* set to permanent 36 000 seconds (or unlimited, if possible)
* make it not be affected by buff/debuff skills (since auras duration is especially short for non-mages who do not level up buff/debuff skills)
* mana cost: set to permanent 25 (again, it's more like an utility spell, same as teleport, and should cost nothing to cast)
* casting time: instantaneous/minimum
* removability by enemies: none (they should not be affected by enemy powers that remove buffs)
* REASONS:
* we don't have to worry about getting non-ideal exp proportions between classes when auras suddenly stop working during battles
* we don't have to worry about party members getting "frozen" for 5 seconds during battles, when they decide to use auto-cast spells
* we don't have to worry about auras getting cancelled by bosses and losing dual-classes bonuses, which should be permanent, as all class skills are (and let's not forget that auras take 1 buff slot away, which are very precious)
* add EXACT information about each rending aura effects - in English, not in Latin:
* for example, what does "Acolyte"? what does "@" symbol mean? that enemies explode at "@ x" health? and so forth...
* improve useless spells:
* "Nourish" - slow healing speed should be doubled (6 -> 3 seconds)
* "Healing Rain" and "Healing Cascade" - considering high mana cost, high casting time should be reduced (3 -> 2 seconds) and range increased to standart value (8 -> 10)
* "Ripple" - considering other unempressive stats, casting time should be reduced (1.66 -> 1.04)
* "Transmute":
* remove higher grades (II-V)
* increase range to 10 meters
* increase radius to 10 meters
* set mana cost to permanent 25
* increase convertation efficiency to permanent 100%
* REASONS:
* it's a utility spell, so it should always behave in the same way - no need to complicate things by adding higher grades
* it's already inconvinient to use, so no need to also make it slow (range, radius, mana cost) and unprofitable (convertation < 1)
* not considering, that it can destroy useful items (rare, unique, set), unlike manual loot collection and selling
9) --| SHOPS:
* spell shops:
* change their stock to include every spell - player still can't use spells without meeting their requirements, but he should be able to see them all (including their grade, requirements and description)
* change spell quantity to unlimited - so any spell could be bought any number of times
* reduce spell stock to 1 of each - for example, if there are 3 "Teleporter" spells, leave only 1, because there's no need to see duplicates
* REASONS:
* ability to plan party development according to spell requirements
* ability to plan party strategy according to new type of spells, that will be available later
* ability to buy needed spells in needed quantity without relying on shop's RNG
* reagent shops:
* change their stock to include every normal (non-rare and non-unique) reagent that is <= than main hero level
* change reagent quantity to unlimited - so any reagent could be bought any number of times
* reduce reagent stock to 1 of each - for example, if there are 3 "Teleporter" spells, leave only 1, because there's no need to see duplicates
* REASONS:
* ability to buy low-level reagents (that in normal gameplay stop being sold when party becomes high level)
* ability to buy any number of any reagents (up to player's level) without waiting for the shops to restock
* visiting merchant ("hidden" reagent shop):
* there's no info in the mod that he sells stuff with 20% discount - remove it
* change his stock to rare/unique reagents (except Lumilla's Salve and Viperclaw) and enchantable items only
* change enchantable items quantity to unlimited - so any enchantable item could be bought any number of times
* change his prices to be x10
* REASONS:
* it'll be possible to get "rare/unique reagents" without depending on lucky loot
* it'll be a good money sink
10) --| MAP:
* put 1 respawnable "Big Chest" (Golden) at the end of "Temple of Valdis" near "Eye of Zaramoth" so that there would be an incentive to repeat "The Final Ascent" (without the boss)
------------------------------
TO ADD (NEW CONTENT):
------------------------------
1) --| SPELLS:
* "Summon Rustguard" - new super-summon for magicians (who use "Rending Aura: Magician") - AOE damage dealer:
* spell grades: no grades (no I, II, ...)
* requirements:
* 10 skill points in: "Summon Fortitude", "Summon Might", "Summon Bond", "Summon Alacrity"
* combat magic 50, nature magic x (calculate using the same formula which is used for Ghost and Harpy spells)
* special: only 1 summon per mage ("multi_summon = true" should not work with him)
* creature type: Rustguard
* traits: attacks all adjacent enemies in melee, resistant to magic damage
* additional traits (compared to hostile Rustguards): "+100% Movement Speed" (to be equal to party members, since normally they're very slow)
* "Summon Protector" - new passive summon for magicians (who use "Rending Aura: Magician") - mage defender who soaks up incoming damage and doesn't provoke enemies:
* spell grades: no grades (no I, II, ...)
* requirements:
* 10 skill points in: "Summon Bond"
* combat magic 50, nature magic x (calculate using the same formula which is used for Ghost and Harpy spells)
* special: only 1 summon per mage ("multi_summon = true" should not work with him)
* creature type: Mucrim (or any other small flying creature, preferably in the form of a ball)
* traits: doesn't attack anyone, stays close to the caster, resistant (80%) to all damage, and high armor
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